A persistent sandbox world. No classes or levels. Train the skills you want for your own unique build. Player-driven trade, economy, and housing. Millions of crafting combinations. First-person immersive combat. Exploration. Bosses. Full loot, full PvP. The world of Nave is yours - who will you be?
[h2]The PTR servers are once again open to the public![/h2]
[b]How to Access the UE5 PTR[/b]
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[*] Open your Steam client and right click Mortal Online 2 in your games library.
[*] Click ‘Properties’
[*] Click ‘Betas’ on the left
[*] Using the ‘Beta Participation’ dropdown menu, click on the Mortal Online PTR branch.
[*] Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal.
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[b]Audio[/b]
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[*] Added Tindrem Vocal Theme song to Tindrem.
[*] Fixed issue with footstep ground traces causing sounds to sometimes not play. This was most noticeable on horses.
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[b]Skills[/b]
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[*] Engineering skills now gain experience when building.
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[b]Movement and Combat[/b]
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[*] Equipment hits are removed for all equipment types except shields.
[*] Fixed issue where players could be pushed through walls by mounts and creatures.
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[b]Flags and Standing[/b]
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[*] Fixed a bug where the pets flag did not always update properly.
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[b]Optimizations[/b]
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[*] Adjusted config settings to exclude small objects in the distance from shadow passes.
[*] Moved fur mesh generation to a background thread to reduce creature loading stutter.
[*] More game assets are added to the preload stage to reduce loading stalls mid game.
[*] Schedule engine level destruction of gameplay actors over time to reduce micro stutters.
[*] Reduced the cost of GPU velocity pass.
[*] Fixed issue where an AI changing growth level would flush async loading and cause a game stall.
[*] Fixed issue where spell effects could flush async loading and cause a game stall.
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[b]Buildings and Placement[/b]
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[*] Clarified some placement obstruction messages based on feedback from the previous PTR.
[*] Supply Storehouses now only add defence to structures which are within 100m of them.
[*] Removed the limit of only being able to build 1 Supply Storehouse.
[*] Supply Storehouses now have a placement check, which will not allow placement if you are trying to place one too close to another Supply Storehouse.
[*] Removed the Guild Guard from Priest Shrine Tier 3.
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[b]Guilds and Territory Control[/b]
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[*] Only the owners of a building may now pay its upkeep. Upkeep for keeps can be paid by guild members.
[*] Fixed an issue that caused keep connected buildings to be able to be claimed by other guilds if destroyed.
[*] Fixed issue where a user could disband a guild, create a new guild, and then automatically reclaim all the structures from the previous guild.
[*] You can no longer use a Gate Expansion Plan to rebuild a previously existing but destroyed gate expansion to take ownership over it.
[*] Guild members may not upgrade others houses, only the Owner of a house can upgrade it.
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[b]Magic[/b]
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[*] Fixed players receiving more than one instance of "Glory" even if they have been healing.
[*] Fixed players healing other players' pets would not give them a share of the glory.
[*] Fixed healing calc where tamed/dom/ritual/zombies with full hp was counting as contributing, when you were actually healing for 0.
[*] Fixed calc where players would sometimes be credited more than intended due to not properly checking Current Max Health.
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[b]Characters, AI and NPCs[/b]
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[*] Fixed issue in navmesh queries where AI would take shortcuts through the air when going up or down steep slopes.
[*] AI now have individual spawn timers. This means that two AI killed at the same time will also spawn at the same time.
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[b]Input, Engine and Game Settings[/b]
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[*] The game now enforces the FOV range seen in the game settings to block players trying to circumvent it by unallowed means.
[*] Updated physics on all capes and hairstyles due to the physics engine upgrade to Chaos.
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[b]UI and Interactions[/b]
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[*] Fixed a bug where title progression only updated once in real time.
[*] Fixed broken grass gathering in a few places in the world.
[*] Your guild name is now visible in the Social window under the Guild tab.
[*] You now see a skull icon under the crosshair if you target a murderer and a sword icon if the person is a criminal.
[*] Fixed issue where users would not be able to enter Nave after leaving Haven without restarting the client.
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[b]Lighting, Weather and Environment[/b]
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[*] Various art fixes across the world based on bug reports.
[*] You can now walk on the ropes between buildings in Kranesh again.
[*] Clear weather is now more common all over Myrland.
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