Welcome to MO2 Info

This fan page is dedicated to all things Mortal Online 2. The game has launched on Jan. 25th, 2022! We will be updating the site in the coming weeks for all the lastest game features, crafting, skills and clades! Stay tuned...

Official Screen shots

Latest Videos - Thank you Wolfszeit and the many other content creators for MO2!

UE5 Version 2.0 Teaser video

Beta Patch Teaser for Housing!

Wolfszeit MO2 Beginner Guide Haven!!!


Latest News:

Patch Notes 2.0.4.14

What’s New?
This patch brings the addition of a second character slot for everyone, a new dungeon to explore, new sieging mechanics, more rideable mounts and of course lots of bug fixes, quality of life improvements and balance changes!

Second Character Slot
Added a second character slot, now available on all accounts.
Second character and main character both share one player house.
Removed surname from character creation.


New Dungeon
A new dungeon, the Sylvan Sanctum, can now be found somewhere on Myrland.


Siege Changes
This patch includes a new system for how sieging occurs. One of the primary goals of the new system is to increase player participation during sieges, by ensuring both parties have ample time to prepare for and engage with the event.
There are a lot of changes here, and we can't wait to see what you do with them!
Don't forget to give us your feedback about your thoughts and experiences with the new mechanics, as it will help us to improve and refine them wherever necessary.

Managing Sieges
A new 'Siege' tab can now be found in the Social UI.
This new UI tab shows the controls for declaring a siege against another guild, as well as viewing pending and active sieges.
You must be rank 6+ (Commander) to declare a siege or respond to a siege declaration.
Declaring a siege costs 500 Gold and 10000 Prominence.
Finished buildings need to exist for 24 hours before being eligible to receive Siege Protection.


Once a siege is declared, the guild being sieged:
Receives a guild-wide fanfare.
Can now see the pending siege in their ‘Siege’ tab of the Social UI.
Is prompted in the ‘Siege’ tab to choose how many hours they wish to delay the siege window by. The maximum number of hours that can be added is 24. If no hours are added, the siege will start 24 hours after the siege was declared.
Must respond to the declared siege within 24 hours or it will start automatically.
Once the guild being sieged has responded with the added hours, the response is sent to the guild who declared the siege, a countdown until the siege starts will be visible to both guilds in the ‘Siege’ UI.
You can only declare a maximum of 10 Sieges at a time.
There is no limit to how many times you can be sieged by other guilds simultaneously.
You can not declare a siege against a guild which you already have a pending or active siege with.
While a guild has a pending or active Siege, Claiming Stones can not be removed from player houses that belong to that guild. This is to prevent guilds from unclaiming their assets once a siege has been declared.


Starting a Siege
Guild members receive a fanfare when the siege window starts and ends.
There are two states, protected and vulnerable.
While protected, every guilded structure has 100% defence bonus regardless of if it is being affected by a nearby Supply Storehouse or Supply Line.
The vulnerability window is 6 hours long, starting from when the siege countdown reaches zero.
When entering the vulnerability window, all affected structure defence bonuses are returned to their normal value. (This means if they were being affected by a Supply Storehouse, they will have this defence bonus)
When the vulnerability window ends, all affected structure defence bonuses are instantly increased to 100%.
If a siege is still ongoing when the vulnerability window ends, the siege is considered a failure and the attackers must try again next time.
Structures which are still “Under Construction” are not invulnerable during the protected window.


Crafting
Added a new light armor set, “Rustic Garments”.
Bear and Taurdog armors are now craftable. Taurdogs use the same equipment as bears.
Increased weight of newly crafted tower shields. Existing tower shields will be retroactively updated in a future update.
Fixed wrong textures on Risar berserker cape when equipped by a female character.
Fixed issue with pet crafting allowing you to be able to craft unreleased equipment in the game. This allowed players to craft bear armors in the previous patch before they were ready for release.


Mounts and Pets
Taurdogs and ritual versions are now mountable.
Cougars, Panthers and ritual versions are now mountable.
Fixed Campodon armor using the wrong icon.
Fixed Campodon armor being mismatched when used on the risen version.
Fixed a bug where mount passengers could remain in combat mode.


Balance Changes for Mounts
Increased Wolf stamina from 1200 to 1300
Increased Wolf 2nd speed from 650 to 660
Increased Wolf 3rd speed from 800 to 850
Increased Wolf 4th speed from 960 to 1008
Increased Wolf Rider Weight Capacity from 60-84kg to 85-119kg
Risen Direwolf stamina is now 1200 as intended, instead of 1000.
Increased Direwolf stamina from 1000 to 1200
Increased Direwolf 2nd speed from 640 to 650
Increased Direwolf 3rd speed from 790 to 840
Increased Direwolf 4th speed from 1027 to 1092
Increased Direwolf Rider Weight Capacity from 80-112kg to 100-140kg
Decreased Black Bear 3rd speed from 850 to 820
Decreased Brown Bear 3rd speed from 820 to 800
Increased Brown Bear 4th speed from 1106 to 1120
Decreased White Bear 3rd speed from 790 to 780
Increased White Bear 4th speed from 1067 to 1092


Risen Pets
Added several tooltips in places where you can drop items in slots.
Ritual UI now uses hold to Perform Ritual with a short animation.
Ritual UI now only closes if a ritual is successful.
You can no longer click the Perform Ritual unless you have the minimum required items and skill in the UI.
Risen pets that level up now correctly update their health and max health.
Fixed an issue where ritual pets would sometimes be killed when moving through nodelines, logging in or taking them out of a stable if you had more than 1.
Fixed several minor bugs with ritual pets.


Buildings and Decorations
A new trader can now be found somewhere on Myrland.
Fixed issue where players could own more than one house. Players that do own more than one house will be contacted by GMs to fix the issue.
Reduced build repair with 25%.(Only applied to already finished buildings)


Territory Control
Supply Towers no longer provide global Guild Defence.
Supply Towers no longer reduce prominence cost.
Supply Towers now produce supply for the owning guild every 30 minutes.
Structure Guild Defence bonus now increases at a rate of +3% per 30 minutes.
Structure Guild Defence bonus now decreases at a rate of -9% per 30 minutes.
The maximum Guild Defence bonus gained from each Supply Line has been decreased from 10% to 5%.
Added a message about health percent required when you are not able to add a Claiming Stone to a player house due to lost structure health.
Reduced 100% health required to 99.9% in order to add a Claiming Stone to player houses, to ignore cases where it's been hit once or twice by a player walking by etc.
Guild Guards have been removed from the Barracks and Bank TC structures.
Increased the gold and prominence upkeep of TC guard towers.


Spiritism
Spirits no longer increase the sell value of spirit boxes.
Spirits now spawn further up from the ground.
Fixed issue where banishment would retrigger sometimes if you used the home priest option while dead.


Melee Combat
Increased the quick swap duration from 1.0 to 1.4 seconds.
Changed enter and exit combat durations to 0.7 seconds so that together they equal the duration of a quick swap.
Charging a melee attack will no longer be interrupted when touching nearby walls. Swinging the weapon will still hit walls as usual.
The charge circle is now fully filled after a parry, when your next attack will be full damage.
Fixed issue where left and right weapon swings would sometimes not hit a wall next to the player when it should have.
Hitting a dead body no longer counts as a successful hit and will cause the same miss penalty as hitting the ground.
Fixed bug if you were knocked off a horse and using a lance, you would be able to use the lance on foot.
Fixed an issue allowing you to bypass Recovery of a failed attack with a Block when using Click Drag input for the block. This allowed players to block or charge a new attack immediately after missing a swing.


Magic Combat
The character movement capsule has been removed from the "display name targeting" feature. Previously, this capsule caused confusion among players, as the display name would appear when spells should miss their target. Spell targeting never included the capsule. Now, the target display name will only appear when aiming at someone's body to be consistent with spell targeting.
Ecumenical spells now release instantly the moment you press release instead of being delayed a brief moment.
Simplified magic calculations by eliminating type conversions between integers and floats, avoiding loss of precision. Magic users may notice 1 - 2 points of damage / healing increase as a result.
Visual tweaks on magic reflect to make the seam less visible when looking around in first person.
Auw surge now deals up to 30% less damage based on distance, scaling linearly.
Fixed an issue bypassing the charge time of a spell which allowed players to spam spells.
Fixed an issue where spells outside of the quick cast keybinds would be casted with the last used target state instead of the default one, which often resulted in accidental self casts.


Mounted Combat
Fixed a bug causing certain vendor weapons to deal unintended amounts of damage while mounted.


Skills and Clade Gifts
Armor Training and Heavy Armor Training skills are now equally effective. This change increases Armor Training effectiveness while slightly reducing Heavy Armor Training effectiveness. Players with both skills maxed out will experience no change in armor weight, but those with lower Heavy Armor Training will have a higher armor weight capacity than previously.
Heavy Armor Training's prerequisite for the Armor Training skill has been reduced to level 0. This means Heavy Armor Training will no longer become disabled if Armor Training drops below effective level 100.
Armor Training & Heavy Armor Training now gain experience no matter if you are encumbered or not, this is to incentivize players to actively play the game while training instead of feeling like they are stuck in town until a certain level is reached in these skills.
Oghmir Pipe usage now drains slightly more health reserves.
Increased Human clade gift 'Cleric' minimum mana regeneration from 20% to 30%.
Added +1kg max armor weight to the Human clade gift 'Well Built'.
Fixed a bug with Projectiles where certain damage reduction steps happened twice. This includes passive damage reduction like Oghmir 'Stoneskin', Thursar 'Styganthrope' and Human 'Tactician', but also buffs like Thursar 'Adamant'. For example: A spell projectile which would have had it’s damage reduced from 50 to 25, would instead reduce it to 12.5 when tactician was involved.
Fixed an issue where AI dealing magic damage & healing would not take passive clade gifts into account. Such as Thursar 'Styganthrope' (this issue did not happen when ai used projectile spells).
Fixed a bug with fishing where swapping weapons would not stop fishing correctly.
Fixed a bug causing you to instantly pull up a fish.


AI, Creatures and NPCs
Bey Wafa Casters now move slower and shorter distances when attempting to move away from the player.
Fixed issue where pets could not path around player houses and instead got stuck on the corners.
Fixed issue where AI attacks would not trigger a knockback.
Fixed issue where an AI in mercy mode would get a low update rate and look choppy when turning towards the player.


UI and Interactions
The game will now show a notice in the character selection screen when you are connected to the Public Test Realm.
When gathering from depletable resources you will no longer have to hold down the interact key to continuously gather.
Default setting for Attack and Block direction changed to Drag then Click.
When cooking, only the main ingredient will now be shown in the name.
Fixed a bug where you could not stack items in banks using right-click.
Fixed bug where holding R to give up during mercy mode would trigger too early when targeting a player or interactable object.
Fixed inconsistent messaging with Haven combat tutor.


Lighting, Weather and Environment
Adjusted the lights for player torches and campfires.
Fixed issue where water footsteps sounds would not play.
Fixed multiple “death traps” in the world where players could get stuck.
Fixed elevator glitch in Undercroft dungeon.
Fixed missing collision on column in dungeon modules where players could hide inside.
Fixed a large hole through a terrain that players jokingly called the portal to exodus.
Fixed some issues around the south entrance of Melisar’s Vault.
Fixed floor planks at Melisar’s Vault entrance that forced players to jump over them to not get stuck.
Gore
Gore effects updated for zombies and domestic pigs.
Fixed a bug where you would not see other players decapitating each other.
Fixed an issue where the hair was removed from player characters when decapitating their limbs.


Server and Networking
Improved player rotation updates to appear smoother.
Fixed several issues with the login server.
MO2Info at 04/17/24 8:29 AM

Patch Notes 2.0.2.6

What’s New?
This patch brings the promised features of Sprint 1 on our latest Roadmap. It includes a massive update to combat quality of life and fluidity, an overhaul of mount stamina to make traveling the world more seamless, rideable bears and a new dungeon has appeared somewhere in Myrland.
That’s not all however! This is one of our most significant and impactful patches when it comes to gameplay changes.

New Light Armor
A new set of craftable light armor is now obtainable.


New Dungeon
A brand new dungeon, Melisar’s Vault, has been added to the world!


Combat Mode and Quick Swap
A secondary weapon set is added to the character sheet. You can Quick Swap to the second set at any time using the icon or the new keybind in the game settings.
You can also quick-equip a weapon from the hotbar or inventory during combat mode.
Equipped items in the actionbar are now highlighted. Items equipped in your secondary weapon set have a softer highlight.
The slots in the secondary set are considered new equipment slots and are treated the same way as the primary set when updating stats like weight calculations.
You can now drag-drop equipment into their dedicated slots to replace them.
Changing combat mode is now faster.
Changing combat mode or equipment has a 1 second cooldown for changing again.
The user can start using weapons 1 second after entering combat mode or switching weapons.
Reduced the time it takes to start eating & drinking from combat mode from 2s to 1.5s.


Combat Input Queueing
You can now hold down a combat input during an action and the input will register as soon as your current action has ended. This applies to melee, archery and the magic 'Cast Last Spell' / 'Cast Last Spell Self' keybinds. This allows you to do things such as holding your block keybind while mid swing, to automatically start blocking when your swing has ended, as well as cast a spell and hold down your "Cast Last Spell" keybind to automatically cast the spell repeatedly while holding the key.
Added a new toggle setting in the Gameplay settings tab called "Feint and Block", which when active will allow you to tap your block keybind to feint while you are charging a swing, or block while idle.
You can now hold down your attack keybind and tap the Feint key to auto Feint and start a new attack without releasing your attack keybind.
Holding the Feint keybind will now prevent a new attack from starting until it is released.
You can now charge an attack from the blocking state.
Added a setting in the Gameplay panel for enabling Legacy combat for players who do not want to enable the input queue system.


Ranged Combat
You can now hold 50 arrows in your quiver, up from 25.
Improved responsiveness with bows by fixing a one frame mismatch between the crosshair and the release of the arrow.


Magic Combat
You can now change the target mode of a spell mid charge/casting by pressing "Cast Last Spell" for Target cast and "Self Cast" for Self cast.
The crosshair will now show if the spell you are casting is targeting yourself or someone else.
Arms are now swaying a bit while moving and casting spells, the same animation as with melee weapons. This is only visual and does not affect aiming.


Melee Combat
Weapon durability now affects damage if below 20% durability, down from 50%. There's also a more noticeable change in damage once the threshold is passed.
Updated the animations and visual effects for blocks and parries to make them easier to see.
Parry effects should no longer end up outside the screen for larger weapons.
Shields now gain stamina when successfully parrying. The amount of stamina gained scales with shield weight, where lighter shields gain more stamina than heavy shields.
The time a swing is released is now used to define if a hit should get parry attack bonus damage. This should fix the issue of heavier and slower weapons not dealing full damage after a parry.


Mounted Combat
You can now mount and dismount while in combat mode.
Mounts now all regenerate stamina at the same rate.
Mounts now regenerate stamina slowly while in 3rd speed.
Mounts now only drain stamina while in 4th speed (boost).
Mount armor no longer affects stamina regeneration.
Mount swim speed & stamina regeneration is now 1/4 of what it's on land.
Mounts have been rebalanced and have different maximum stamina amounts.
Swift riding now reduces stamina degeneration by 5%(which only happens during boost mode).
Horse ability 'Spur On' now regenerates 100 stamina per second and lasts 2 seconds.
Fixed a bug that made melee weapons do way more damage than expected when used on mounts. This was common when jousting with lances.
Fixed issue that made lances hit twice from a mount sometimes.


Other Combat Changes
Push is now a dedicated button, default keybind B. The old input for push using Block+Attack has been removed.
The Push action now costs 10 stamina.
Added an extra +10kg of carry weight for everyone.
You no longer need to be holding CTRL to eat food or drink potions from the actionbar.
Unarmed combat now plays a swing sound.
Weapon swings now have a subtle trail effect.
Improved the hit effects when hitting a training dummy.
Player arms will now avoid intersecting with walls and other characters in first person view.
You are now forced out of combat mode if you try to use an unsupported weapon.
Fixed a bug where the delay from eating food/drinking potions could be bypassed in combat mode by spamming the consume action.
Fixed a bug in mercy mode where the "Hold R to suicide" prompt would flash repeatedly.


Guilds and Territory Control
Keep owners now get 80% (up from 50%) of the upkeep from houses in their area added to their treasury every time the house pays upkeep.
Players cannot enter supply towers anymore.
Fixed an issue that would cause a new guild leader to not be selected when the current one left or disappeared.
Fixed an issue allowing members of the same rank to promote/demote each other.


Bear Mounts
Black Bears, Brown Bears, White Bears and undead versions from rituals are now mountable except for young bears.
Updated the appearance for bear bags to work with mounted players. This update affects the White, Black and Brown Bears and their young, adult and alpha stages.
Adjusted movement animations for bears to work better for mounted players.
Fixed issue where the movement animations for some bears were sliding on the ground.


Gore
Humanoids can now lose limbs when they die.
Increased the time dead players and humanoid corpses stay in the world.
You can now change how long player bodies stay on the ground with ‘Player Corpse Stay Time’ in the video settings.
Non-player humanoids that are killed now stay longer in the world before being despawned.
Remade all blood and hit effects in the game.
Improved effects and feedback when executing humanoids.
Humanoids that get executed with an arrow to the head now react more violently.
Humanoids now show an increasing amount of blood on their body the lower their health is.
You now get blood added to your body when you execute something or someone.


Mounts and Pets
Increased attack distance of the Molva to avoid it standing inside you.
Fixed issue where mounts would bob up and down quickly in water when near the surface level.
Fixed broken swimming animations for Molva beasts.
Fixed issue where the out of world correction did not work for mounted players. The player would be pushed away from the mount instead of correcting the mount itself.
Fixed UI bug where you could not right-click pet equipment to unequip.


Characters, AI and NPCs
Spawned Illusionist copies will no longer give Glory.
Updated attack animations and hit timings for multiple creatures that were too hard for players to read and block.
Improved elbow flaring while pushing vehicles and other weird poses due to IK.
Improved some IK wobble during combat transitions.
Improved animation blending while swinging weapons and looking up or down.
Restored the login effect for other players.
Remade the spawn animation for loot bags.
Fixed an issue with the Campodon Statue vendor where he would accept other items than gold in the trade window.
Fixed issue where Rotten Walkers would fall limp to the ground instead of reacting to the killing blow when another player kills them
Fixed a navmesh issue in Undercroft dungeon that could get Ai stuck in the roof near stairs.
Fixed issue where the death sound of a player would not be heard when killed in mercy mode.
Fixed bug where if AI HP regen was zero, AI would not gain health during leash.
Fixed bug causing AI HP regen to sometimes not tick as often as it should.
Fixed issue where AI did not show an arrow when drawing a bow.
Fixed issue with groups of AI that would not fully stop when reaching a player. They would often vibrate back and forth on the spot.


Etherworld
Fixed issue where the player arm in the Etherworld would not point in the camera direction when using Kau beams.
Fixed an issue where spirit sounds were playing in the living world.
Fixed issue with summoned spirits ending up above the caster.


Magic Balance
Ember
Increased damage from 22-27 to 25-28
Decreased cast time from 1.4s to 1.0s
Adjusted damage ratio from 75% blunt : 25% burn to be 50% blunt : 50% burn
Increased chance to ignite from 10% to 25%

Hailstone
Increased damage from 22-27 to 25-28
Decreased cast time from 1.4s to 1.0s
Adjusted damage ratio from 75% pierce : 25% frost to be 50% pierce : 50% frost
Increased chance to apply chilled from 20% to 25%

Boulder
Removed Lodestone Powder reagent cost

Torrent
Changed Purified Water reagent cost to normal Water

Dust Burst
Adjusted Granum Powder reagent cost from 2 to 1

Stone
Adjusted Granum Pile reagent cost from 2 to 1

Mending Vapors
Changed Purified Water reagent cost to normal Water

Scouring Stream
Changed Purified Water reagent cost to normal Water

Sandspout
Removed Lodestone Powder reagent cost

Lava Ball
Removed Coal reagent cost
Increased damage from 22-28 to 28-32

Auw Surge no longer hits anything if you cast it on yourself.
Fixed an issue that would cause the Elementalism spell Dust Burst to apply a bleed debuff for 0 damage.
Fixed an issue that would cause the Elementalism spell Sand Spout to apply a bleed debuff for 0 damage.


Items and Trinkets
New players no longer start with the default map since you no longer need an item to see the map.
Fixed issue where the Oghmir pipe could be used while eating. Pipe now stops the eating behavior.
Fixed issue when drinking potions your "taps to consume" 1 unit didn't count for the first two seconds if you were in combat mode.


Skills and Clade Gifts
Fixed clade gift 'Alvarin sight' not showing its cooldown.
Fixed issue with mining/woodcutting. Sometimes you would need to redraw your weapon or move away from the attempted gathering spot in order to stop your action from getting cancelled.


UI and Interactions
Added key combinations to make using the vendor slider to decide how much you want to buy easier:
Holding left alt will switch the range of the slider to 1-500 instead of 1-10k
Holding left ctrl will make the values increase in steps of 25
Holding left shift will make the values increase in steps of 5

Added a button to go to the help center on the main menu.
Updated the twitter logo on the main menu.
Update the map borders to include cave camp.
Improved handling of client disconnect during character select or creation.
You can no longer unequip items while dead.
Fixed issue where toggling horizontal mode on for action bars would make the top button misaligned.
Fixed issue where you could not log back into the game after being disconnected without restarting the game.
Fixed issue where some UI elements could get stuck on the screen after logging out.
Fixed a visual bug where cooldowns for skills would reset if you un-hover them.
Fixed issue where you could interact with other things with "Hold R to ..." while in mercy mode.


Lighting, Weather and Environment
Changed the light intensity for placeable camp fires.
Updated lighting for many dungeons
The Krampos house has been rebuilt.
Boss room doors at spider queen are now less transparent.
Added missing logout zone at Risar Hideout.
You can no longer stand on the wall at the invisible bridge in the necro dungeon. If you fall, you are dead.
Fixed light issues in cave north of meduli
Fixed light issues in one of the clothos cave entrances
Fixed a gap in the mino dungeon
Fixed some parts on the Grizzly Extraction device that were rotating when they should not.
Fixed flying vegetation in some area
Fixed multiple spots where players could get stuck in the landscape.


Frame Generation
Added a new window for Frame Generation Settings in the video settings tab with a detailed explanation for each frame generation setting.
Frame Generation can now be turned off completely in the engine and is the default setting. This is recommended for users experiencing crashes with frame generation. Frame Generation was previously forced to AMD or NVIDIA. The previous Frame Generation toggle only enabled the generation but did not disable it in the engine.
Some users experience GPU crashes with AMD FSR3 Frame Generation. This issue affects multiple games and is not exclusive to Mortal Online 2. Please try the new Frame Generation settings under the AMD method. The crash dumps we receive do not have enough information for us or the team at AMD to isolate the issue. We would be grateful for any feedback by those who are affected in the community.


Game Performance
Force engine garbage collection on main map transitions to ensure the UObject count does not explode from logging out and back into the game. Large UObject counts are bad and cause game hitches during garbage collection and can even crash the game if the UObject count gets too large.
Some minor adjustments to level streaming performance.
Some minor animation optimizations to improve CPU performance.


Server and Networking
Optimized server code for auto-stacking items when you pick up a new item.
Fixed issue that would create small spikes of delay on certain parts of the server.


Known Issues
Some parts of the landscape might turn invisible, but they're still there. We're waiting on Unreal Engine 5.4 to fix this.
We are aware of the login issue that some players are experiencing and are focusing on getting it fixed in the coming days with a hotfix.
3rd person player gore is currently not showing as intended, meaning you will not see limbs fall of from another player unless you killed him/her. It does however work for AI.
MO2Info at 03/13/24 9:14 AM

Patch Notes 2.0.0.36

What’s New?
Thanks to your input, we've updated the way defending guild territories works. Here's what's changed:

Guild Territory Defense Update
Now, defense bonuses are specific to each territory building and player home, not overall.
When you check a building, you'll see its defense.
Supply Lines boost defense only for the linked keep and its walls.
Buildings and homes near a Supply Storehouse will gradually increase in defense.
If a Supply Line or Storehouse is taken out, affected buildings will gradually lose their defense boost.
Fixed an issue where NPCs in player-built structures weren't looking in the right direction.


Pets
Adjusted Haven Black Bears to carry the same weight as regular black bears.


Known Issues
Some parts of the landscape might turn invisible, but they're still there. We're waiting on Unreal Engine 5.4 to fix this.
With the defense updates, your guild's defense stats in the UI may decrease to match the new system. This doesn't mean your buildings are less defended. The defense shown on each building is what counts in combat.
MO2Info at 02/14/24 8:37 AM

Patch Notes 2.0.0.33

Notable Changes
Characters that relog while still in the world will now be instantly shown to other clients, instead of vanishing temporarily while loading in.
Equipment hits to shields now drain stamina. The amount of stamina drained scales with the damage left over after it has been reduced by shield’s defense. This change is one part of a larger shield balance overhaul, with more changes to come in a future patch.
Fixed rare issue where spawners would simply stop spawning. This will hopefully address the issues with many spawners on Myrland not behaving correctly.
Supply Lines now only provide a maximum of +20% Guild Defence regardless of how many your guild controls. We are working on a much more significant overhaul of the Guild Defence mechanic, which will come in a future patch.


Etherworld Combat
Player ether particles are now adjusted to be less intrusive on the screen.
Increased the chance for flux drops on spirits with more orbs.
Optimized the spirits.
Tweaked the range of spirit attacks.
Added extra checks to make sure the correct amount of orbs spawn with each spirit.
Spirit orbs that have been just created will no longer instantly all start attacking you. Instead they start their attack pattern one by one reducing the risk of them instantly draining all your Kau.
Amount of spirits dropped is now split between all damage dealers. If you and your friend each dealt 50% of the total damage you get 50% of the spirits dropped. Both of you have a chance to gain flux but the chance also scales with the amount of total damage done. The spirits will drop after you attack the body of the spirit when all orbs are destroyed, so make sure you have ‘Expel Spirit’ active when you finish the fight.
Spirits no longer spawn in houses.
You now need to catch at least 1 spirit to have a chance to get flux.
There are now effects and sounds when you catch spirits.
There are now effects and sounds when you gather flux.
Transcendental Seance now uses spawned AI instead of any AI for its calculations.
Slightly tweaked the calculations for Transcendental Seance.
Taking Kau damage in the ether now triggers damage indicators.
Fixed bug where tapping attack would deal more damage to spirit orbs than holding a steady aim.
Raised the max level of spirits.
Moved spirits orbs up a bit to avoid them going behind the spirit during combat
Catching spirits now fills up as many spirit boxes as it can. For example catching 200 spirits will now fill up 4 small spiritboxes instead of filling up just one.


Movement and Combat
Equipment hits to shields now drain stamina. The amount of stamina drained scales with the damage left over after it has been reduced by shield’s defense.
Fixed an issue that could cause the attack speed of a former weapon to persist when entering combat with a new weapon.
Fixed a bug that could cause the charge speed to be increased for a short time.


AI
AI should now spawn again in the cave near Meduli.
Spawners can no longer spawn inside of houses.
Added better ways for spawners to keep track of their spawned avatars.
Fixed rare issue where spawners would simply stop spawning. This will hopefully address the issues with many spawners on Myrland not behaving correctly.


UI and Interactions
Fixed arrows stacking with equipped arrows.
Added a new UI element, the "Item Feed", which will display items obtained for a duration, and then fade out. We wanted to modernize our UI related to obtaining items and clean up the chat box a bit.
Fixed issue where in rare cases you would lose money if you paid for something and some of your money was in bags.
Fixed bug with login UI going invisible if you press logout too soon.


Buildables, Houses and Territory Control
Supply Lines now only provide a maximum of +20% Guild Defence regardless of how many your guild controls.


Lighting, Weather and Environment
Fixed problem that caused projectiles to be stuck in invisible walls in some places of the Celaeno Cave.
Fix collision problem on a rock outside Tindrem.
Some optimization for Undercroft dungeon.
Boss room doors at spider queen are now less transparent.


Game Rendering and Performance
Improved level streaming to make sure landscapes load correctly.


Known Issues
Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues.
The game sometimes gets invisible landscape patches. You can still run on them normally.
MO2Info at 02/07/24 8:07 AM

Patch Notes 2.0.0.26

Notable Changes
A new dungeon, the Undercroft, can now be found somewhere in the middle of Myrland.
Krampos has left Tindrem and will be back again next winter.
Added support for AMD FSR3 Upscaling and Frame Generation in the game settings. This is supported by all GPUs. Frame Generation requires DX12.
Fixed issue with the Epic Games Store version of the game not correctly saving UI settings.
Multiple changes have been made to improve both level streaming delays and game freezes. We are working actively to improve these issues.
The visual appearance of the heavy horse armor has been replaced.
Updated large parts of the spirit farming experience.


Etherworld Combat
You can no longer attack the body of a spirit if it still has active orbs.
Spirits now stop attacking their target if the target is banished.
Spirits now make a sound and have an effect when they appear.
Spirit orbs now have an effect and a sound when they charge their attack.
Spirit orb now reacts more when you cancel their attack.
Spirits now have better targeting.
Target timers for spirit orbs are now less random.
Spirits now play an animation when they have no orbs left.
Spirits now have better effects when they are removed.
Fixed issue where spirits would sometimes attack without the effect.
Fixed issue that made spirits less aggressive if there were banished players around.
Fixed some issues with the spirit particles.
Spirits no longer teleport.
Spirit Kau is no longer split between each orb.


Movement and Combat
Charging an attack until the charge circle blinks will now allow for a feint while maintaining the charged power. We will be keeping a close eye on this new combat mechanic for any necessary balance adjustments.
Increased one handed weapon miss recovery time to 500ms (was 360ms).
Increased Counter Reduction damage mitigation from 40% to 60%.
Increased swing normalization time slightly. This allows clients to sync attack animations better and will result in higher ping players experiencing less attacks going through parries.
Reduced the duration for disabling input while switching weapons and shields.
Added better handling of players going out-of-world-bounds.
Fixed rare issue that made weapons invisible for a short time after equipping a bow.
Fixed an issue where bows didn't do damage.


AI
Removed default behavior for AI with bows that made them keep their distance to their target by moving away from the player. Some AI will still use this behavior though.
AI with both melee and ranged equipment should now switch to melee equipment more often when players come close to them.
Reworked AI ranged attack code, they will now miss like intended. 10% miss rate at 50% of max range, and up to 60% miss rate at 100% max range.
Fixed issue with enemies getting stuck doing nothing if their target moved out of range while they were charging their bow.
Spawners can no longer spawn inside of houses or territory structures.
Fixed an issue where traps/boss doors were being triggered when they should not have been.


UI and Interactions
Players that use /droploot with no items to drop will no longer drop an empty loot bag.
Fixed issue with language options impacting what commands you could use in the chat, for example emotes did not work while having language set to Swedish.
Fixed issue where pickable field instances could get stuck in a visible state despite being removed. This happened with the pickable bags during the Krampos event.
Fixed bug where aiming with a siege machine would continue to rotate slowly despite being aligned with the crosshair.


Magic
You will now gain XP for the magic school you are currently using based on the mana cost of the spell. This makes leveling magic schools much faster.
Updated tracing to improve aiming while using spells.


Attributes, Skills and Clade Gifts
Full Khurites, Sidoians and Kallards total attribute point pool was increased to 474.
'Stalker' Clade Gift should now work as intended and reduces the range at which you can be spotted by 30% (does not apply to guards) and decreases aggro generated by 10%.
Thursar clade gift 'Adamant' is now a togglable buff, you can freely toggle this on and off. The toggle has a 10 second cooldown.
Passive regen now ticks every 6 seconds from 0-1 instead of every 60 seconds from 0-10.


Mounts and Pets
Mount boost mode no longer turns off automatically.
Rider and passengers of a mount will now be knocked down upon abandoning the mount.
Reduced the duration for disabling input while mounting and dismounting.
Fixed issue causing pet equipment not to give defenses after crossing node lines.
Fixed an issue where mount stamina updates were inconsistent over time.
Fixed an issue where using the boost while riding a mount would drain too much stamina.
Fixed bugs where beast mastery buffs related to mount riding would sometimes last for too long.


Buildables, Houses and Territory Control
Guild NPCs that are killed now respawn after 20 minutes instead of 5 minutes.
Supply tower guild defense provided was reduced from 3% to 2%.


Lighting, Weather and Environment
Multiple fixes to landscapes, floating objects and some cleanup in dungeons.


Game Rendering and Performance
Updated engine settings to reduce image smearing and improve sharpness.
Made several changes to how items are handled on the server and the client, greatly reducing the performance cost of item handling.
Changed game compression settings and package structure to reduce disk read delays to improve game streaming. This greatly reduces the installation size but adds some CPU cost to the background threads. This will also cause future patches to download more data.
Change max FPS to be controlled by NVIDIA Reflex (when enabled) instead of by the engine. This means that if you have max FPS set at 60 and enable Frame Generation, it will respect that limit instead of doubling max FPS to 120. This also fixes an issue where Frame Generation would get framerate stutter in some scenes when locking the FPS.
Disabled multithreaded generation of creature fur to see if it is the cause for the game locking up several seconds for some players.
Fixed a rare client crash.
Fixed a crash when updating bow animations.
Made several large improvements on the server that should improve stability and greatly reduce server stalls.


Known Issues
Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues.
The game sometimes gets invisible landscape patches. You can still run on them normally.
The game sometimes freezes for several seconds.
Some players are experiencing extremely long streaming times causing parts of the world not to load in when moving around (missing landscapes, low resolution meshes and textures, etc).
MO2Info at 01/24/24 7:43 AM
Site Created by FANS OF Mortal Online