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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...

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UE5 Version 2.0 Teaser video

Beta Patch Teaser for Housing!

Wolfszeit MO2 Beginner Guide Haven!!!

Latest News:

Patch Notes

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.

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

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 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

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.

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.

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

Patch Notes

What’s New?
Krampos is back in Tindrem for the holidays and is sharing free raffle bags. Find the burned building in Tindrem and grab some bags for the chance to get something unique for this event.
Added new points of interest.
Added buildable bridges over some rivers.
Added NVIDIA Reflex Low Latency and DLSS Frame Generation to the game settings for supported GPUs.

Movement and Combat
Increase stamina gained on parries up to 15 (previously 10).
Parrying with a shield no longer grants stamina.
Fixed a few bugs where you would permanently block until doing another block. For example doing a block and opening a chest would get the player stuck in a block state.

Mounts and Pets
Multiple changes were made in an attempt to solve the “player gets launched into the air on dismount”bug. This bug is tricky to reproduce on demand and we had to use player recordings to figure out the cause. Please send a bug report if you still experience the issue after this patch.

Flags and Standing
Fixed a bug allowing you to loot players you were dueling.
Fixed issue for players who logged out as murderers would still be considered murderers upon login, even if they were below an updated minimum required murdercounts.
Fixed pets attacking murderers not turning the pet & owner local gray.

Tasks and Bounty Hunting
Removed the different bounty tiers.
You will now get a completely random murderer instead of one with murder counts within a range.
Updated Hunter task pools for each town to be more regional.
You will no longer be eligible for the "Quick Execution" bonus reward of tasks upon death.
Fixed bug causing you to gain progress for nonboss tasks if you also had a boss task and someone else got the last hit.

Guilds and Territory Control
Fixed an issue that caused the territory of a keep to reset when upgrading its tier.
Fixed an issue where Tier2 and Tier3 Guard Towers wouldn’t aggro criminals correctly at all times.
Fixed issue with blue TC priests blocking some players from being resurrected. They were checking for a positive standing even if they did not have a nation themselves.

Buildables, Houses and Territory Control Structures
Buildings which are still under construction now have their defence scale properly based on how fully built they are. Buildings are now much more vulnerable before they have been fully constructed. After a building has reached 100% health, its defence will stay at 100% until it is destroyed.
Fixed a strange texture on Keeps that switched appearance when far away.
Fixed issue where some roads were not blocking placement of buildings. Players could for example place buildings on the roads outside Fabernum and the Colored Forest.
Fixed an issue causing some buildings to be allowed to be placed too close to other buildings.

Server and Networking
Fixed a node crash related to AI targeting behavior.
Fixed issue with friend names not correctly working.

Characters, AI and NPCs
Sators now have ranged spit attacks.
Risars can now use bows when needed.
Tweaked Ambush spawners.
Decreased the spawn timer for Walking Dead General.
Fixed issue where switching between two identical armor parts, but with different materials, would not update the visual mesh. For example switching between a leather and wool part of the same type would update the stats but not what you see on the character.
Fixed issue where pet equipment would get artifacts when switching between two different types. For example switching between small and large bags on a bear would leave texture artifacts.
Fixed an issue where Forest trolls sometimes spawned on top of trees.

Items and Trinkets
Adjusted light intensity on player torches.
Blood Kua was reverted to its proper state.
Fixed cooking sometimes resulting in broken items.
Fixed a bug causing amulets to not give you the correct skill level for child skills upon login until re equipped.

UI and Interactions
Added new icons for Hunter and Warden task item.
Increased font size of guild name when targeting players.
Updated the UI messages for gathering, mining and woodcutting to be different from each other.
Updated the outlines of the nation and lawless zones in the map.
Fixed issue with whispers and friend names not always working.
Fixed issue where you would only get a message once when gathering or mining a resource, even though you were obtaining resources.
Fixed issue where UI did not properly update when attributes change. This includes attributes gained by trinkets.
Fixed holding shift while right clicking sometimes not opening the 'split window'.
Fixed a bug causing equipped items to disappear from the paperdoll if you moved them around just before equipping.
Fixed crash that could occur when trying to place a decoration in a house.
Fixed crash in the paperdoll when stats would update.
Fixed issue where the territory circles on the world map displayed incorrect sizes and would take a long time to update on login.
Fix an issue when items were split etc, they would not be valid for use until reopening the cooking UI.

Lighting, Weather and Environment
Removed an invisible wall on a mountain near Morin Khur.
Many art updates and fixes in multiple areas of the game. For example light adjustments, floating objects, dark meshes or flickering textures.
Fixed issue with the cave entrance being blocked at Cave Camp.
Fixed some meshes in tunnels that allowed players to hide inside rocks.
Fixed collision on grass in MK sewers that were blocking melee attacks.
Fixed a spot in the landscape where players would walk half way below ground.
Fixed issue with rocks and river textures being pixelated in the southern steppe.
Fixed gaps in Morin Khur and the Jungle where players could get stuck.
Fixed holes and gaps in the Rat tunnel and Mino and Necro dungeon floors.
Fixed water effects disappearing from spouts in Tindrem sewers.
Fixed missing collision on a fence.
Fixed blurry texture on roads outside Tindrem and Fabernum.
Fixed missing lightning strike effect.

Game Performance
Fixed issue where opening a UI window, like the pets window, would cause a loading stall.
Applied a patch from Epic to fix the issue where landscapes would lose collision when moving far distances like returning to priest. This patch allows us to restore some engine garbage collection settings that should reduce stutter when traveling in the world.

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 crashes in the engine landscape system, often when teleporting to a priest over long distances.
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 12/20/23 7:57 AM

Patch Notes - UE5

What’s New?
Engine Upgrade
Mortal Online 2 is now running on Unreal Engine 5. This upgrade brings the real-time global illumination system Lumen to the game for improved lighting in the world. Lumen is enabled for everyone. Temporal Super Resolution (TSR) is added as an alternative to NVIDIA DLSS and is supported by all GPUs.

The team has worked hard to optimize the game so that the performance is as similar as possible to Mortal Online 2 in Unreal Engine 4. UE5 is more demanding on the GPU and we have increased the minimum requirements to a GTX 1060 or equivalent. The CPU performance has gotten improvements in multiple areas. We have managed to stabilize the framerate to have less hitches and even increase the total FPS in some cases. Locations with many characters, such as large battles, is still a challenge and will be a topic for future optimization.

The upgrade to Unreal Engine 5 has not been without its challenges. Multiple areas of the game world got completely broken and we had to repair many parts of it. We're immensely grateful to our community for their patience and support throughout this transition. The future of Mortal Online 2 is bright, and together, we're paving the way for many more thrilling adventures and unforgettable moments in this expansive world. Thank you for being on this journey with us.

Creator Program
Are you a content creator who’s captivated by the world of Mortal Online 2? Head over to our website for more information about our Creator Program.

Notable Changes
With this major patch comes a lot of additions, changes and fixes. The change list is very long, so here follows a summary of notable changes. You can read more about some notes in the full change list.

Murderers now have red names.
Added new Task NPCs with cape rewards for fulfilling tasks. Follow the markers on the compass to find them when you enter a city with Task NPCs.
Added Rewards button in the escape menu for claiming supporter items and streamer drops. Rewards cannot be dropped, traded or banked. You can destroy rewards from the inventory and reclaim them at any time.
Added new camps to points of interest.
Added Tindrem Vocal Theme song to Tindrem.
Added new zones: Guarded Areas and Wilderness. Guarded areas are placed in Tindremic and Khurite locations and guard towers will be present along the roads.
Fighting pit added to Meduli.
Updated the login screen scenery to signify version 2.0.
Added the ability to bring a partner when taking a new bounty.
Improved the buildable placement mode.
You can now gain stamina on a successful parry.
Equipment hits are removed for all equipment types except shields.
Increased minimum damage dealt by clicking to attack.
Clear weather is now more common all over Myrland.
Improved AI respawn times by having each AI have an individual timer for its respawn.
Only guild members and owners may now pay upkeep for houses, strongholds and keeps.
Increased the maximum Field of View to 110. The game now enforces the FOV value so that it cannot be modified outside the settings.
Added six sided dice to equipment vendors that allows you to roll a random value by right clicking it.
Added Sator, Outlaw, Outcast and Risar Commander heads as droppable items.
Updated prepatch Blood Kua fish and Blood Kua meat.
Full nudity is disabled due to issues with several payment providers. We are looking into a solution to this problem.
Terms of Service are updated and must be accepted in the login screen to play.

Changes to the Launcher and Game Startup
Both DirectX 11 and DirectX 12 are still supported. DirectX 11 support is likely to be deprecated in the engine in a future engine upgrade.
A splash screen with an EAC progress bar is now shown on startup. The game was previously hidden during this phase.
Changed the game startup sequence. An initial loading sequence is now shown before the intro movie with detailed information if something goes wrong with EOS or EAC. This should reduce troubleshooting times.

Flags and Standing
Players in your assault list (local grey players) are now lootable without turning you into a criminal. This does not apply to duels.
Fixed not seeing icons of alliance members' pets.
Fixed not seeing icons of guilded/enemy/alliance members loot bags.
Fixed a bug where the pets flag did not always update properly.
Fixed a bug where you would get flagged for attempting to take items off a lootbag, even if the item was already taken.

Murderers now have red names
Increased the number of murdercounts required to be considered a murderer from 5 to 10.
Murderers will now have red names. If you have more than 10 murder counts, your name will change from blue to red.
With a red name, other players will be able to attack you without turning criminal themselves, however the guards will not attack you on sight as a murderer. This means you are free to attempt to enter a Guarded Town you have positive Standing with, however the guards will not defend you if the players living in that town decide to attack you.
This means murderers are no longer favored by the flagging system, as you will instantly know if someone is a murderer or not when encountering them outside of a town.
This will allow more people to make better informed decisions about what they should do when encountering other players, while making the gameplay as a murderer feel more like your actions have had a tangible effect on your reputation within the world, along with bringing more action toward you.

Zones and Territory
The world map is now split into two different kinds of zones, Guarded Areas and Wilderness. An overlay has been added to the ingame map to show the new zones.
You will be notified by an ingame message when entering or leaving these zones.
The exact locations of these zone boundaries may change
Wilderness is a new type of area where players can not be reported for murder or lose Nation Standing. Certain areas on Myrland will become Wilderness, such as the Gaul’Kor area, the jungle, and some dungeons which contain bosses.
If you die while inside the Wilderness you will not be able to report your killer for murder, so come prepared, at your own risk, and with the knowledge that you will be in significant danger with no recourse from the NPC Nations.
Changed murder reporting so that you now always lose Standing with the Nation owning the zone you were in when you died. This means if you kill someone outside Tindrem, you can only lose Standing with the Tindremic Provinces for that murder.
Fixed Territories on the Map UI being shown half as big as they actually are.
Fixed an issue that allowed Keep Territories to grow into each other instead of stopping when overlapping.

Bounty Hunting
Added the ability to name a partner when taking a new bounty. If your partner accepts, both players will receive the same bounty contract and can both use Seeker Corakis to locate them.
Added a distance limit when taking a new bounty. A random murderer within 5,000m of you will be selected, if there are none within that range it will expand the search until you find one, up to a distance of 10000m.
Added bounty tiers, which impact your rewards. These tiers unlock as you gain more bounty hunter renown.

Fixed issue with footstep ground traces causing sounds to sometimes not play. This was most noticeable on horses.

Guilds and Territory Control
Guild members may not upgrade others houses, only the Owner of a house can upgrade it.
A Claiming stone can now only be placed in a building with full health.
Guild tiers now increase the max supply the guild can hold.
Guild related tabs in the Social window no longer appear if you are not in a guild.
Guilds with no leader now get a new leader when the server restarts, GMs also now have the tools to set members to leaders.
Guild Buildings that belong to a guild that have been removed now lose health.
Guild Buildings should no longer duplicate NPCs.
Price for production goods from Steward decreased from 5 to 3 Gold.
Guild defence gained from buildings no longer gives an instant 1% on placement or claiming.
Time it takes to gain 1% guild defence increased from 900 seconds to 1800 seconds.
Rank Settler and above are now allowed to withdraw production goods.
Increased the "tax" the owning guild earns from TC vendor transactions from 5% to 10%
Improved territory logs for guild taxes.These are the logs shown in the territory tab.
When putting a claiming stone in a house it will now take time before it benefits from the new guilds defence bonus.
Structures which are not "Under Construction" now have their repair effectiveness reduced to 50%.
Exchanging currency at the guild vendors will no longer drain supplies from the guild.
Guild defence is now only applied to a building that has been owned by the guild for at least 30 minutes.
Fixed an issue causing supply to not be drained when buying goods from Guild Vendors.
Fixed a rare login issue that made it so that guild related commands would not work.
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.
Fixed an issue causing taxes from vendors to not apply correctly.

Houses and Territory Control Structures
Only guild members and owners may now pay upkeep for houses, strongholds and keeps. The building needs to be guild claimed for it to be paid by guild members.
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.
Priest Shrines can no longer be placed too close to another Priest Shrine.
TC Guards now leashes back to their spawn position when lured too far away.
Supply Storage now needs to be inside guild territory, if it is not it will lose health just like all other guild structures.
Changed stronghold windows so that players no longer can walk through them. Players can still shoot and aim through them.
You can no longer add resources to destroyed houses.
Large decorations like wall segments and bookshelves should no longer be hidden when far away from a building. Other decorations will still be distance culled for performance reasons.
Build stages on guard towers have been temporarily removed. Will show as fully built for now.
Fixed bug where house decorations would be regenerated on the client each time a building was damaged. This caused performance issues during sieges.
Fixed a mismatched wall piece in keep walls.
Fixed crash that could happen while trying to place decorations in a house.
Fixed a few meshes where the foundation of buildings were floating because the mesh did not match the full foundation depth.
Fixed missing LODs on player houses.

Placement of Buildings
Remade buildable placement mode to make it more robust and fix multiple issues.
Minor nonblocking foliage is now ignored during placement to reduce obstruction issues in places like the jungle. It also helps with placing siege tents and siege machines.
Updated multiple obstruction messages to clarify the reason why a building cannot be placed.
All tiers of a building are now shown at the same time. Future upgrades have a weaker form.
Placement will now show in red if the base tier or a future upgrade is blocked.
You can now adjust a building after a placement has been set using left click drag. Does not work yet when using the mouse cursor.
The placement UI is now centered under the crosshair instead of the top right corner. It cannot be moved but will be changed in a future update.
Buildables now display their floor level as a bright line to assist with height adjustment.
Made it easier to place stationary siege machines on stronghold roofs.
Outdoor stairs no longer block placement when going into high ground.
Buildings can now be placed on uneven or rocky ground as long as the foundation is connected with the ground and the environment is not sticking through the floor.
Added ctrl+scroll input to slow down the rotation for building placement. Keybinds added in the options menu.
Fixed issue with some TC buildings having too shallow foundations making them hard to place.
Fixed issue where upgrading a building would sometimes not be allowed.
Fixed issue where some placement obstruction messages would not show up.
Fixed issue where some TC NPCs and building decorations would block an upgrade.
Fixed issue where water would block placement even when it was detected under ground.
Fixed issue where etherworld characters could block placement.

Engineering skills now gain experience when building.
Greatly increased skill gain on basic movement skills and basic gathering skills.

Siege Machines
Fixed an issue where a ballista bolt would get stuck playing an impact sound repeatedly when hitting ground.

Icebarrier updated to 5.5s cast time, 30 mana cost and 7 second duration.
Ignition no longer damages the caster when hitting a very close target.
Fixed issue where the Spiritism Kau beam could be heard from the living world.
Fixed issue with both magic projectiles and siege machine projectiles sometimes instantly exploding/impacting on release despite hitting nothing.
Fixed issue where Crawling Hands gave a buff named “DEFAULT”.
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 Glory than intended due to not properly checking Current Max Health.

Movement and Combat
Equipment hits are removed for all equipment types except shields.
You will now gain up to 10 stamina on a successful parry. The amount gained is modified by both your stamina regain modifier and your current weapon skill level. Stamina will only be gained once per block instigation.
Fixed an issue with minimum attack charge damage. Hitting for zero when attacking should now happen less frequently.
Weakspot calculation on daggers has been adjusted so that heavier daggers weakspot much less often.
Enabled cast shadows on the player torch in first person view. Torches from other players do not cast shadows yet for performance reasons.
Changed outofworld recovery so that it can't be abused as an elevator to get out of caves. Players will now return to their last known location.
Fixed issue where players could be pushed through walls by mounts and creatures.
Fixed issue with "aim with arrow tip" option which caused players to shoot straight down. It got broken after we stopped players from being able to shoot through walls.
Fixed issue with the counterattack, sometimes playing too slowly after parrying an attack.
Fixed bug where outofworld recovery would try to recover at a preteleport location (teleport to priest or by GM).
Fixed bug where outofworld recovery would not handle an infinite falling state when a teleport failed.
Fixed issue where the loading screen during teleport closed too early causing players to fall through the ground. It happened frequently when being teleported by GMs, sometimes when teleporting to priests.
Fixed issue where the loading screen closed too early during level streaming causing players to fall through the ground. It happened frequently when being teleported by GMs, sometimes when teleporting to a priest.
Fixed an issue causing melee attacks after a feint to sometimes do incorrect damage.
Fixed an issue where you could not push or shield bash if you had a counter attack ready.
Fixed bug causing you to block until you did another block, if you were blocking while gathering.

Server and Networking
Rebuilt part of the login process for a smoother experience. Logins should now be slightly faster and more reliable with less waiting.
Fixed issue where players would load in on other clients but it would take a few seconds before they started moving because of missing movement updates. This made it look like other players would teleport/rubberband when first loading in. It was very apparent when loading in mounted players riding at full speed.
Multiple updates and fixes to player and AI movement updates to reduce desync issues where characters sometimes end up in outdated positions. This sometimes happened to pets that were following their owner and appeared in a previous location to other players.
Improved package handling on the server side.
Fixed several server memory leaks that were causing instability.
Reduced network overhead on the server side related to player movement updates.
Improved how the server handles player updates. This should lead to the server being able to handle more packages and more players.

Mounts and Pets
AI will now prefer to attack the rider of a mount over the mount itself.
Fixed issue with passengers not being able to mount ritual pets.
Fixed eye material that was a bit too shiny for some creatures (for example brown bear).
Fixed issue where you get multiple messages saying you gained 1 Glory when using pets in combat.
Fixed wrong hurt sound on Risen Molvas to not sound like Springboks.
Fixed issue where the mount head would turn and twitch momentarily when a player mounted or dismounted it.

Characters, AI and NPCs
Adjusted ranged bandits so they run backwards at a slower, more reasonable speed.
Made outcasts/outlaws slightly weaker and slower.
Reduced the aggro range for wolves from 50 m to 20 m.
Spawners now keep track of individual respawn timers. This means that two AI killed at the same time will also respawn at the same time, improving the rate that a spawner is refilled.
Closed doors in player buildings now block AI pathing again. AI was temporarily allowed to leave through closed doors due to a bug a few patches back where pets would randomly run into other player houses and get stuck there.
Removed the loud spawn sounds for Game Masters when they chose to appear.
Improved the issue where character parts are not completely synchronized in the animation.
Updated physics on all capes and hairstyles due to the physics engine upgrade to Chaos.
Fixed issue where Game Masters would not appear in the etherworld but still be targetable. Game Masters will now appear in both the living world and the etherworld when they choose to show themselves without being targetable.
Fixed issue with broken animation keyframe that caused the snout and eyelid on bears and taurdogs to show flip artifacts during idles.
Fixed issue with broken walk animation on chickens.
Fixed issue where etherworld spirits sometimes spawned the etherworld effect for players.
Fixed issue with missing animation joints in some player LODs.
Fixed several issues with the Ultimeki boss fight.
Fixed an issue where Coralis Crabs attack range was too short.
Fixed issue in navmesh queries where AI would take shortcuts through the air when going up or down steep slopes.
Fixed bug where the equip and unequip armor sounds were not playing on other players.
Fixed issue where the Blainn fur was slightly emissive during the night, not becoming perfectly dark.
Fixed serverside issues caused by spirits in the etherworld that moved too far away from their spawn position.

UI and Interactions
You can now manipulate items with rightclick while a TC bank container is open.
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.
Updated 'Territory' UI window to show more information and look better.
Added tooltips to the territory tab.
Added a timeout to the loading screen that forces a level streaming flush if the player is stuck for more than 60 seconds while streaming levels. This should fix some players getting stuck on 9899% loading progress.
Fixed a bug where items would turn invisible in your inventory until logout when attempting to drag unbankable items into a bank.
Fixed a bug where title progression only updated once in real time.
Fixed broken grass gathering in a few places in the world.
Fixed bug where players were sometimes forced to restart their client after leaving Haven to be able to enter Nave.
Fixed items in the "items you are buying" section, not displaying all valid information in the vendor.
Fixed the mistake where zones from Myrland were visible in the Haven map.
Fixed a bug preventing you from accessing house chests after already having accessed them, leaving the area and returning to access them again.
Fixed UI tutorial step crash in Haven.
Fixed issue where deleting a character in the character selection screen would sometimes put the game in a permanent loading screen.
Fixed issue where deleting a character and creating a new one would sometimes bug out the game and cause the player to login in a bad state.
Fixed an issue allowing the "/bank" chat command to not respect the access restrictions on guild NPCs.
Fixed crash that sometimes happens when deleting a character.
Fixed ‘Expand territory’ button shutting down the building UI.
Fixed issue where the UI would disappear in the login screen if the user pressed login and cancel too quickly in succession.

Lighting, Weather and Environment
Main menu scenery changed to signify the upgrade to UE5.
Added new camps to points of interest.
Added a fighting pit near the Meduli bank so that players can duel away from the main streets.
World fog is modified due to the engine upgrade to UE5.
Lighting adjustments in some points of interest.
Clear weather is now more common all over Myrland.
Foliage wind behavior should now be more stable when the weather changes.
Fixed grass not being gatherable in certain locations.
Various art fixes across the world based on bug reports.
Various fixes on world textures and meshes.
Fixed multiple “elevator” exploit spots in the world where players intentionally glitched through the world and were teleported to a different location during outofworld recovery.
Fixed issue with some torches on the ground in some Point of Interests not emitting light at low video settings for Effects.
Multiple art fixes in Tindrem, such as missing textures, gaps in the ground, broken meshes, etc.
Fixed rare crash related to weather changes.
Fixed various lighting and shadow issues in Fabernum and Kranesh.
You can now walk on the ropes between buildings in Kranesh again.
Fixed issue where some terrains looked flat and desaturated in the distance due to high specular values.
Updated several environment mesh LODs that were either broken or too low poly.
Fixed incorrect mesh segment in castle wall.
Fixed crash caused by an environment actor during loading screen.
Removed stair steps from a path near Morin Khur that caused players and mounts to get stuck while trying to move up the path.
Fixed missing collision on rocks in necro dungeon that allowed players to safely hide and scout the dungeon.
Various updates to meshes and lighting in the surroundings near the necro dungeon.
Fixed ramps in Risar dungeon where players sometimes got stuck.
Fixed holes in Risar dungeon and Celaeno cave.
Navmesh fix in the Celaeno jungle cave.
Fixed broken water appearance in MK sewers.
Make the stairs of the Minotaur dungeon smoother to walk on.
Rock mesh/texture floating in clothos dungeon.
Updated ground material in the Steppe to be less shiny.
Fixed issue with the world going dark near the tower in Haven due to misplaced dungeon lighting effects.

Game Settings
Added two new video settings: Global Illumination and Reflections. Lumen is enabled for all Global Illumination levels. Screen space reflections are used for Low and Medium settings and the others use Lumen reflections.
Updated NVIDIA DLSS plugin for Unreal Engine 5.3 to 3.5.2b (nvngx_dlss.dll version
Replaced the DLSS setting with a shared Upscale setting. DLSS is in this list when the GPU supports it.
Removed the Resolution Scale slider. Values are now controlled by the Upscale setting. We might restore the slider once some specific values no longer crash the engine.
Added Temporal Super Resolution (TSR) to Upscale setting. It is supported by all GPUs. FSR might be added in the future.
UI Scale slider range increased from (50%, 110%) to (25%, 200%).
Increased the minimum distance for enabling character shadows by 10 m for all quality levels. This ensures that characters cast shadows even on the lowest quality setting.
Tweaked all video setting levels for improved client performance.
Adjusted config settings to exclude small objects in the distance from shadow passes. Lower shadow settings increase objects being removed.
Removed the character distance optimizations setting. It is now always on.
Removed the Use Multithreaded Rendering setting. It is enabled by default in UE5 and is now always on.
Removed Use Recommended Settings from video settings.
Fixed issue where motion blur got turned off when post process quality was set to low.
Fixed issue where lower quality settings broke the appearance of some surfaces in the game due to material quality changes.

Multiple improvements to asynchronous loading of buildings, characters and decorations to reduce stutter.
Improved the game performance drop that would happen during daynight transitions at dusk and dawn.
Adjusted scalability settings to reduce overall VRAM usage.
All cities have received a dedicated art optimization pass to improve performance for UE5.
Updated all player/humanoid component LODs with lower detail and joint count to improve CPU performance (body, hair, beard, armor parts, etc).
Added a new render priority system where characters will be changed to a low detail state when far away. This version of characters is much cheaper. This mainly affects players and humanoids like zombies and guards. We will extend it to creatures in a future update.
The game will now target a max number of high detail characters using the priority system to maintain CPU performance.
Replaced parts of the engine level streaming behavior to eliminate loading stalls due to registration of collision shapes. Large areas of trees and foliage should no longer produce large loading stalls as the collision shapes are now streamed over multiple frames.
Improved buildable placement so that large structures like a stronghold no longer drops FPS to rock bottom.
Improved CPU performance by reducing the number of active components on humanoids.
Improved CPU performance by making some parts of the character static when far away.
Reduced the number of active bones in character skeletons for improved animation performance.
Turned off post process anim instances when anim physics alpha is set to 0.
Made camera wall intersection tests cheaper on the CPU.
Slight CPU optimization by making footstep traces asynchronous.
Tweaked level streaming settings to reduce stuttering.
Updated LODs for all characters with reduced joint counts to improve CPU performance.
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.
Destruction of gameplay actors are now queued over multiple frames to reduce stutter.
Reduced the cost of GPU velocity pass.
Optimized tick of multiple actors to improve CPU performance.
Optimized several world art assets.
Optimized multiple cities.
Improved multiple level streaming lines that caused game freezes.
Reduced landscape grass tick rate.
Fixed issue where spell effects could flush async loading and cause a game stall.
Fixed issue where an AI changing growth level would flush async loading and cause a game stall.
Fixed a level streaming issue where large volumes in sublevels caused a large loading stall, for example Morin Khur had a half second loading stall.
Fixed issue with particle systems in Tindrem Garden causing poor performance.
Fixed issue where the game would start loading levels from position 0,0,0 during loading screen before switching to the spawn location. This caused the game to load unnecessary assets when entering the world.
Fixed issue where player character render bounds were bigger than necessary.

Known issues
The Republic of Nordveld zone around Hyllspeia is missing but will be added in a later patch.
MO2Info at 11/28/23 8:53 AM
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