que significara? O_o , me pica mas la curiosidad ahora que la vela se esta consumiendo
Mortal Online new build
This next patch is going to update Mortal Online to a new build of both the Unreal Engine and the network solution. This will allow us to finally solve our current critical issues we could not solve within the old build. This is an important step which had placed most of our planned feature development on hold while this build was prepared.
We have been running a separate test server in parallel to the live server in order to be able to properly test this new build before going live with it. Unfortunately, we have not been able to do this before. Thanks to a very dedicated testing team, we have ironed out the most critical bugs in the new build. We’d like to extend our thanks to the test team who helped us with this.
The feature section below lists that which has been added with the new build; a little information about each area will be explained on our website on Monday. This new build is planned to go live on Monday 11th of October. Some updates to the list may come on Monday.
------ New build FEATURES ------
• New build on both the network solution and Unreal Engine.
• Native 64 bit OS support with improved memory management.
• Direct X 10 support and general performance increase.
• Added high resolution textures on all creatures and the world of Nave.
• Overall optimization and performance increase in the world of Nave.
• The majority of trees in Nave are now powered by SpeedTree.
• Flash user-interface support .
• New lightning system which gives better performance on shadows and an improved visual effect throughout the game.
• Navmesh system implemented into the build.
• Expanded server side checks and included protocols to verify legal in-game actions for players.
• A prediction and interpolation system is now in place for more precise movement.
------ ADDITIONS & CHANGES ------
General:
- Rebalanced the crafting of armors: the materials used to make the armor now have a much greater impact on the final durability.
- All players should now correctly have their armor on when dying rather than sometimes dying naked.
- Increased the overall stamina regeneration.
AI & Mounts:
- AI will now move out of the way if they bump into another AI in order to avoid desynchronization with the server.
- All mounts have received an increase overall speed.
Art & Sound:
- South East Cantari region has recaived a large environmental change.
- Optimized city static torches.
- Optimized Toxai city.
- Added an extra bank deposit NPC in every blue city for better accessibility.
- Added cloth movement ambiance in Fabernum.
- Added props in Bakti.
- Added props in Fabernum.
- Added props in Morin Khur.
- Added silver/gold/cuprum coins to all guild merchants.
- Underwater propping and fish added in most populated areas.
- Removed Campodon spawners close to the keep in the east Cantari region.
- Removed a Belbus spawner close to Fabernum.
- Molva beast spawner north of Nereb Magdulu has been moved to a more safe location.
- Gib sounds received a small amount of polish.
- Kranesh got an overhaul.
Combat (taking a step towards the same results we had in combat beta):
- Added support for code driven hit-feedback when a player gets hit, rather than the 3 hit animations we used to have.
- Rebuilt the corpse system, gibs falling from players and corpses, in general, should now work much better.
- Added more blood to players who loses a limb.
- Added decals and sound when a copped of limb/body hits the ground.
- Players who lose their head will now see their last 4 seconds of life from the perspective of their bouncing head, rather than from their body.
- All blocking animations are now true animations rather than code-driven.
- Boosted the amount of damage which heavier weapons inflict.
- Increased the minimum amount of time you need to draw a bow before you can release.
- Reduced the amount of stamina you lose when swinging a melee-weapon.
- Added a new special move: the overhead swing.
Housing & Guilds:
- Palisade gates no longer require upkeep.
- Everyone can now stable a pet at other players’ houses for a fee of 1 silver; the silver will be placed in the house owner’s chest.
Skills & Attributes:
- The Sprinting skill now only reduces stamina usage while sprinting.
- The foot-speed skill now adds to your maximum sprinting speed.
- Breathing Technique now adds to your overall movement speed out of
combat.
- Rebuilt how much HP you regenerate when recovering from mercy-mode with the subsisting skill.
- The initial hitpoints which you have after resurrection are now calculated by spiritism.
- Rebuilt calculation on how much HP you regenerate while resting with active regeneration.
UI:
- Scaleform/Flash is now supported and we have started to use this system for the library user interface.
------ BUG FIXES ------
General:
- Fixed an exploit with storage.
- Screen dragging is fixed.
AI & Mounts:
- Various bugs and performance fixes with pets and mounts have been resolved.
Art & Sound:
- Fixed several graphical bugs in Fabernum.
- Fixed several stuck spots in the mountains north of Nereb Madgulu.
- All static torches which play a sound by daytime should now play at night time instead.
- Gib sounds are now correctly spatialized.
- Landing sounds are now correctly spatialized.
- Female characters should now play all sounds when fishing.
- Fixed some flying props in the eastern steppe.
Combat:
- Blocking Endurance stamina bug is fixed.
Housing & Guilds:
- Buying siege weapons should now work properly once again.
- When searching for houses, the ghost house should no longer disappear when you get close to them.
- Fixed a bug where some guild war flags didn't update at all.
- Fixed a bug where the first guild war declared didn't get both guilds flags set correctly.
- Fixed a bug where guild war flags didn't get updated correctly at war end.
- Fixed a bug where guild war flags didn't get updated correctly at war start.
- Fixed a bug where territory control votes did not get properly recounted and ownership therefore did not get set.
UI:
- Fixed the Input bug on the create guild window.
- Fixed the typos on GoldCoin SilverCoin CuprumCoin; they are now named Gold Coin, Silver Coin and Cuprum Coin.
Tras la llegada del nuevo parche de Epic Games... el Cuarto Escuadrón abre sus puertas a nuevos reclutas.
QUIENES SOMOS
El Cuarto Escuadrón ( [IVth] ) es un gremio español que tiene como objetivo el PvP en todas sus formas, tanto el R-PK (Random player killing) como las batallas entre alianzas y gremios, además del PvE siempre necesario para conseguir materiales y cambiar un poco.
Junto con el Quinto Escuadrón formamos Parabellum. Unión de escuadrones de la que somos Lideres.
En este momento, formamos parte de la alianza TOP, que está demostrando ser la más potente del mundo de Nave, lo que nos proporciona contínuas oportunidades de luchar por nuestro reino y sus territorios.
QUE BUSCAMOS
Buscamos principalmente gente dispuesta a ayudar y a divertirse. Respecto al rol de juego, buscamos gente dedicada al PvP, ya sean magos, guerreros, etc. Además de crafters, imprescindibles en nuestro clan.
Es decir, aceptamos cualquier rol de juego, ahora mismo contamos con varios grupos de PvP, otro de crafting, y 2 de magos. Cada tipo de juego cuenta con un oficial que os ayudara en todo.
QUIENES FUIMOS
[IVth] Se formó como una escisión del gremio CIR, antaño el clan más fuertes del servidor, pero por diferencias con algunos de los aliados se creó como guild independiente, acabando por desvincularse por completo de CIR y Prometheus, la alianza liderada por CIR.
NUESTROS ALIADOS
Pertenecemos a la alianza TOP, como ya habíamos comentado. TOP, junto con 2 clanes aliados, forma la Facción del Norte. La cual esta enemistada con la Facción del Sur, lo cual nos proporciona oportunidades de combate a gran escala a diario.
-DATOS DE INTERÉS-
En estos momentos TOP posee 4 castillos, por lo que ofrecemos lugares seguros alrededor del norte del mapa (decir que el norte es la zona mas rica en recursos del juego). También ofrecemos armas, armaduras y todo lo necesario para disfrutar al máximo del PvP, y del juego.
Vídeos de nuestro Escuadrón:
Batalla por la reconquista de un keep: http://www.youtube.com/watch?v=mZN6ACnFizU (grabado por nosotros).
Pelea de nuestro escuadrón contra otro clan, encuentro fortuito: http://www.youtube.com/watch?v=axzPHbUbvLc&feature=player_embedded
Una de las últimas batallas contra la Facción del Sur: http://www.youtube.com/watch?v=jVqh0IYgV9A (era de noche, la primera parte del video era noche profunda).
Si queréis compañerismo y diversión a casco-porro, la mejor oportunidad de desarrollar tu personaje, ÚNETE.
LINK a nuestra pagina de reclutamiento : http://ivthsquad.zobyhost.com/index.php?board=2.
"Si vis pacem, para bellum"
los de TnA son nuestros, estan alquilados, tenemos acceso a ellos y demas. Asique para el caso, 4 xD
lo que me pregunto yo es....¿Porque no han cogido Directx 11? Considero que esta mucho mejor que el 10 y mas estable. Mi no comprender
yo creo que esque el 10 les viene por defecto por ponerlo en 64bits, es decir que nose si habran tabajado algo el direcx, digo yo que una vez en el 10 sera mas facil pasarlo al 11
Si os leísteis la newsletter, pusieron que mirarían poner directx 11, pero no todavía.
Directx 11 no es más sencillo de poner en un engine como el unreal, que está más preparado para el 10.
si si pero cuando lo ponen? XD Que estoy a la espera de que el señorito Devonio me de su veredicto para ver si vuelvo o no.
Pues eso, cuando vea eso arreglado veo de volver. xD Es que las peleas me parecen un poco ortopedicas y llena de lag como estan actualmente, no es nada fiel a lo ves ni a lo que haces, por tanto no me apetece jugar a la ruleta rusa en combates xD.