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Mortal Online

Mortal Online 

General Discussion  » Fast Patching After Awakening

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65 posts found
  deathshroud

Novice Member

Joined: 11/06/10
Posts: 1326

9/07/12 11:03:47 AM#41
Originally posted by Biskop

I guess you'll be disapointed with GW2 only if you bought the absurd hype and really thought it would change the MMO scene in a fundamental way (as the faithful zealots have been proclaiming for years).

Personally I've never considered it anything else than a super-casual triple-A themepark with all the slightly "new" features of several recent games thrown in together, and a clever "btp" business model tacked on to lure people in. I'll probably try it after all the launch hysteria has died down, but I won't expect anything really new from it.

MO on the other hand could have been an innovative game for real if all the promised stuff had been implemented in a working manner. Too bad they weren't and never will be.

 

hows vanguard :)

there are 2 types of mmo, imitators and innovaters.

  Biskop

Hard Core Member

Joined: 10/06/11
Posts: 669

9/07/12 4:18:05 PM#42
Originally posted by deathshroud
Originally posted by Biskop

I guess you'll be disapointed with GW2 only if you bought the absurd hype and really thought it would change the MMO scene in a fundamental way (as the faithful zealots have been proclaiming for years).

Personally I've never considered it anything else than a super-casual triple-A themepark with all the slightly "new" features of several recent games thrown in together, and a clever "btp" business model tacked on to lure people in. I'll probably try it after all the launch hysteria has died down, but I won't expect anything really new from it.

MO on the other hand could have been an innovative game for real if all the promised stuff had been implemented in a working manner. Too bad they weren't and never will be.

 

hows vanguard :)

It's ok, nothing more nothing less. A great themepark game at the core but dated combat-wise and without PvP which is a huge downer for me.

And yeah, it's also free now, so I don't feel ripped off because of the numerous bugs and technical issues.

Funny how this thread has derailed btw :D

  Rohn

Hard Core Member

Joined: 7/02/08
Posts: 3495

9/13/12 8:10:30 PM#43

Patch notes for the next patch have been posted, some good things in there:

http://www.mortalonline.com/forums/threads/tba-version-sept-14-patch-notes.78755/

 

  • Sentries are now blue flagged.
  • Optimized skill updates to UI transfer.
  • Optimized item updates to UI transfer.
  • Fixed gazzel idle animations not looping correctly
  • Removed the funny NomNomNom response from your pet when you give it good food.
  • You now get a error message when you try to transfer a house to someone who allready has a house.
  • You now get a error message when you try to transfer a house but you don't seem to have one to transfer.
  • You now correctly gain experience in Bribe.
  • You now correctly gain experience in Threathen.
  • You now correctly gain experience in Persuade.
  • Tindrem is now the default starting location in character creation.
  • Tindrem now has a tutorial section for new players.
  • Pets leveling has been fixed!
  • You should now correctly see the max amount of taxes you can pay in the house ui.
  • House UI has been cleaned up, you can now see how many days you have missed paying taxes.
  • You should now be able to build siege weapons again.
  • You can no longer lockpick when dead.
  • Fixed a minor issue where the house sign wouldn't show the correct cost per day
  • Fixed an issue that made it so that the AI didin't release their follow-pos, making it so that ai would be to much inside players when fighting.
  • Ai should now be at a slightly larger distance away from their target if that target is a client, this to avoid them moving inside the player too much.
  • Resynced springbok animations with attack.
  • Made it slightly easier to pefect block ai.
  • Perfect blocked ai will now correctly trigger the perfectblock message and a counter chance.
  • Purify now correctly works again.
  • Mindblast now correctly works again.
  • Fulminaton should now work correctly.
  • Corrupt should now work correctly.
  • The crafting tutor now gives you one more skill to get your weapon crafting career started.
  • One handed shaft handles now use the correct skill when crafted.
  • Player loot decay increased from 900 to 1800. Note that the decay will speed up a lot if there is nothing in the loot.
  • You are now allowed to safely loot the contents of your dead pet without turning grey.
  • Using a single lockpick will now correctly destroy it if broken.
  • Horse armor should correctly work again.
  • Trade broker listing should now work correctly.
  • Increased the update rate of house taxes.
  • Pages on the broker should now work.
  • Fixed issues with old pet recipts not correctly getting removed.
  • You should now be able to craft handle only weapons too.
  • Lynx should now correctly spawn
  • Fixed a crash caused by the broker interface.
  • Fixed a crash where clients would go down if they requested more info on a bag.
  • Update char-creation tips for cities
  • Fixed several portables that have the correct skills connected to them.
  • When extracting with a skinning knife the window now says "Skinning"
  • Fixed an issue where portables wouldn't be correctly picked up by the code and couldn't be correctly used.
  • Fixed an issue where new skills wouldn't always correctly get added to the skill book due to skill update overload.
  • World chests now correctly lock again after being picked or opened.
  • World chests closing while you are looting should now correctly close the looting window.
  • Looting world chests should now work a lot better.
  • You should now be able to add more items as catalysts for the extractor.
  • Fixed issue where calx powder couldn't correctly be used.
  • Fixed issue with glassblowing not giving the correct item.
  • Dyeing skill should now correctly work and level up.
  • Mobs with ai-attacks that should drop loot will now do that.
  • Guild invite popup now UI converted.
  • Fixed a couple of bad guild messages.
  • House stables should now correctly spawn a stable keeper.
  • Fixed an issue where you could stable a infinite amount of pets in a single stable. It's now correctly limited to 5.
  • Fixed issues with old pet-receipts not correctly moving to the stables. (This would have to be done by a GM before)
  • Stables will now change you response depending on if you have pets to stable/unstable.
  • Stables can now create a receipt for any pet you have stabled there:
  • A receipt will be named after the type of pet and its level.
  • It costs you 50 silver to create a receipt.
  • After a pet is made into a receipt it will no longer count towards your stable limit.
  • If you have receipts that can be used at the stable you are talking to, you will get a "Use a receipt" option. Once you choose to use a receipt the pet in the receipt will be stabled at that stable.
  • Pets stabled using receipts will have a fairly low loyalty when brought back out so make sure you have food ready!
  • The receipt description will give you more info about the pet (works on broker too!)
  • Pets with dynamic stats (mounts) will show their stats on the desc of the icon, even in the broker.
  • Fixed a couple of custom-weapons not being connected to the correct skills, making them worse then they should be.
  • Severly optimized chat to avoid freezes when too much chat has been saved.

Hell hath no fury like an MMORPG player scorned.

  deathshroud

Novice Member

Joined: 11/06/10
Posts: 1326

9/14/12 9:39:11 AM#44

big patch but now im getting this error message...

 

unknown file version, your installation is corrupted, please reinstall the client.

 

sigh....

 

edit- its patching now but they should consider changing that error message, i mean if i didnt need to reinstall then they shouldnt tell me that i  do.

there are 2 types of mmo, imitators and innovaters.

  Rohn

Hard Core Member

Joined: 7/02/08
Posts: 3495

9/18/12 9:32:20 AM#45

New patch notes for today - they've been tightening up the game pretty nicely:

http://www.mortalonline.com/forums/threads/awakening-patch-notes-18-09-2012.78896/

 

Added tab to target to the tutorial help.
Fixed issues with NPCs that wasn't correctly holding their weapon when doing idle animations.
Fixed defaults in the chat window.
Aggro drop on AI has been slightly decreased.
Vendors can now override the default buy rules.
The Herald in Tindrem should now be able to do this and should therefore buy the Megnaton weapons.
Broker window should now correctly close when you move away.
Fixed issue where axes made using the 2h short handle would count as poleaxe.[Yay]
Fixed a bad message when trying to open a loot that was too far away.
The 25s axe that the utility vendor sells should now correctly work.
Fixed it so that the tower UI can no longer send glitched values. 
You can no longer have several splits open in the UI.
Fixed a couple of issues with the dynamic coloring of icons.
Found a bug that could cause all kinds of strange UI-saving behaviour.

Hell hath no fury like an MMORPG player scorned.

  CroniteLore

Novice Member

Joined: 10/27/11
Posts: 110

9/20/12 2:54:37 AM#46

More patch notes for today

http://www.mortalonline.com/forums/threads/awakening-patch-notes-20-09-2012-tba.78978/#post-1367494

(beat you to it Rohn haha)

Fixed issues with some icons showing color when they shouldn’t.
Strength Requirements should now correctly show on ranged and melee weapons icons.
Fixed a couple of unique armors not correctly working.
Mount damage is now correctly saved when you dismount.
Fixed issue with mount health not being accurate when you dismount.
Third-person unarmed frontal block t-pose fixed.
Fixed the odd coloring on the armors.
Added support for material blood on several creatures.
Pre-made weapons (loot-weapons) tooltip will now correctly work.
Fixed a couple of animation issues with fist-weapons.
Dismounting players who get hit by an arrow on their mount will now correctly be handled as a mount strike.
Triple strike should now correctly work with dual fist weapons and single fist weapons.
Moving a stack onto something it can stack with but can't add the entire stack will now add as much as it can instead of swapping.
Fixed several issues with items going invisible after being moved to bags.
Fixed issues with items being moved to pet back and going invis.
Splitting stacks and moving it straight to pets should now work as intended.
Splitting stacks and moving it straight to bags should now work as intended.[Let us know if you see any issues here please!]
Fixed an issue where un-equipping armor from a mount didn't correctly move the item to the inventory.
Fixed an issue where un-equipping armor directly to a bank didn’t correctly move the item to the inventory.
Fixed issue with swapping mount equipment from a mount to a bag not working correctly.
Fixed a couple of problems with pet armor not correctly being re-calculated.
Fixed tool tips and some other issues with equipped items.
Fixed the default icons in the broker and some other places too.
Level locks on pet should now correctly be saved when stabled etc.
Made it easier to set what type of food each creature eats.
Pigs should now like any type of food.
Campadons should now correctly like non-meat food.
House stables should now correctly spawn.
Client only doors now correctly block.
Increased axe-heads combat trace.

"In MO, even the haters are hardcore!" - ltank

  Rohn

Hard Core Member

Joined: 7/02/08
Posts: 3495

9/27/12 10:23:42 PM#47

New patch notes for a patch that will hopefully go live tomorrow:

http://www.mortalonline.com/forums/threads/awakening-patch-notes-27-09-2012-tba.79263/

Sound


  • Added a ton of new tracks to the music list in the game.
Crafting
  • Fixed issues that made it so that you couldn't create exceptional vials.
  • Butcher tables in houses should now correctly work.
  • Lore skills should now gain more correctly.
TC and Taxation 
  • You can now buy a tax manager from the overseer.
  • Added a tax-system for player houses. The rules are as follows:If a house is within the range of a tower that is connected to the keep it's considered part of the guild's land.
  • The guild have the ability through the tax manager, to change the taxes they want from their population.Taxes range from 0 - 200%, the amount each house have to pay is related to their upkeep.
  • If you have a upkeep of 50c and the guild requests 100% tax you must pay 100c per hour rather than just the upkeep.
  • Taxes paid by houses will be instantly moved to the keeps tax manager.
  • You can make withdraws from the task manager if you are high enough rank.
  • It takes some time after changing the taxes before it changes on all of the houses in your territory.
  • The taxes and the territory it's connected to is shown on the house sign.Tower sentries should no longer give MC.
  • Fixed a couple of issues with keeps and territory control, mainly that the CP cost for staff wasn't correctly used.
Pets / AI
  • Pets on follow can now override their set move speed a bit when following you.
  • Pets on follow will now follow you slightly closer.
  • Fixed up a couple of items that was not correctly working as good food for pets that don’t eat meat.
  • Fixed an issue where pets wouldn't correctly "like" the correct food.
  • Fixed an issue with the "too much weight" message you get when adding too much to your pet.
  • Increased the amount of xp you get for taming larger creatures.
  • NitreQueen drop now have a real mesh.
  • Fixed annoying "you dont have a taming skill" when dominating.
  • You can no longer transfer dominated creatures.
  • Fixed an issue where swapping things from pet-bags with inventory could cause a item to go invis.
GUI
  • Icons for unique armors should now correctly work in the inventory.
  • Right click to loot will now correctly work again.
  • Right click to loot will now try to auto-stack what you loot with other things in your inventory.
  • Items affected by this will be moved to the first slot of your inventory when you first login your char.
  • Fixed a bunch of issues with the looting UI.
NPC’s / Newbie 
  • Fixed a couple of librarians selling the wrong books.
  • Changed tutorial disabled text to hints disabled to avoid confusion.
  • Changed a couple of minor errors in the newbie tutorial.
  • Cleared up some extraction messages and made them more newbie friendly.
  • Some items in the broker will now show a better item name to make it easier to find what you want without having to go through everything.
  • Boulders have been moved to the keep engineer.
  • Boulders now cost 5 pp to buy.
  • Keeps now correctly have a much higher upkeep.
  • Made some changes to the durability calculations of handles.
  • Re-balanced a couple of handles.
  • Fixed a crash in the overseer.
  • Made some changes to spoongewood.
Loot ‘n weapons
  • Megnaton items that all use to look like swords now have a real mesh.
  • Added a couple of new blades.
  • Added a new crushing head.
  • Added a couple of new handles.

Hell hath no fury like an MMORPG player scorned.

  YojimboBimbo

Novice Member

Joined: 9/25/12
Posts: 172

10/01/12 2:48:58 AM#48
I find it funny when a lot of you refer to shit that was working and became broken as these awesome patches.
  Rohn

Hard Core Member

Joined: 7/02/08
Posts: 3495

10/05/12 4:40:34 PM#49

New patch notes announced:

http://www.mortalonline.com/forums/threads/awakening-patch-notes-05-10-2012.79469/

Version 17.00.25

Items and Loot 


  • Improved item updates. This should solve node-crossing, gathering and all other freezes related to items.
Skills
  • Fixed some rounding errors in the petpoint zoology calculations..
  • Added "hidden skills" these skills will NOT show up in the skill tree until learned.
  • Added missing skill books. And some skill books on libraries.
GUI / Noobs 
  • Added more information to the "modifications bar" in the bottom-right corner.
  • Modification bar buttons now animate when added to get attention.
  • Default names of crafted items are now more specific.
  • Fixed some text in the noob-tutorial.
  • added new command /endtutorial this will instantly finish the Tindrem tutorial.
  • Made the tutorial arrow more noob friendly.
  • Fixed book icon not correctly updating at login to account for offline reading.
  • Fixed some typos.
AI 
  • Fixed issues with special-idle node NPCs running their idle animations when not appropriate.
  • Creature control and advanced creature control will now gain experience every time a pet levels up. (amount gained depends on the animal)
  • Sebastian the meek is back!
Territory
  • Setting the targets on TC towers should now correctly show.
  • Finishing walls should now work again.
  • Sliders on towers are now limited by their tier.
Weapons / Movement
  • Fixed an issue where durability loss when a weapon hit a armor didn't correctly round.
  • Movement calculations now uses a curve rather then being linear. In short, the speed gained from going from 10-20 dex is a lot more then from 100-110.
Inventory / bags
  • Fixed issue where you could have 1 more item in banks/inventory then the cap intended.
  • Fixed an issue where bagged items would take up a slot when items where spawned to characters.
  • Fixed a couple of issues with bags and items moving from and to banks.
Housing / Keeps
  • HP for house info should now correctly show.
  • The overseer can now correctly moves and dismiss NPCs.
Sound
  • The sound volumes now correctly work

Hell hath no fury like an MMORPG player scorned.

  psykobilly

Novice Member

Joined: 11/19/10
Posts: 317

10/05/12 5:52:57 PM#50
Originally posted by Rohn

 

  • Movement calculations now uses a curve rather then being linear. In short, the speed gained from going from 10-20 dex is a lot more then from 100-110.

 

This is hilarious.  I told them to do this in beta... could have saved years of bitching about veelas.

This curve could end up gimping many vet builds.

  SaintPhilip

Novice Member

Joined: 3/22/12
Posts: 729

10/05/12 6:22:10 PM#51

Damn...The Patch notes are growing to the size of War and peace and YET the game is still completley riddled with bugs upon bugs upon bugs.

-Seriously you (SV) should be ashamed. I am ashamed for you.

  Hancakes

Apprentice Member

Joined: 2/06/11
Posts: 1052

10/05/12 6:42:42 PM#52
Originally posted by SaintPhilip

Damn...The Patch notes are growing to the size of War and peace and YET the game is still completley riddled with bugs upon bugs upon bugs.

-Seriously you (SV) should be ashamed. I am ashamed for you.

Perhaps they should stop the " fast patching" and release patches that actually fix the game.  What is this, patch 15 since Awakening? 

  SaintPhilip

Novice Member

Joined: 3/22/12
Posts: 729

10/05/12 6:45:30 PM#53
Originally posted by Hancakes
Originally posted by SaintPhilip

Damn...The Patch notes are growing to the size of War and peace and YET the game is still completley riddled with bugs upon bugs upon bugs.

-Seriously you (SV) should be ashamed. I am ashamed for you.

Perhaps they should stop the " fast patching" and release patches that actually fix the game. 

For sure. Plus the "patches" never fix everything they claim to anyway.

-That aside I am freaking floored they released awakening with this many problems. And 2 months down the lines (and a growing list of "fixes") the game is still a mess. I really would be utterly ashamed if I were a company charging money for this. This isnt even that funny anymore (it once was) but is now verging on totally pathetic.

  YojimboBimbo

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Joined: 9/25/12
Posts: 172

10/05/12 8:35:52 PM#54
yea MO patches are shit.  add in new issues and never fix the old ones
  Hancakes

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Joined: 2/06/11
Posts: 1052

10/05/12 8:40:52 PM#55
Originally posted by YojimboBimbo
yea MO patches are shit.  add in new issues and never fix the old ones

Henrik keeps throwing sh@t at the wall hoping enough sticks. 

 

 

Alas, MO isnt really worth discussion.

  charlizd

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Joined: 2/07/07
Posts: 892

Live Life today, Because tomorrow is but a dream and yesterday only a
memory!

10/05/12 8:49:06 PM#56
Originally posted by YojimboBimbo
yea MO patches are shit.  add in new issues and never fix the old ones

It's not that they DON'T fix the old one it is that they have no freaking idea what they are doing so when they DO fix some of the bugs this in turn breaks other shit, it is a never ending process, I feel sorry for them, i'm sure they have great intentions in mind but just keep continuing to fail, how many times can you kick a dog before it eventually attacks you, i am really suprised they are still going tbh.

  KatlaOdindottir

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Joined: 6/02/10
Posts: 122

10/05/12 9:10:20 PM#57
They should just close that game down jesus, I feel for all their loyal supporters.

www.daneslaw.com

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Awaiting Darkfall Unholy Wars

  YojimboBimbo

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Posts: 172

10/05/12 9:18:33 PM#58
yea, so true char
  deathshroud

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Joined: 11/06/10
Posts: 1326

10/06/12 1:10:16 AM#59
Originally posted by mrcjevans
They should just close that game down jesus, I feel for all their loyal supporters.

but if the loyal supporters like the game why would they want it closed down?

there are 2 types of mmo, imitators and innovaters.

  YojimboBimbo

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Posts: 172

10/06/12 8:44:24 PM#60
Originally posted by deathshroud
Originally posted by mrcjevans
They should just close that game down jesus, I feel for all their loyal supporters.

but if the loyal supporters like the game why would they want it closed down?

The same reason people stuff fast food down their throats or vote representatives into politics...

They simply do not know better lol.

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