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This fan page is dedicated to all things Mortal Online 2. As we dig further into Combat Alpha check back here often for screen shots, Alpha information and more.

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Latest News:

Beta Patch Notes


  • Added Mounted Melee combat
  • Added Easy Anti Cheat. If you get an error that EAC is not installed please verify your steam files https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335 , this should install EAC.
  • Added Cave Camp cave.
  • Added more interest points to the world.
  • Added updated version of Kranesh.
  • Added FlipOff emote.
  • First draft of archer sway added. Currently affected by movement but not by skills (but will be later on).
  • Added support for AI attacks effects.


  • Update pet follow code to make it stop following you when it's much closer.
  • Pets now logout when you logout.
  • Vendors who only buy certain items now show in the UI what they are interested in.
  • Removed the toggle guild affiliation option.
  • AI now support AOE attacks.
  • AI now support looping attacks.
  • AI now decide depending on their weapons if they should come closer to their target or stay put and use ranged weapons.
  • AI with bows now show arrow path when shooting.
  • Server optimizations for players riding mounts.
  • Update localization from the community. (thank you <3)
  • More action in the game now cancel hold on use.
  • You can resume sessions in the game instead of getting the "you are already logged in" message.
  • Shift + right click will now open bags when theres a bank window open.
  • You can now right click items to always transfer them to a bag while either bank or inventory is open.
  • You can now right click items in bags to transfer them to your bank if there's a bank open.
  • Increased Alvarin cladegift movement speed bonus from 0.5% to 0.75%
  • Interacting with objects/NPCs will now fizzle charging spells.
  • Lowered stamina cost a bit on all 1H weapons.
  • Wolfbrush now reduces hunger a bit better for pets.
  • It now takes twice as long for pets to go from 0 - 1000 in hunger.
  • Added +8 to Blainn max constitution cap. (But at the cost of available attribute points)
  • Tweaked sweet spot on polesword and poleaxe swings.
  • AI attacks can now add buffs and debuffs.
  • Readded greyed out voip icon if the target can hear you.
  • Equipment is now scaled to look proportional when held by Risars.
  • The previous implementation that we used in the engine had too many issues with AI getting stuck or being several meters desynced from the server.
  • We have completely replaced the client-side movement of the AI to be more aligned with what the server is doing. The AI movement might not look that different from last patch, but it is
  • completely replaced. This has resulted in both improvements and issues listed as known issues.
  • Improved CPU performance slightly by turning off a few unused AI-related components in the engine.


  • Fixed issue with animations after a player got kicked off a mount when in combat mode.
  • Fixed issue where you could mount a horse from very far away.
  • Fixed issue with AI that started fleeing or leashing instantly triggering attacks if they entered a attack state again.
  • Fixed issue with AI fighting AI with ranged weapons not firing their weapon.
  • Changing your pets name now updates the UI and the ingame pet name correctly.
  • Pet points now updates in the UI instantly instead of on relog.
  • Swift and Advanced riding now gain experience when you are riding.
  • Cooldowns no longer reset on relog.
  • Fixed pet lock not correctly showing the current state.
  • Lightning strikes from weather should now correctly show effects.
  • Fixed issue with murderers healing their own pet turning criminal.
  • Hopefully fixed the issue with players in mercy mode who got healed turning invincible for a short while.
  • Players who disconnect for some reason no longer logout their character, instead the character stays in the game.
  • Fixed an issue that allowed resting to get full gain from skills the user didn't have.
  • Fixed an issue that caused a player getting their spell reflected to mark the spell reflector as the attacker.
  • Fixed an issue that would cause the right arm to receive less damage than intended from archery.
  • Fixed an issue not showing cooldowns for Human clade gifts.
  • AI collision did not get disabled on death blocking the player from moving after killing an opponent.
  • AI would receive the wrong timings causing their movement speed to be wrong on the client side.
  • AI should no longer get stuck on some slopes or edges while pathing.
  • AI on the client should be better synchronized with its server position. AI could previously be several meters away from its intended location.
  • AI should no longer slomo-walk at the end of its path.
  • AI / Test dummies should no longer be tilted on spawn.
  • AI would not update their target on spawn causing them to not face their opponent properly.
  • Fixed lots of collision issues in the world. (stuck spots etc.)
  • Lots of world landscape polish.
  • Gathering corn now gives corn.
  • Fixed outdoor ambience sounds playing in Fabernum dungeon.
  • Fixed voip icon showing correctly when your target is talking.
  • Crash fix in HUD related to inventory items.
  • Crash fix in HUD related to player stats.

Known Issues:

  • Some guard patrol paths are wrong. Some guards walk off-path, taking shortcuts or walk over some objects. The paths will be improved at a later time.
  • AI does not avoid walking through other characters at the moment. The so called "crowd movement" in the engine had to be removed when we replaced the AI movement. We are working on
  • replacing it with our own.
  • Pets follow the owner at irregular speeds.
MO2Info at 05/31/21 9:55 AM

Updated Roadmap!

MO2Info at 05/11/21 10:36 AM

Beta Patch Notes


  • You can now open bags in banks by pressing ctrl + right click, added info to tooltip.


  • HUD messages should now always be on top of UI.
  • Made more UI windows movable.
  • Mounting with weapons now remove weapon and then dismount instead of stopping you from mounting.
  • Max members for a guild with no guildstone is now 500.
  • The first tick when resting now starts when the resting animation has finished.
  • Tweaked Hunter Lizard attacks to be less spammy.
  • Optimized navmesh in Morin Khur area.
  • Taming Hunter Lizards should now have a higher success rate.


  • Stamina reserves should now be drained correctly.
  • Max stamina should now be affected by stamina reserves.
  • Fixed issue with crafting windows displaying the wrong resource material.
  • Fixed issue where if you killed AI from very far away you would not see them die.
  • Fixed bow crafting preview not showing composite material.
  • Fixed issue where using no catalyst in extraction could be better than using a catalyst.
  • Fixed collision issues on stone stairs near Morin Khur Graveyard.
  • Stealing items from loot now makes you criminal instead of just flagging you as grey.
  • You no longer need to relog to see spells in the first spellbook you buy.
  • Crafting Presets now work again.
  • Crash fix when moving an item.
  • Crash fix in unstuck me.
  • Crash fix when playing arrow hit effect.
MO2Info at 05/07/21 8:52 AM

Beta Patch Notes


  • Added updated version of Meduli.
  • Added updated version of Fabernum.
  • Added Meduli fountain.
  • Added attack sounds to bears, wolfs and razorbacks.
  • Added visual representation to most of the resource materials in crafting.
  • Added more tooltips to character creation & paperdoll.
  • Added Pet Bags.
  • Added new equipment slot in pet menu for equiping bags.
  • Added Butchering and skinning animations.
  • Added more extraction devices to cities that only had grinders.
  • Added more Wolf/Bear/Razorback spawners to the world.
  • Added cooking tutor to Haven.
  • Added animations for warcries
  • Added mount and dismount sequence instead of teleporting on/off the horse.
  • Added crafting and butcher tables to Cave camp and Jungle camp.
  • Added defense flagging, anyone who gets attacked should now be able to safely hit their attacker without receiving a murder count.
  • Added a light grey color to defense flagged entities name when targeted.
  • Added player bags.


  • You can now rotate your character during character select and character creation.
  • Updated localization with the latest community localization.
  • All characters now have 10 more kg of free weight.
  • AI can now show mercy and not kill you if you end up in mercy mode.
  • Pressing use now cancel all countdown timers.
  • Book tooltips now show you if they are too easy to read.
  • Book descriptions now explain if you can read the book and if you can't it explains what skill you are missing before you can read it.
  • You now need to move to gain riding skill while riding.
  • Falling off a mount now gains riding experience.
  • Improved sending animations when AI is fighting AI.
  • You can now only have one split-stack open at a time.
  • Several item actions now close your current split stack.
  • Increased the size for hit detection for magic spells.
  • Increased the damage Unarmed Technique gives. (from 5% to 10%)
  • Changed polearm animations to use spear animations. (Feedback would be nice)
  • Increased the height on Risars.
  • Removed the loyalty cost for using the Pet Follow command.
  • Increased the find floor distance for AI (used to move AI to the ground).
  • CPU optimization when many player characters are nearby.
  • Patrolling AI should now take better routes
  • Carrying too much should now give a debuff icon
  • Book Descriptions now show tell you if you have the required parents skills to learn the book's new skill
  • When targeting objects you will now see their status. Blue means it will be illegal for you to hit the target, grey means you are free to hit this target without turning criminal and white means you can not hit this target.
  • It is now considered illegal to hit any other player that isn't flagged as a criminal (grey)
  • Better support for AI to randomize their attack patterns.
  • Added support for AI attacks that can only be blocked and not parried.
  • Players must now exit combat mode before mounting or dismounting.
  • You can no longer use items when in mercy mode.
  • You can no longer use skills when in mercy mode.
  • You can no longer use skills when mounted.
  • Committing suicide now clears the murder list.
  • Hitting AI equipment no longer bypasses Ai armor.
  • Msg popups telling you whats happened / why something didn't happen.
  • Reduced timer for accessing stabled pets to 0.5s from 1s.
  • Pets can now carry 600kg in bags.
  • The Intelligence attribute now has a linear effect on spell damage.
  • Stolen items now visually represented with a red border.
  • Decreased the quick charge attack damage.
  • Increased the amount of material needed for crafting on some materials that was extremely low. (Spongewood, silk etc)
  • Decreased the overall amount of material needed to craft weapon handles/poles.
  • AI targeting has been improved (how they move and look at opponents). Humanoids can now move and target an opponent at the same time by strafing. Creatures still need a bit of polish in combat.
  • The secret zombie gym and cafeteria has been removed. Zombies are now thin as was originally intended.
  • Zombie generation has been fixed. Female Zombies should now appear (does not have hair yet). More visual variations will be added in a future patch.
  • NavMesh optimization.


  • Clade gifts should now get greyed out when loading action bars if you are not playing the required race.
  • Clade gifts should now get disabled or enabled after a slight delay after updating clade gifts.
  • Damage numbers should now display more accurate.
  • Damage should now be modified by clade gifts when getting hit by melee, arrows, magic & heals.
  • Adamant clade gift gave double effect when it was activated.
  • Human group clade gift should now give more accurate numbers.
  • Oghmir passive damage reduction clade gift made oghmirs unable to counter hit after parrying when it was active.
  • Skills were getting too many 'free' levels from attributes when the skill had more than a single contributing attribute(they should give half each if there's two)
  • Fixed spelling error when consuming stuff.
  • You can no longer use items on your action bar if they're not in your inventory.
  • Trying to bank equipped items made them invisible, now it unequips them.
  • Armor carry weight in statistics now updated when the related skills update.
  • Fixed some crashes related to targeting.
  • Fixed warcries not correctly setting cooldowns if triggered by someone else first.
  • Hitting your own pet no longer flags you as criminal.
  • Rebuilt large parts of the flagging system hopefully cleaning up a lot of the strange cases we had.
  • Fixed issue with AI going into mercy mode not being killed by guards.
  • You should no longer receive "you obtained"messages when logging in.
  • Fixed AI not attacking you if you where standing high up on something.
  • Logging into water should now correctly put you into swimming.
  • Spells should now correctly instantly flag players when they are hit by them and should stop you from hurting players when on Haven.
  • Moving items directly from character sheet to bank no longer turn the item invisible.
  • You can now equip into paperdoll directly from bank instead of the item going invisible and strange.
  • Fixed an issue with vendors that should only buy specific things buying everything.
  • Fixed issue with tamed AI going into sleep mode.
  • Fixed several cases of mounts and pets vanishing while traveling.
  • Fixed issue where training could end up in a state where you had to relog to start training a new skill.
  • Logging in while training should now show the book correctly in the character sheet.
  • Fixed issue with guild friends not being calculated correct mainly affecting people with the human guild clade gift.
  • Fixed armor crafting tutor not giving all skills needed.
  • Fixed map issues around Gaul Kor.
  • AI should no longer do a speedy gonzales move / teleport after hiding the loading screen (after player logs in).
  • Creatures would sometimes spawn misaligned with the floor.
  • Mounts should no longer end up in the air after dismount. This happened because the mount continued to receive player position updates during the dismount event (the horse got moved to the player position when jumping off).
  • Crafting tooltips now moved forward to avoid them being under certain UI elements.
  • Fixed tooltip for murdercounts.
  • Logging out as a criminal will now log you in as a criminal.
  • Fixed issue where all your bank items would show up as "obtained" the first time you opened a bank.
  • Fixed issue when moving from Haven to Myrland that caused your home priest on Myrland to be Fabernum by default.
  • Spells are now only able to be 'self cast' (not alt) through the designated hotkey.
  • You can now target other players with spells on action bars where alt modifiers(e.g. alt+1) were bound.
  • Fixed swinging doors in Khurite cities.
  • Fixed a lot of world loot containers that didn't spawn correctly.
  • Fixed a lot of landscape issues.
  • Fixed an issue where players would stutter when turning and looking straight up or down on a mount.
  • Shooting an arrow would cause the player to walk funky during the reload sequence.
  • Fixed bad leash on Zombies in Haven graveyard.
  • Fixed spell descriptions in the spellbook that looked really bad.
  • Fixed issue with blocking AI now correctly calculating posthit defence. (You should now be able to correctly Parry Ai)
  • Feed pets 'feed' text was blocking the drag slot, making items dragged there show a 'Destroy' message.
  • Inventory items that were recently interacted with will now get updated again after a short time, this should fix most of the 'invisible items' issues.
  • You can no longer feed pets using rightclick override if you have any bags opened..to avoid accidental feeding.
  • Skill tree was not showing the skills' second attribute if it was at 0.
  • Level streaming would sometimes cause NPCs to load before the level was ready, making them fail to find the floor in some locations. This caused some NPCs to be sunken into the floor.
  • AI would never clear their target after it was killed.
  • Domestic pigs had a broken LOD causing their mouth to be open at a slight distance.
  • Hopefully fixed the issue with some players being attached to the mount with an offset, such as sitting sideways (rare issue that is hard to reproduce).

Known Issues:

  • AI pathing is still being updated. Odd issues like slomo walking during patrol, fast sprints or slight desyncs are still present.
  • AI being killed further away does not play the ragdoll sequence.
  • AI movement can get some hitching while moving or stopping while patrolling.
  • AI unstuck behavior is rough. If they get stuck in an object, or get a weird path, they will walk on the spot for a while and suddenly sprint to their new location. We will smooth this out.
  • You can draw your melee weapon while mounted even though mounted combat is not implemented yet. You can’t attack though.
  • You can get stuck inside other creatures/NPCs. Just try to move/jump away if it happens or use the "Im Stuck" feature in the escape menu.
  • Dismounting a horse while swimming will cause it to get stuck in the water. Just ride it back to shore and it should be fine.
  • Pets/Creatures/AI do not support swimming when moving independently. They will not be able to move in the water at all or walk on the lake/ocean floor.
  • Multiple crashes related to DirectX12 and drivers. Please update to the latest drivers if you experience this or switch to DirectX11. Start the game inside the Steam Library to select DirectX11 or DirectX12.
  • Mounts can in rare occasions get stuck in corners/objects. If you can't move away from the stuck position, dismount and move away. The mount should unstuck when it tries to follow you if you use the follow pet command.
  • Mounts will continue to run while falling through the air. AI will get a proper falling animation state soon.
  • Player blocking animations are not visible at 10 meters / 30 feet away.
  • Killing a humanoid can sometimes cause equipment or hair to bug out during the ragdoll sequence.
  • The criminal/flagging system is still work in progress, please report any issues.
  • High FPS can cause input movement issues (locked movement direction, getting stuck, etc). Limit your FPS to 120 or less in video settings.
  • Stamina does not get affected by its reserve pool.
MO2Info at 05/05/21 11:26 AM

Beta Patch Notes

CPU Optimization

  • The GPU vs CPU balance have been greatly improved. Players should now see improved performance across the board if their hardware were previously CPU bound.
  • Optimized character flooring calculations.
  • Optimized ground alignment performance (used for creatures to align with slopes and other detections).
  • AI pathing performance improved.
  • Character movement performance improved.
  • Weather and day/night system performance improved.
  • Some computations in the core game systems are now spread out over multiple frames.

Crash Fixes

  • Fixed a rare crash when updating the aim crosshair position with a bow.
  • Fixed a crash when changing the throttle speed when mounted (this would happen when the game could not detect the player as actually being dismounted).
  • Pets UI panel could sometimes cause a crash when querying information from the game.
  • Possible fix for the random crash that happened when character fur was updated on the render thread.

World - Changes and Fixes

  • Added Haven Mentor and Anatomy Tutor.
  • Added Priest to Fab Tower in Haven.
  • Added training dummies to Fabernum and Haven.
  • Added an extra priest in Haven.
  • Wells added to Haven, Meduli and Kranesh (no, the Meduli fountain is not ready yet).
  • Added more variations of bandits and populated more bandit camps.
  • Made the door entrance to the bank in Haven and Fabernum wider.
  • Updated missing coin texture and material (props placed on tables).
  • Various unlisted updates and polish to existing locations in the world.
  • Made it possible to swim in the pond outside Tindrem.
  • Turned off volumetric scattering on a lot of lights that were causing unpleasant artifacts.
  • Fixed hard edges in sand on the landscape in Meduli.
  • Some vendor props cleanup in Fabernum and Haven.

Updated Fall Damage Calculations

  • Fall damage calculations have been completely remade.
  • Fall damage now scales by health points rather than a percentage of total health. This means that players with the same attributes and skills, but with more health, can survive greater falls.
  • Fall damage is reduced for the player when mounted (mount absorbs player impact).
  • Player total weight (armor+inventory+body) now affects fall damage scaling. A lighter character can survive greater heights given the same health and skills.
  • Skills are applied to fall damage scaling just like before but have been slightly altered by how the new system behaves.
  • Mounts have a steeper fall damage curve than players and will vary based on mount type.
  • Mount fall damage is now affected by player weight. Mounts will also be affected by the weight of its bags once mount bags are implemented in the future.

Characters and AI - Changes

  • AI movement has been rewritten and is overall more stable and performant.
  • Character flooring has been rewritten. It is used to put characters on the ground while moving or spawning. Some vendors and guards might have their feet inside the floor though due to a level streaming issue that we are still working on.
  • AI pathing is now better aligned with the ground on the client.
  • Creature ground alignment stabilized. Moving over objects or bumps on the ground should no longer cause sudden large realignments for creatures. Creatures should also not align strongly to nearby walls and trees. This is still elementary and we will add more animations and fluff to make it look good in the future.
  • Several spawners will now leash again and some AI has stronger leashes than others (guards vs creatures, bandits, etc).
  • Polished some creature animations.
  • Tamed AI should now be looked at by guards as if they looked at the owner.
  • Bandits now drop heads when killed.
  • Magic charge effects modified to visually last longer while mounted.
  • Some visual adjustments to Risar weapons.
  • Stabilized player ragdolls. They should not shake and stutter as much now.
  • Horse sounds updated.

Characters and AI - Fixes

  • AI should now recover from failed pathing more easily.
  • AI should now drop lootbags closer to where it was killed.
  • Player would have the wrong body animation while mounted in first person. This would cause the arms not to be rested in the lap and instead end up outside the screen.
  • Fixed issue with server sending out wrong timings in AI pathing (this caused AI to sometimes move at the wrong pace or out of order). This seems to have fixed the issue where the AI unintentionally runs up to the target to attack, runs away and back to the target again.
  • Fixed issue where AI would start to shake its turning animation left/right at very low speeds.
  • Fixed rare scenario where AI would get stuck at edges of the navmesh or in the air and still think it had a path to follow (not the same issue as with the pets and mounts getting stuck at invisible walls a few patches back).

VOIP - Changes

  • You can use /mute to mute your target.
  • You can use /unmute to unmute your target.

UI - Changes

  • You can now switch between a darker and brighter mouse cursor (change in Settings > UI).
  • You can now select between three mouse cursor sizes (change in Settings > UI).
  • You can now select if the cursor should re-center on screen when activating mouse mode (enabled by default, see Settings > UI).
  • The Reset UI setting should now save the correct positions.
  • Chat log and size now get reset when clicking the 'Reset Ingame UI' button.

UI - Fixes

  • Skills in the skill tree should no longer show inaccurate second attribute bonuses.
  • You can no longer swap items into the Haven banks on Myrland by using the drop-replace bug.
  • You can no longer split stacks when dead.
  • Players were able to get max stats in the character creation by changing the gender over and over.
  • The game should now display the correct message when an AI hits you with an arrow.
  • Certain crafting windows stopped receiving input after they were dragged.
  • Keybind settings names were sometimes not getting updated properly.
  • Clade gifts should now get saved and loaded in the action bars.
  • Fixed issue where some skills would not be affected by the 100 times up.
  • Players can no longer talk in guild chat unless they are in guild.
  • Carry weight tooltip message, saying how much you can carry before being able to move, is no longer inaccurate.
  • Carry weight text was not taking into account Oghmir clade gift for carry weight.
  • Items, skills, petskills and spells should now load properly in the UI after relogging.

Gameplay, Interaction and Balancing - Changes

  • Increased torch radius.
  • Stackable buffs should now increase their own effectiveness once.
  • Extraction should now scale the skill xp gain based on the quantity of the materials used.
  • Players can now slowly start moving during the resurrect sequence.
  • Oghmir stoneskin clade gift should no longer heal players if received damage was less than 3.
  • Extraction and refining should no longer give items to dead players.
  • Getting hit by someone should now trigger the criminal flag even if that person has hit you before.
  • Murder list no longer hold players in it until you die.
  • Healing criminals is now a criminal act.
  • Loot bags and other pickables should no longer be halfway through the ground.
  • Thursar clade gift 'Adamant' should now impact incoming heal magic as well.
  • Thursar and human 'size' bonuses from clade gifts have been reduced.

Gameplay, Interaction and Balancing - Fixes

  • Characters no longer have collisions after being killed.
  • Fixed issue that made it so that child skills could level up past its parent skill points, locking the points but making the skill be used as if it was 0.
  • Targeting should no longer auto-clear the target frame when looking away from the target.
  • Fixed bug where active warcry buffs would increase in power and restart their lifetime when receiving other types of buffs, which also removed the effect of the new buff.
  • Players can no longer get past the turn limits while mounted due to poor game performance. This bug allowed players to turn 360 degrees when having low FPS.
  • Fixed issues with books that could make them try to add xp to skills you did not have.
  • Fixed an issue where some parts of the world were ignored in collision checks, which caused some features like the unstuck command to pass through objects.
  • Oghmir thirst clade gift didn't visually update the maximum amount of thirst.
  • Loot bags should now be lootable directly after killing an opponent instead of being blocked by the body.
  • Fixed issue where the player could not open loot bags under gatherable water.

Pets and Mounts - Changes

  • Improved horse turning and banking behavior (should be more dynamic and have less twitchy/unpleasant movements).
  • Max turn rate is now speed based (turn slower when moving faster). It was previously based on the input 'throttle'.
  • Mounts now adjust to the slope of the ground below them when controlled by a player.
  • Mounts can now swim when mounted by a player. They will drain stamina and will always float to the surface. They also won't stop when stamina drains (this is until we balance them properly to avoid unnecessary playability issues). Warning: It is not recommended to dismount horses while swimming as they can't move on their own in water. Just remount and lead them to shore.
  • Mounts now slow down based on how deep they are submerged in water. Water avoidance has been disabled now that swimming is supported and mounts will not slow down ahead of water anymore.
  • Tweaked horse sounds.
  • Fixed issues with riding knockdown leaving player and mount in a strange state.
  • Unstuck should now work when on mounts.

Pets and Mounts - Fixes

  • Pets and Owner will now be flagged criminal when attacking another player
  • Attacking a tamed pet that is criminal will no longer make you criminal.
  • Pets that turn tamed while attacking should now stop attacking.
  • Pet skills should be dragable again.
  • The player will now be dismounted when abandoning the mount in the pet window.
  • Mounts should no longer randomly die from seemingly safe fall heights (this does not mean you can now safely play off-road buggy in the mountains with them).
  • Pet levels should now update correctly in the 'All pets' panel.
  • Pets should now correctly stop attacking when being told to stay or follow while attacking.
  • Pets can no longer attack themselves.
  • Stamina would in very rare occasions go negative for mounts.
  • Mount and player no longer randomly spins when the player mounts in first person (there is still some noticeable movement when seeing another player mount a horse however).
  • Rotate input no longer gets locked after mounting a horse for a few seconds (this happened because the last AI movement request to the horse was still active).

Known issues

  • VOIP unmute might not always work.
  • AI movement can get some hitching while moving or stopping while patrolling.
  • AI unstuck behavior is rough. If they get stuck in an object, or get a weird path, they will walk on the spot for a while and suddenly sprint to their new location. We will smooth this out.
  • There are no mount and dismount animations right now. This means you will pop on or off the horse. Dismounting a horse can cause you to get stuck inside it and you just have to try to move/jump away.
  • You can draw your melee weapon while mounted even though mounted combat is not implemented yet. You can’t attack though.
  • You can get stuck inside other creatures/NPCs. Just try to move/jump away if it happens or use the Im Stuck feature in the escape menu.
  • Dismounting a horse while swimming will cause it to get stuck in the water. Just ride it back to shore and it should be fine.
  • Pets/Creatures/AI do not support swimming when moving independently. They will not be able to move in the water at all or walk on the lake/ocean floor.
  • Multiple crashes related to DirectX12 and drivers. Please update to the latest drivers if you experience this or switch to DirectX11. Start the game inside the Steam Library to select DirectX11 or DirectX12.
  • When you drag the action bars all the way to the left side of the screen, and then change aspect ratio they might end up off screen. Use the reset button in settings to restore it.
  • Pet Level lockstate is not implemented fully so it doesn't work atm.
  • Mounts can in rare occasions get stuck in corners/objects. If you can't move away from the stuck position, dismount and move away. The mount should unstuck when it tries to follow you if you use the follow pet command.
  • Mounts will continue to run while falling through the air. AI will get a proper falling animation state soon.
  • Player blocking animations are not visible at 10 meters / 30 feet away.
MO2Info at 04/14/21 11:31 AM
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