Mortal Online 2 · published

The Sprint 16 PTR for our upcoming update is now available on Steam, by selecting the testpublic branch, and will be available until Monday morning CET for testing and gathering feedback.
Have a read of the full patch notes below, and jump onto the PTR server to have a look for yourself!
The engine has been upgraded to version 5.7.1. This increased stability and general performance of the game as well as improved light/shadow rendering.
FSR has been updated to the latest version.
DLSS has been updated to the latest version.
Steam SDK has been updated to the latest version.
EOS SDK has been updated to the latest version.
Our voice over ip (VOIP) has been rebuilt so that it plays audio using Unreal Engine 5’s audio mix instead of a separate audio system.
VOIP is now affected by sound zones, like reverb in caves.
VOIP from other players is now muffled if the player is behind a wall etc.
VOIP from other players is now changed when the player is swimming.
VOIP from other players is now slightly different when the player is wearing a helmet.
You can now hear other VOIP users at a further distance.
The sound falloff for VOIP is now more natural.
The position of the VOIP sound is now correctly coming from the face of the speaker instead of a general area around him/her.
VOIP playback volume settings now follow the same system as other volume settings.
Listening to VOIP is now cheaper CPU wise since the engine handles ducking of sounds if there are too many.
Increased the max number of players you can hear speaking at the same time.
Optimized the VOIP servers removing un-used and old code to increase performance.
The network cost of having VOIP on is now much lower.
The test VOIP is now a button you hold down to hear your own VOIP.
Red Coral, Amethyst, Cuprum and Silver trinkets may now roll with more power to spend on stats. For existing trinkets, this will require a reroll / identify for these trinket tiers to benefit from the changes.
Rebalanced the worst trinket physical damage stat rolls to be more likely to roll higher values, this won't require a reroll/identify to benefit, so if you have a trinket that rolled one of the adjusted stats, it will now be better.
Rebalanced the maximum range of Stamina to be able to roll higher due to Stamina almost always being less appealing than rolling Health instead. This change will affect existing trinkets as well.
Fixed some Amulets giving not-yet implemented skills. The following amulet skills have been converted:
Snooping > Scribing
Pilfering > Anatomy
Lockpicking > Mounted Magery
Animism > Elementalism Spells
Brawling > Poleaxes
Unarmed Techniques > Poleswords
Added a new system for dynamically spawning new events in the world. These events are new groups of people or creatures that can appear almost anywhere in the world, with a focus on various POIs and dungeons.
You can now only report people who attacked you within 2 minutes of your death, the limit of 4 potential murder count reports still holds.
Dying to non-player controlled AI will forfeit all your potential murder reports.
Dying to an AI that was a pet, but also abandoned doesn't forfeit your potential murder reports.
Killing pets now causes standing loss if innocent, pet owner has positive standing in zone, not allied, guilded, didn't assault the killer & the killer is not in a contested outpost area.
Counter damage reduction is now 80% instead of 60%.
Certain buffs now refresh when used again before they expire (Steady Hands, Rejuvenate, Quicken, Sapped, Ward, Invigorate, Energise, Empower, Brace, Amplify).
Buffs cast by the opponent are now removed at the end of a duel.
Increased Boulder base spell damage from 28-30 to 38-40.
Fixed issue with the melee combat system resetting the charge circle even when casting magic in combat mode.
Rebuilt the code for Ahk Bond to fix several issues.
Death hand base damage decreased from 32-34 to 25-27 damage
Death hand casting time decreased from 2.0s to 1.7s
Fixed mana reduction orb effect not working for initial checks, causing spellcasts to not be allowed if you didn't have the original mana cost.
Fixed magic combat action queue getting stuck on death or in mercy mode. Interactions would get stuck while trying to cast last spell, which would stop the user from interacting with things like resurrecting at priests.
Fixed issue where hitting a mount someone was riding with earthquake did not always dismount or damage the riders.
Territory filters on the map can now be combined so that you can show keeps + guild territory to only show your guild's keeps for example.
Updated the text on the Territory Filters to more clearly indicate what they do.
Updated the look for the filters in the map UI.
The Guild member list is now sorted so that online members are always on the top.
Fixed spellings of some POIs on the map filters.
Fixed issue where being in combat mode with fists out and manipulating/destroying items from your inventory would cause your combat ability bar to be cleared until re-equipping a weapon.
Fixed Bandit daily task tooltip incorrectly mentioning specifically bandit bowmen despite all types of bandits being valid for earning task contribution.
Fixed an issue where your Combat Abilities would not show up on your hot bar when you entered combat mode with your fists.
Added support for AI using shields.
You can now push pets, ritual pets and controlled undead AI that is not attacking a target. They return to the original position after a few seconds.
Players will now gain loot priority for 10s after killing AI, this means that only the player who did the most work(and gained most glory) and their guild members will be able to loot for this duration.
When you are not able to loot someone else's loot yet, you will see a faint glow on the loot bag.
Player pets when killed don't give loot priority.
Your own and your pets loot bags will now glow red.
Locked loot bags where someone else has loot prio will glow purple.
Adjusted the armor defence balance on the four plate armor styles, Tindremic Knight, Mercenary Plate, Draconigena Armatus and Risar Soldier to be closer to each other, allowing for a greater number of viable armor choices and visual variety.
We have taken the opportunity in this patch to update the Tindrem Arena with a few easy and fast changes that will hopefully make it more of a useful hub for both officially hosted and player hosted events, as we currently do not have a single area in the game in which we can host "safe" events for all players regardless of nation standing status.
Added new Tindrem Arena Bankers to both of the “fighter’s quarters” areas on either side of the Arena.
Added red priests to either side of the Arena.
Added Tindrem Arena Sentries throughout the Arena which will only attack criminal players.