Update log
Full Mortal Online 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Server
- Balance
VOIP
Our voice over ip (VOIP) has been rebuilt so that it plays audio using Unreal Engine 5’s audio mix instead of a separate audio system.
VOIP is now affected by sound zones, like reverb in caves.
VOIP from other players is now muffled if the player is behind a wall etc.
VOIP from other players is now changed when the player is swimming.
VOIP from other players is now slightly different when the player is wearing a helmet.
You can now hear other VOIP users at a further distance.
The sound falloff for VOIP is now more natural.
The position of the VOIP sound is now correctly coming from the face of the speaker instead of a general area around him/her.
VOIP playback volume settings now follow the same system as other volume settings.
Listening to VOIP is now cheaper CPU wise since the engine handles ducking of sounds if there are too many.
Increased the max number of players you can hear speaking at the same time.
Optimized the VOIP servers removing un-used and old code to increase performance.
The network cost of having VOIP on is now much lower.
The test VOIP is now a button you hold down to hear your own VOIP.
Added volume controls for voip and gameplay to audio settings.
VOIP chat is no longer disabled when the application loses focus.
Added new setting "Mute mic when unfocused" for disabling voice input when the application loses focus.
The mic preview widget in game settings now displays the perceived audio level in dBFS [-60 dB, 0 dB] instead of raw input values.
Reduced VOIP sound artifacts by improving audio buffers.
Trinket Balance
Red Coral, Amethyst, Cuprum and Silver trinkets may now roll with more power to spend on stats. For existing trinkets, this will require a reroll / identify for these trinket tiers to benefit from the changes.
Rebalanced the trinket physical damage stat rolls to be more likely to roll higher values, this won't require a reroll/identify to benefit, so if you have a trinket that rolled one of the adjusted stats, and that trinket initially rolled with enough power on one of the affected stats, it will now be better. If your trinket with a damage stat does not get increased, this is because your initial roll was unfortunately an unlucky one.
Rebalanced the maximum range of Stamina to be able to roll higher due to Stamina almost always being less appealing than rolling Health instead. This change will affect existing trinkets as well.
Fixed some Amulets giving not-yet implemented skills. The following amulet skills have been converted:
Snooping > Scribing
Pilfering > Anatomy
Lockpicking > Mounted Magery
Animism > Elementalism Spells
Brawling > Poleaxes
Unarmed Techniques > Poleswords
New Events
Added a new system for dynamically spawning new events in the world. These events are new groups of people or creatures that can appear almost anywhere in the world, with a focus on various POIs and dungeons.
Murder Reporting
You can now only report people who attacked you within 2 minutes of your death, the limit of 4 potential murder count reports still holds.
Dying to non-player controlled AI will forfeit all your potential murder reports.
Dying to an AI that was a pet, but also abandoned doesn't forfeit your potential murder reports.
Killing pets now causes standing loss if innocent, pet owner has positive standing in zone, not allied, guilded, didn't assault the killer & the killer is not in a contested outpost area.
Clade Gift Experience Curve Rebalance
Adjusted the amount of experience required for each
Source
