Nuevo update del nuevo continente:
Progress update
Today’s development update is a little bit different.
Normally we would have a large epic concept art and a large section of lore, but not this week. The writers are currently working on a large piece of lore that we will hopefully bring you with the next development update.
So today we instead focus on giving you more screenshots then we have ever done before, and we also give you a video of the new mount type (the Gamal) and bring you two work-in-progress versions of two new songs from the soundtrack!
The past two weeks the coders have been hard at work trying to iron out bugs. We have also built a couple of new things that hopefully will bring better balance to ranged combat.
The new coder Jonas has been keeping a small weekly progress log going on the forums, if you have missed it you can read it here: Week 1 Week 2
We have focused a lot of the bug fixing the past weeks on getting the most common UI issues sorted out. Fishing has also gotten a couple of pretty nasty bugs ironed out and the way tamed AI crosses nodes has been greatly improved.
The art people have generate a ton of new NPCs for Sarducaa and made several variations on the new and some old mobs. The jungle has also been further expanded upon and the main cites have been polished up to look better than they have done before.
5 new armors have been added and are currently being balanced on the test server.
The world has also been filled with more interesting minor NPCs and interesting new ways to raise and get pets as well as several new secrets to be found.
The Gamal
The new mount that will be coming with the new expansion is called Gamal.
As you might imagine the Gamal is especially good at handling the high temperatures on Sarducaa, something that will impact most other mounts.
Just like every other mount in Mortal Online the Gamal can be used in breeding and is generated using code giving us a massive amount of different looks and stats.
In this video you can see the new model and a couple of variations.
Music
Here you can listen to two new tracks from the new Sarducaa sountrack.
The first one will be used to set the mood in the jungle and the second in the mountainous areas.
We have previously put up videos with 3 other new tracks and they can be found on the official youtube channel.
Screenshots
Since we don’t have any lore or concept updates this week we instead try to bring you a large variety of screenshots.
This week you get a glimpse of another part of the jungle as well as some caves. We also included a couple of screenshots of the mobs we have been following.
Please keep in mind that this is work in progress and things can still change.
http://www.mortalonline.com/sarducaa-development-update-6/
No pongo laas screens porque son varias, en el enlace las teneis.
#637 Tu te crees ke despues de tantos años voy a tener el ts?? xDD
Tengo al main en la ciudad que viviamos cuando metieron el parche de los caballos y no tengo ni puta idea de como llegar a una ciudad xD
Edit: buah me dao una vuelta por ahi y me acordao por que deje el juegoo xDD
ala me vuelvo al no juego a nada online
Progress update
This is it: the last developer update before we release the next expansion!
It’s been a long and somewhat bumpy road but we can finally see light at the end of the tunnel.
To illustrate the scope of this update here are some numbers:
Sarducaa is approximately 85 square kilometers. Myrland is 64.
We have added around 100 new NPCs and AI for you to encounter.
20 new titles for you to find.
30 new fishes have been added.
5 new fully craftable armors have been added to the game.
5 new songs have been added to the soundtrack
There are 300+ new items to find.
The internal patch notes have over 300 entries.
We have added around 4 gigabytes of new content.
Lore
We have split up the Sarducaa lore into 2 sections.
The first is called Sarducaa Stories and will hold the lore updates/stories we have shared with you during the development.
You can read all of these right here.
The second entry contains the rest of the Sarducaan lore.
This new section contains a lot of new lore and dives deeper into the history and lore of Sarducaa and its people. This is a very large new section with around 10 pages of information and history from the new continent.
You can read all of this new lore right here.
Today’s cover art is a piece drawn by our concept artist based on the lore around the great Labbah Quarachath.
As mentioned above, the full lore can be found here but here’s an extract from that text:
Labbah Quarachath
More than three decades passed, and during what would become the final chapter of the Invasion of Nordveld, Zanthenes caught the eye of the Empire yet again. At this time the city had become a known sanctuary for deserters and radicals, and as the army desperately needed every man and weapon (and Huergar prospector) a full legion was sent to its gates with the orders to “…seize every Tindremic traitor – nay, every wretched being walking on two feet – and herd them headfirst into Rimfrost’s Gorge. Pile them high.”
To their surprise the emissaries of the legion met with a blooming city, rather well fortified walls, and of course the former Procurator, which no one seemed to have remembered, now going by the name Labbah Madar. Although heavily outnumbered and facing total annihilation of the city unless she surrendered, she blatantly refused to give up any citizen. According to the notes of the emissaries, to demonstrate the fierceness with which her people would defend their jewel, she lit her head on fire by sticking it into a brazier, firmly eyeing them until the flames had consumed her every hair curl. This clearly insane act apparently made such an impact on the Tindremenes that they turned the legion on its heels and left Zanthenes to a different destiny.
Patch notes preview
We have decided to share some of the patch notes for this next huge update. Note that these are work in progress and the final version will change, certain notes have also been cut out since they could impact how people play the current version.
World
The new continent Sarducaa is arriving soon, along with new mysteries, adventures and riches!
Updated tower of Fabernum.
Reduced the size of black “mage” towers.
Added some new rare spawners around Myrland.
Added heat system.
Built a new much cheaper world chest system called WorldLoot. This systems makes it possible to have a large variety of lootable “treasures” in the world such as urns, crates etc.
AI
Added support for fully roaming mobs.
Added more talking to the bandits.
Added support for AI combat groups. Combat groups are groups of AI that work together and can ask their friends for help when they engage a target.
Added support for group spawning. This means that instead of a spawner spawning one creature at a time it will spawn ALL of it’s creatures at once and then wait for them all to die before doing it again.
Cleaned up code for roaming AI that bumped into eachother.
Improved attack sync code for AI.
Improved follow code for AI.
Dedicated more tick for AI that is doing tick-intensive things such as attacking and following.
Added support for friendly AI attacks such as healing.
AI in combat groups now get more daring if they are in a larger group.
Reduced WaitTime for AI bow and crossbow attacks and increased draw&release time.
Added better animation support for AI that switches weapons.
Fixed issue with AI turning towards 0,0,0 when targeting themselves.
Added more animations to the humanoid AI from the player animations.
Added support for custom run and walk animations based on what weapon type the AI last used.
Updated humanoid walk to the new animation.
Added a lot more talking to humanoids that are fighting.
Made AI better at finding good spots to attack siege weapons.
Added support for AI attacks that can spawn other things than minions.
Added support for AI attacks that have and use ammo.
Added better feedback for the stone throw attack.
Added support for AI buffs that AI can use when idle.
Added support for AI ranged attacks with width.
Greater Kimuru now uses the more advanced collision model.
Tweaked and added a ton of footstep sounds to AI.
Added some patrolling Risar combat groups to Myrland.
Updated all undead mobs.
Tweaked undead animations.
Balanced hit detection timers for undead attacks.
Added support for on-death-attacks for ai.
Tweaked AI humanoid magic charge effect.
Improved follow mode for pets to make it more responsive.
Reduced the amount of “move back after reaching you” thing that AI did when following their owner.
Cleaned up follow “correction code” that makes it so that your pets doesn’t end up inside of you.
Tamed AI will now follow you using YOUR speed unless they are far away making them follow much smoother.
Improved calculations to avoid pets moving back too much when following you.
Improved pet following over node lines.
Added a panic mode for AI that is following players over node lines.
Improved AI moving in and out of TS buildings with dynamic collision and doors.
Tweaked pathing for pets when entering/exiting gates.
Added a better safe-mode for AI to avoid them becoming unresponsive if they get stuck in dynamic collision.
Reduced the size of the guards’ Halberd.
Added a couple of new AI weapons.
AI NPCs will no longer stop and talk to you when you talk to them while they are attacking you.
Added support for AI attacks that can’t be blocked.
Added support for AI attacks that can’t be parried.
Bug Fixes
Possible fix on issue that sometimes made AI go into sleep mode even though there were players around.
Fixed issue with TS NPCs that didn’t always correctly path back to their location after being in a fight.
Fixed issue that sometimes made spawners almost instantly re-spawn an AI.
Fixed stone throwing attack from looking like the AI had a bow.
Fixed up physical spawners to avoid them spawning AI inside their mesh.
Fixed Risar family animations.
Fixed issue with dead AI that sometimes made sound or moved.
Fixed issue with Risar tents that got their textures messed up when they died.
Fixed issue with placing mining camps and connecting them to stone that had its root very deep into the ground.
Fixed issue where building TS wouldn’t always correctly use the skills required.
Fixed issue with AI footstep sounds that didn’t play.
Fixed death blow force that is applied to an AI when it is killed.
Fixed blood spawning on AI when they get hit to spawn from a random location instead of in the sky if you are too far away to know where it got hit.
Fixed better sound caching.
Fixed up Thorax path nodes to avoid it crossing node lines all the time.
Celerity now impacts more extraction skills.
Fixed an issue where reading a book didn’t correctly check vs the second skill.
Fixed bug when moving items directly from a mount bag into a bank.
Reserve and HP bars should now be working properly.
Fixed issue where doors on TS buildings weren’t being registered correctly by the collision.
Improved 1st person effects for torches.
Fixed crafting window preview.
Fixed issue with mines and stone cutters not correctly saving their ore.
Fixed issue where changing the support slider on armor crafting wouldn’t change the final amount of support material correctly.
Fixed issue with AI not being static when it should, making AI with charge attacks that was placed on walls etc act very strangely.
Fixed issue with AI and TS wall collision where the AI could get into an infinite loop type of deal.
Fixed pathing issues AI had with wall collisions that weren’t connected to anything.
Fixed issue with wall collision now correctly finding openings in the chain.
Fixed issue with pets not understanding how to walk through gates.
Fixed Crocs and Campadons not playing the correct idle animation.
Cleaned up some UI issues in character creation.
Fixed a chat UI scrolling bug.
Fixed issue where health bars would sometimes show you kau or mana.
Fixed mount “motor boating” move.
Fixed stamina/mana numbers not showing up.
Fixed issues with bait in fishing that made some bait less effective than they should be.
Cleaned up the fishing lists for all the seas to make sure all fish can be correctly caught.
Fixed issues that made some fishes more rare then they should be.
Fixed a couple of server-sided issues with fishing.
Fixed issue with AI that switched node and ran back to the old node.
Fixed description errors on TS upgrades.
Fixed issue with guards placed on static TS slots that still used charge attacks.
Fixed a bug that made it so that stamina wasn’t impacted by weight in the correct way.
System
Optimized house code a bit.
Cleaned up and removed old icons.
Cleaned up old and unused packages from the client.
Added numerous brand new titles that can be obtained in a variety of different ways.
Added a high tier of Dominator, Tamer, Alchemist, Weaponsmith, Bowyer, Armorer and Shield titles.
Shield crafting title is now Shieldcrafter.
Added a much cheaper way for AI to talk to players.
Added support for AI that hides and are triggered by players coming close.
Cleaned up Myrland, remove old actors and unused stuff.
Added guild structures and guild contracts to the broker categories.
Holding CTRL with a bow now more quickly reduces the wobble.
Added a more advanced “per leg” collision system that can be used for very large AI.
Changed the help chat message you get when logging in.
Added a simple Message-of-the-day for the server.
Made a unified method for showing time in chat (H M S) and changed breeding messages to this.
Added an hourly message that informs people in the help chat how long they have left.
Changed the message you get when trying to talk in help chat when the time is up.
Added an hourly message for fledglings telling them how much longer they will be a fledgling.
Fledglings can no longer be in duels.
Increased range of siege weapon flag updates.
Made buoyancy calculations when dead give you 0 Buoyancy meaning you don’t sink or raise.
You can now place placeables (campfires etc) on top of walls.
Added better distance check for opening pet bags.
Added support for more randomized drops based on lore and mining skills when mining or lumberjacking.
Added support for better attack messages, and updated and unified what we had.
Cleaned up packages in code to clear up some RAM usage when running the game.
Re-added support for blood on armors when you are close to someone who gets killed.
Added support for turn-in-place additive animation.
Moving underground will now turn off the ambient world sounds and world fog.
Alert towers no longer spots dead players.
Added restrictions to items that make them impossible to mail.
Unbuilt control towers no longer mark ground as owned by the guild.
Added support for blinding spots.
Expanded the in-house NPC creator for more varied NPCs/Mobs.
Reduced knocked down stun timer.
Did some code cleanup on server.
Did some work on the reading feedback messages.
Increased render gamma on the paperdoll and the crafting preview.
Refined how dynamic collision for walls is generated.
Added corner padding for chain collision.
Rebuilt check for what’s considered inside a wall.
Tweaked the placing of the wall collision to better reflect the mesh.
Improved auto-linking with walls vs gates.
Rebuilt check for checking if there’s a way inside a wall.
Added version control for TS buildings.
Changed how wall collision is generated to a new system.
Knocked down timers is now dynamically changed depending on your armor weight.
Minimum draw time for shortbows reduced from 1.5 to 1.0 seconds.
You can now ask the TS animal breeder what he is breeding to get more information.
Gates with bad guild ID (dead guilds) will now open for anyone.
Added heat support in the armor crafting.
Character names in character creation now needs to be at least 3 characters long.
Fixed an issue in the vendor UI that sometimes showed the taxes wrong.
Asking your NPCs about their cost will now show you how much they have made/lost so far rather than guessing what they will cost per day.
Added some sounds to lockpicking.
Added support for traps in WorldLoot.
Added support for WorldLoot that moves to a random position.
You are now always in range for building bridges if you are standing on them.
Keybindings tab has been removed from the launcher.
Gameoptions tab has been removed from the launcher.
Removed 32bit client support.
Added support for skills that don’t show up in the skill window if they aren’t learned.
Handle hits now reduce damage a bit more than before.
Added support for a new mount.
It is no longer possible to place TS from radius given by an unbuilt TC pylon.
Items
Belbus meat can now be sold to vendors.
AI with no loot will no longer spawn loot bags (from being guard hit or just because they don’t have loot)
Added a bunch of new rough gems.
Blue Verditer now has a better color.
Added 5 new armors.
Added over 30 new fishes.
Skills
Increased skill gain when constructing TS.
Increased the skill gain from being knocked down with knockdown resistance.
That’s it for this week!
Please leave your feedback and thoughts on the forums!
Sarducaa se viene este domingo
http://www.mortalonline.com/forums/threads/sarducaa-release-17-5.116319/
#648 espero verte por el TS para empezar la exploracion del nuevo continente
para los que no lo sepan el domingo por la mañana se lanza un nuevo continente llamado sarducaa, tendra 100+ nuevos NPC y AI, 300+ objetos por el mundo, cofres y vasijas dinamicos, nueva montura mucho balanceo sistema de calor y frio, nuevas minas con nuevos objetos que extraer de la mineria etc etc, muschisimo contenido, a parte despues de esta actualizacion se pondran en marcha para el lanzamiento en steam, supongo que eso sera despues de los hotfixs que seguro vendran, tambien me olvidaba 5 nuevos sets de armadura totalmente crafteable, 30 nuevos peces para pescar, sarducaa tendra unos 85 kilometros cuadrados.
aprovecho para decir que shadow squad esta reclutando para esta nuevo etapa del juego, unete a nostros y descubre Mortal Online!
si estas interesado manda apply a este foro: http://escuadrondelassombras.enjin.com/home
o mandar mensaje por mediavida
saludos!!
me encanta este tipo de juegos, me bajo el installer pero para registrarme me dice que rellene los campos y no tengo un referer, como lo hago para meterme a violar mentes?
tengo el problema de cuando se va a actualizar que no me deja porque falta la carpeta win64x, alguien sabe por que?
#658 extraño a todos nos funciona bien, que estas con el launcher?
yo te recomendaria que bajaras el juego completo por el torrent de starvault
http://mortalonline.com/launcher/patches/MortalOnline_18200000.rar.torrent
este ya viene actualizado y todo