Mortal Online - F2P - Ya disponible en Steam!

SIRSANCHO
13 días después
SIRSANCHO

Info del TC fresquita y foto de lo que podran hacer jugadores!

Dear community, it’s time for a short update.

Territory Control is progressing very smoothly and we are currently polishing and working on balance. We are getting closer to its final step and to release the content.

Along with the TC work we have been researching and debugging a bit on client performance in general with a focus on player performance. We have identified one big thing that does indeed add quite a bit of drop on client performance when the client sees many players. This has gone up along with our new armor system in which we didn't believe would cost the way it does today.

There is one person in particular, Denny our old developer, who is an expert in this field and is currently addressing the issue. We have made a very exciting breakthrough in how to handle player performance cost.

We have a few steps left before this is final and we can properly test it, but so far the test runs we have done look very promising and will improve our performance noticeably. We will do a comparison before and after in pure player cost when we have completed the last steps necessary for improving our armor system. I hope to be able to share these results as soon as we have them.

We also noticed this performance issue is shared with quite a few of our NPCs and mobs in the game, which we also plan to improve next. This became more important now that we have done a lot of TC testing with hirable NPCs. These must of course be as efficient as possible, performance-wise, to allow for grand cities, which players may design, without ruining game performance.

We have engaged discussion and are about to start testing a new programmer shortly which allows us to progress faster when they get into our pipeline.

We have also hired a new concept artist to help us expand on our world and create both lore art and concept art for coming creatures and areas. We will share some of this along the road when we announce our next continent. He is an extremely talented concept artist and we are happy to have him with us.

I also want to take the opportunity to welcome Herius as a full time QA lead on the team; he will still help as a GM in-game on live server but he is also doing an amazing job on helping us polish our test server’s content.

We have initiated a good plan to expand and to add more lore into our game with the help of a writer. Mats will work with this new writer to be sure that the desired lore and information is in proper place.

A little city I put together on my own very quickly, by all means Im no good city planner Im sure you will make something more impressive when you get it! Stone walls and 2 different gates.

1
kranick

Genial, yo estoy probando las mecanicas nuevas en el test server y la verdad que es muy wapo lo de poder poner al fin todo de una forma libre y ademas con una cantidad de edificios nuevos y mecanicas para flipar :)

1 mes después
SIRSANCHO

Bueno el parche ya esta casi, hoy acaban de poner la guia del nuevo sistema de control territorial, por fin todos podran hacerses sus villas, contratar np c etc, os pongo la ingo:

http://www.mortalonline.com/territory-control-manual/

It’s almost here!

As we get closer to the release of the much anticipated Territory Control patch we have received several questions about how the system works.
Where can I build? Who can build? What’s this new guildstone level thing?

Well we decide that the best way to answer these questions is probably to release the internal manual used by the testers. This manual is the draft for what will show up in-game under the help section and is still work in progress so some changes can still be done before the patch hits the live-server but it should clear up some of the most common questions members have.

So without further ado I give you the cleverly named Territory Manual v1.81.00.16B:

This manual will introduce you to some of the new concepts in the TS-patch.

New Items:

TS_Blueprint
Blueprints
Right-click these to start placing buildings.
All of these should be name “Something Blueprint”
Most blueprints require skills to be placed.

TS_Blueprint

Upgrades
Upgrades comes in two versions; Tier upgrades and Structure upgrades.
A Tier upgrade should be name just “Something Upgrade”.
When right-clicked all buildings that can be upgrade will light up, follow the on-screen info to place it and upgrade the building one tier.

A structure upgrade will be name “Something To Something Upgrade”. This upgrade will transform the structure into a new structure. A good example is Wood Wall To Stone Wall Upgrade that will upgrade you wood wall into a stone wall.
Structures that are upgraded like this will keep their current tier.
Most upgrades require skills to be placed.

TS_Blueprint
NPC Contracts
These items are named “Something Contract”.
When Right-Clicked all the territory buildings will light up their NPC slots. Move to the slot you want to place the NPC on and follow the on-screen instruction to place him.
Some NPC contracts can ONLY be placed on specific buildings, for example gatekeepers can only be placed on gate structures.
Basic Concepts:

Structures
Structures impact your city in a couple of different ways.
They can open up slots that can be used to place NPCs. The higher the tier of the structure the more slots open up.
They can take some player interactions such as using a gate to open it.
Some of the structures come with workbenches that can be used by players.
A couple of structures can be used with skills such as grinders etc.
They can come with NPCs that you can not get unless you build the structure, for example the farm comes with a farmer.
Structures can also impact the movement of NPCs placed on it. For example patrol spheres will force the NPCs placed on it to walk around randomly within the sphere.

Walls
Walls works like any other territory structure but act differently when placed.
Walls can ONLY be placed if they connect with another wall or a gate. So if you want to start a new wall you need to first place a gate and then build out from there.
Walls have tiers and slots just like all other structures.
There are a couple of different types of walls. The most common would be the long-wall.
These have a bit more HP than a normal wall and are 3 times the length.
Long walls come with and without ramps. They even have a mirrored version where the ramp and the tower is on the opposite side from the normal version.

Basic Rules
You can only place territory structures in your guilds territory.
You can not place territory structures to close to cities.
You can only place territory structures if you guildstone-level is high enough and you have enough members.
Placed buildings can be upgraded with any upgrade even before they have been fully built.
You can even place NPCs on them even if they aren’t complete.
Any NPC placed on top of a structure is static. He/she can not move so make sure you don’t place melee-guards on your walls or you will have a bad time.
Building territory structures will remove wildlife around the structure.
NPCs will only spawn once the building is fully constructed.
Territory structures will only drop loot if they have been fully constructed.
All territory structures have a very small upkeep. This cost can be seen in the economist house under “Structure Upkeep”.

How to build
When you first place a structure it will start with a very low amount HP.
You need to bring materials (wood,stone,metal) to the building to start building/repairing it.
Once you have materials in your inventory press R while NOT in combat mode on the building and drag the materials to the big slot in the middle. Once all the bars are filled you can fully build the building.
However you can build it up a bit even if you haven’t added all the materials yet.
To build simply equip a one handed weapon and go into combat mode then press R on the building.
You will build up the building until it’s finished or the HP can’t go any higher because there’s not enough materials added to the building.
Several skills impact how quickly you can help with the building of a structure. Players that aim their skills at building territory structures are a lot more efficient but everyone can help a little bit.

How to repair
If someone messed up your building but didn’t completely destroy you can repair it.
Repairing works just like building.

Deconstruction
The skill deconstruction is used to deconstruct territory buildings.
You can ONLY deconstruct buildings that belong to your guild AND that haven’t been fully built yet.
After the deconstruction completes you will get back blueprints/upgrades that can then be used to create the building again. This is useful if you misplaced a building and want to move it but haven’t fully built it yet.

NPC Salary
NPCs will require a salary. The salary is taken from the guild treasury so make sure it’s always stocked with gold.
Some NPCs will require prominence to stay others will require both prominence and gold.
If a NPC doesn’t get paid he will riot.
During a riot the building the NPC is attached to will instantly lose 1.4% of it’s HP and the NPC will attack the first target it can see. Also they will say mean things about you.
Once the NPC is killed he will cooldown and respawn. But if he doesn’t get paid again he will go right back into riot mode the next time he wants to get paid.
Dismissing a NPC will cost one hour of salaries.

NPC Taxes
NPC vendors can take taxes, taxes will be added to the guild treasury.
To set the taxes you need to be at least rank 7 in your guild. Then simply talk to the vendor in question to change the taxes.
Taxes can be set to -20% up to 200%. They will be added to everything but currency.
When taxes are at -20% that means that 20% of the cost will be covered by the guilds treasury.

City Name
You can name your city. Every city comes with a default random name.
Some NPCs in your city will even change their display name to reflect your city name (such as bankers).
To set your city name you need to be at least rank 9. Then simply go to your guildstone and click the button. Note that it might take up to 24h before everything has changed their name to your new name.

Starting Points
If your place a starting point new players will be able to use your city as their starting point instead of one of the pre-made cities. Make sure you treat them right!

Guards
Guards are important! They decide what type of city your city will be.
You can easily change if you city is a red/blue city simply by choosing to add law-abiding guards or not.
If you want you can even hire guards that attack everyone but your own guild to keep everyone else out of it.
There are 4 types of guard behaviors:

  1. Tindremic Guards (blue)
    Will follow the same rules as they do in town. Attacks anyone that is red or grey and scans for illegal items.
    Good if you want to invite players to your trade post and make them feel safe.

  2. Guild Guards (blue)
    Works like Tindremic Guards but will never attack a player from the owning guild.
    Good if you want a more controlled city where your own guildmates are free to do what they want but at the cost of making the area a bit more risky for everyone else.

  3. Soldier/Sentry (blue)
    These guards will not care about grey/red flagged players but will attack anyone if a high-ranked guild member in their own guild tells them to.
    Good alternative if you want to run a city with red/grey players in it but still want to some extra help to throw out troublemakers.

  4. Mercenaries (red)
    These guards will kill anyone that is not in your guild on sight. A good choice if you want to keep your guild town for yourself or you inner circle private.

All guards will ALWAYS attack guild enemies,siege weapons and people attacking their structures or other NPCs in the same guild.
Guild changes:

Guildstone levels
Guildstones now have different levels. You can upgrade your guildstone buy buying a stone and Right Clicking it when inside your house/keep. To be able to upgrade the stone to the next level you will need to have a certain amount of members.
“Lifting” a guildstone by transferring the house to another owner means that the guildstone will lose all upgrades and the guild will go into Level 0.
Note that this means that the guild no longer can pay for territory structure upkeep or salary meaning all of their structures will lose HP as riots break out.

GuildStone_1

  1. White

    Can be placed by anyone starts the guild.
    Cap 25 members
    Can NOT be in wars.

GuildStone_2

  1. Green

    Needs 20+ members to place
    Can get prominence
    Cap 75 members

GuildStone_3

  1. Blue

    Needs 70+ members to place
    Can get prominence
    Cap 125 members
    Can build territory structures (TS)
    Can pay territory NPCs salary and upkeep
    Spawns a House Tax Manager in the house (not in keeps)

GuildStone_4

  1. Purple

    Needs 120+ members to place
    Can get prominence
    Cap 150 members
    Can build territory structures (TS)
    Can pay territory NPCs salary and upkeep
    Can build TS + AOE of house
    Spawns a House Tax Manager in the house (not in keeps)

GuildStone_5

  1. Orange

    Needs 140+ members to place
    Can get prominence
    Cap 200 members
    Can build territory structures (TS)
    Can pay territory NPCs salary and upkeep
    Can build TS + AOE of house + AOE of house
    Spawns a House Tax Manager in the house (not in keeps)

GuildStone_6

  1. Gold

    Needs 200+ members to place
    Can get prominence
    Cap 250 members
    Can build territory structures (TS)
    Can pay territory NPCs salary and upkeep
    Can build TS + AOE of house + AOE of house + AOE of house
    Spawns a House Tax Manager in the house (not in keeps)

2
B

Pinta de puta madre!

2 2 respuestas
kranick

#365 esta muy fino tio, y vienen muchas cosas extras que no salen aquí ni saldran en las patch notes :P

1 respuesta
xNecroAbyssx

#365 Madre mía, semejante judío, que ni a decir hola viene.

1 1 respuesta
forcem

interesting :ninjaedit:

SIRSANCHO

Party hard By WILI!

A

Menudo tripi de video macho.

1 respuesta
kranick

#370 si el wili que se toma mucho té xDDDD

kranick

una de las nuevas maquinad de asedio, decir que hacen falta minimo 8 personas para moverla.

1 2 respuestas
forcem

#372 has puesto una foto de un mail y no se pude ver :O

Adenis

#372 Que pinta de maquina de asedio orca XD Esta muy chula.

SirPsycoSexy

Hola a todos!

Después de... ¿4 años? que no toco el MO. Debe haber cambiado tanto y me acuerdo de tan poco que para mi será como un juego nuevo.

¿Alguien podría recomendarme alguna página o guía para no sentirme muy perdido? jajaja

Gracias de antemano!

2 1 respuesta
SIRSANCHO

#375 Ha cambiado bastante,el el foro oficial tienes guias, sino pregunta por aqui y te ayudaremos en todo lo que necesites!

A

Lo primero es no cruzarse con Willy en Meduli tras lo visto en el ultimo vidio si no te mata te produce un ataque de epilepsia.

SirPsycoSexy

Estoy en el tutorial principal haciendo al mision d elos 16 leathers y no tengo ni idea de cómo se skinea. Encima en la pestaña de help si voy a skinning no se me carga el texto :(

1 respuesta
kranick

#378 en la L tienes que arrastrar la skill de skining que te da el tio, te lo explica en la mision.

para todo lo demas www.shadowsquad.es estamos de reclutamiento y aprenderas todo lo que necesites.

saludos

kranick

bueno por aquí tenemos las patch notes del Territory control, son cortitas porque casi todo esta en las instrucciones del TC ademas no pueden poner todas porque son como nueve paginas xD aquí un resumido

http://mortalonline.com/forums/threads/patch-note-tc-1-81-00-00-subject-to-change.104751/

Hi, here are the patch notes for the upcoming territory control patch!
Please remember that they can still change before going live. We also have a couple of notes we want to hold back until the patch is live.

Additions
Added the new system for Territory Control. Please see the TC Manual for an overview of the system.

http://www.mortalonline.com/territory-control-manual/

Hi, here are the patch notes for the upcoming territory control patch!
Please remember that they can still change before going live. We also have a couple of notes we want to hold back until the patch is live.

You will now get a message when entering and leaving a guilds territory.
Added change-city name to the guildstone.
Improved the Tax Manager UI a bit.
Guildstones now have levels.
A new placement system for the new TC structures has been added.
Using the /guild disband [name] command will destroy the guild. This replaces /g disband and was expanded upon to avoid accidental guild deletion.
Added /option bInvertMouse
bFootStepSound should now work with /option
bFootStepSound_Self should now work with /option
Added support for /option bIgnoreTradeInvite. If true will ignore all trade invites sent to you.
Added support for /option bIgnoreGuildInvite. If true will ignore all guild invites sent to you.
Added support for /option bIgnoreFriendInvite. If true will auto reject all friend invites sent to you.
Rebuilt the mail-system.Note that all mail currently sent/sending will be returned to their sender.
All payments from broker/COD will now stack up in a single slot in your mail.
Items in mail that are being sent to a character that then gets deleted will now return to the sender rather then go away.
Added a bunch of helpful messages in the broker and mail.
Changed the message you get when trying to whisper a player that isn't online.
Added support for limiting the number of apex simulations.
Updated code for how NPCs respond to help calls from other NPCs.
Built a more solid return to last points system for attacking AI.
Bank cap increased from 75 to 100
Siege weapons can now be moved by using a part of their front-piece. The length you can drag the siege weapon is limited by your strength.
Items
A plethora of new blueprints and contracts have been added with the new Territory Control System. Note that not all of these will be purchasable by "normal" means.
Skills
Added the Deconstruct skill. Use this skill to deconstruct territory buildings into blueprints again. This skill can only be used on the new Territory Structures that your guild owns, and only if they have not already been finished. This will also be limited by guild rank.
Bug Fixes
Fixed the bow you get from the tutorial.
Fixed issue with mounted mounts getting their heads in a odd position when hit.
Tweaked blends for mounts so that horses now have their walk back.
Fixed issue where the skill lore skill of the material used to craft armors wasn't correctly calculated.(server fix already implemented)
Items in pet bags no longer count towards item-caps for player inventory.
Fixed "less then an hour" typos.
Town criers now work again.
Fixed placement of managons.
Pet equipped item no longer show up when snooping.
Fixed issues when unequipping a bow while having it drawn and probably a lot of similar bow-related issues.
Fixed rare crash loop that some players had.
Fixed glitch that made it so that people could get crazy bad FPS when dead due to priest-beacons stacking.
Fixed a couple of typos in the tutorial.
Fixed an issue with placing things in the jungle.
Added a fix for items that were lost due to being moved from a house chest.
Cleaned up equip code a bit to fix some UI issues.
Fixed issue where the daily cleanup for some players didn't run correctly.
Fixed bags and pet bags not opening correctly.
You will now get a message when entering and leaving a guilds territory.
Added change-city name to the guildstone.
Improved the Tax Manager UI a bit.
Guildstones now have levels.
A new placement system for the new TC structures has been added.
Using the /guild disband [name] command will destroy the guild. This replaces /g disband and was expanded upon to avoid accidental guild deletion.
Added /option bInvertMouse
bFootStepSound should now work with /option
bFootStepSound_Self should now work with /option
Added support for /option bIgnoreTradeInvite. If true will ignore all trade invites sent to you.
Added support for /option bIgnoreGuildInvite. If true will ignore all guild invites sent to you.
Added support for /option bIgnoreFriendInvite. If true will auto reject all friend invites sent to you.
Rebuilt the mail-system.Note that all mail currently sent/sending will be returned to their sender.
All payments from broker/COD will now stack up in a single slot in your mail.
Items in mail that are being sent to a character that then gets deleted will now return to the sender rather then go away.
Added a bunch of helpful messages in the broker and mail.
Changed the message you get when trying to whisper a player that isn't online.
Added support for limiting the number of apex simulations.
Updated code for how NPCs respond to help calls from other NPCs.
Built a more solid return to last points system for attacking AI.
Bank cap increased from 75 to 100
Siege weapons can now be moved by using a part of their front-piece. The length you can drag the siege weapon is limited by your strength.
Items
A plethora of new blueprints and contracts have been added with the new Territory Control System. Note that not all of these will be purchasable by "normal" means.
Skills
Added the Deconstruct skill. Use this skill to deconstruct territory buildings into blueprints again. This skill can only be used on the new Territory Structures that your guild owns, and only if they have not already been finished. This will also be limited by guild rank.
Bug Fixes
Fixed the bow you get from the tutorial.
Fixed issue with mounted mounts getting their heads in a odd position when hit.
Tweaked blends for mounts so that horses now have their walk back.
Fixed issue where the skill lore skill of the material used to craft armors wasn't correctly calculated.(server fix already implemented)
Items in pet bags no longer count towards item-caps for player inventory.
Fixed "less then an hour" typos.
Town criers now work again.
Fixed placement of managons.
Pet equipped item no longer show up when snooping.
Fixed issues when unequipping a bow while having it drawn and probably a lot of similar bow-related issues.
Fixed rare crash loop that some players had.
Fixed glitch that made it so that people could get crazy bad FPS when dead due to priest-beacons stacking.
Fixed a couple of typos in the tutorial.
Fixed an issue with placing things in the jungle.
Added a fix for items that were lost due to being moved from a house chest.
Cleaned up equip code a bit to fix some UI issues.
Fixed issue where the daily cleanup for some players didn't run correctly.
Fixed bags and pet bags not opening correctly.

A

Ya se va pareciendo al juego que debería de haber sido, todo pinta muy bien la verdad.

1 respuesta
kranick

#381 cuando quieras aglos te pasa por el ts :P creo que ya lo tienes no?

1 respuesta
Adenis

En cuanto terminen de meter los 3 parches tochos tocara volver a menear la colita por el juego.

1 respuesta
A

#382 Si lo tengo si pero no me tientes que ahora no tengo tiempo para jugar en serio a nada xD.

Hoy por hoy Mortal es para mi el mejor MMO de largo.

1 respuesta
kranick

#383 adenis en realidad solo tiene que meter este parche que es la semana que viene si todo va bien, y el continente nuevo que lo tienen bastante avanzado, luego ya steam.

#384 na tranqui la semana que viene seguro que entras hahahaha xDD

1 respuesta
Adenis

#385 si bueno, a eso me referia, el que ya metieron del motor, el del TC y el continente.

1 respuesta
kranick

#386 bueno si en realidad son 3 xD, y despues de steam ponen el update de las magias xD

B

#366 #367 JAJA no tengo mi ordenador, estoy con un portatil y no creo que me tire el Mortal pero en cuanto lo tenga me paso!

1 respuesta
kranick

#388 vale gay!!!

te pillaras un pc nuevo?

Moler

En breve en steam

Menudo engañabobos

1 respuesta

Usuarios habituales