Posted on 31 October 2009 by NNN Admin
Finally after weeks of work, The Nave News Network is being released to the Mortal Online Community. It is our intention to make this website and newspaper the most in-depth and unbiased source of player originated MO news on the web. While other news websites focus and adhere to game developer news and game information, we intend to delve deep into the community of the game. We want those stories that really shape a sandbox game, the stories of intrigue, betrayal and triumph. These are our focus.
The staff of NNN have was always been inspired by the great stories that come out of sandbox games. Stories such as these can rival anything that happens in the real-world. My biggest inspiration in this regard is EVE Online. EVE Online is currently the ultimate sandbox MMO in my opinion, and what has come out of that game over the years is truly awesome. To facilitate coverage of these alliance, corporation, and pilot news topics, CCP, the developers of EVE, initiated something known as The Interstellar Correspondents. It is The IC, that NNN hopes to live up to the standards of.
A global (in the case of IC, galactic) news reporting organization. Finding those stories scattered across Nave that matter to the guilds and players of The Mortal Online World. Breaking news: alliance reporting, war declarations and coverage, economic take-overs, event news and coverage, shifts in power and etc. In-game event and situation analysis from community experts. Various opinion pieces from prominent Nave denizens. The news that matters the most to the players, to the players with an invested interest in the happenings of their fellow Nave denizens, that is what we bring to the masses.
We don’t care about the best build or what kind of ores there are. We care about who you killed yesterday and how it is going to affect tomorrow.
Posted on 28 October 2009 by NNN Admin
The alliance, Kindred Haven, and the guild, Archetheon, have agreed on a treaty between their respective organizations. A set of agreements that both parties appear to be calling The Amicus Treaty. From posts located within the Kindred Haven forum thread it appears that, at the very least, the treaty includes a trade agreement of some kind between their two organizations. The below post was made by Kurtmo of Kindred Haven addreseed to Escalante, leader of Archetheon.
‘m happily aware of the trade provisions made in the Amicus Treaty, Escalante. All that need be discussed now are the particulars, I should think, though we’ll have to wait until there are particulars to discuss them…
Interesting developments and as more news breaks NNN will be there to report it. For more information about either Kindred Haven or Archetheon please look in the guild section of MOFO for their respective threads.
Posted on 27 October 2009 by NNN Admin
Keltic, the original founder of Anno Domini, has decided to revive and rebuild the guild. Keltic, who has recently been a member of Aegis Imperium, left AI with these below quoted words posted in the Anno Domini thread. He also announced his intention to revive his old clan in the same post.
I’m bringing this back.
AI wasn’t for me, and I know what you fuckers are all going to say, and I say fuck you.
From what Keltic has been posting in his revived guild’s thread since then, he has 5 months of summer now to focus solely on the guild and getting it up and running again. He hopes to have it running and set up at a point, where if and when he has to take a break, the guild will be able to run fine without him for an extended period of time if need be.
For more information about this story and Anno Domini, please check out the Anno Domini thread in the guild section on MOFO.
Posted on 27 October 2009 by NNN Admin
Enerzeal of Kindred Rising has unveiled The Kindred Haven in a thread in the guild section of MOFO. Here is a sample of the Kindred Haven Charter. First paragraph is as follows:
One corner of the world of Nave, where the many peoples of the world can gather under one name, one flag. One corner of the world of Nave where you shall not be judged by your birth, or your status, but by your actions alone. Gather under the name of Haven, and be who you want to be without fear of reprisal. Haven is the dream of the Kindred, brought into existence by the Harbinger and the Kindred Rising, wielded by the Patriarch. Those who walk through the streets of Haven will follow the words in this charter, lest there blood be spilled where they stand, there life ended by their arrogance.
From what this reporter has initially deciphered is that The Kindred Haven is largely a type of alliance. Admittedly an alliance with many features and options for it’s members. With so many people harping on zerg lately on the forums, we can only wonder how the reception to The Haven will be received in the long term. Despite Kindred Rising’s hard work on creating the concept of Haven, only time will truly tell. For more information about this announcement, please check out the Kindred Haven thread in the guild section on MOFO.
Posted on 27 October 2009 by NNN Admin
Maleficarus, a long time member of the Frostreaver Clan, has decided to leave the clan. Maleficarus, who joined The FRC in February of 2009, wrote a post in The FRC guild thread on MOFO announcing his leaving:
Just to make this official I decided to leave FRC. Good luck to everyone in MO!!
In response to Mal leaving, Stewker gave this comment on the FRC forum thread:
Mal,
Really sorry to see you came to the conclusion to leave Mal, it was never my wish or anyone else’s. I wish you good luck in all your future endeavors. Both in the real world, and in the one of gaming.
-Stew
Maleficarus wrote an additional comment, thanking Stewker for the kind words and wishing The FRC good luck in MO or any other game they may travel to.
Some in the community appear to think that this was a staged event in order to theatrically put an end to the controversy that happened earlier in the summer between FRC and Praetorium of which Maleficarus was heavily involved. It may of been and it may not of, but what is known for sure is that Maleficarus, a known figure on MOFO, for better or worse, is gone from the Frostreavers.
Posted on 19 October 2009 by Landor - NNN Editor
With a new patch for the beta comes a new patch notes. Here is what is coming in the new beta patch, it can be found http://www.mortalonline.com/downloadbeta later today.
—— FEATURES ——
- Morin Khur, the capital city of the Khurites is now open (Please note that this is a first draft. More objects, details and optimization are to come).
- The Alvarin family consisting of the Sheevra and Veela races are now playable.
- There should now be more creatures wandering around in the world.
- “Razorback” creatures have appeared.
—— ADDITIONS & CHANGES ——
- Some ambience in Vadda has been added.
- Sidoian male has new impact sounds.
- The skills and spells backgrounds have been changed.
- Inventory window has received a makeover.
- Loading screen symbol and layout changes.
- Added a “use”-chat command that will find the closest object and then attempt use it (This includes loot and NPCs)
- New hair styles have been added.
- Added support for helmets that don’t use “helmet effect”.
- Creatures do now have natural long-time health regeneration.
- New skill added: creature control.
- Successful creature commands now reflect on the creature control skill instead of the taming skill.
- Several new creature commands including feeding and bandaging creatures are available for tamers (See the Quick Guide (http://www.mortalonline.com/files/be…_guide_0_5.rtf) for details).
- Tamed creatures do not perform any initial command after being tamed (For example, pets will no longer auto-follow after being tamed)
- Tamers will now have to maintain a level of loyalty on tamed creatures.
- Tamers now need to be within a set distance to their tamed creature to be able to give commands.
- Tamers will not gain taming skill when taming creatures they’ve previously tamed.
- A tamed creatures actions now affect its owners flag and status.
- Impact sounds with wool reimported.
- Weakspot modifiers for weapons have been reduced. Weakspot hits should now be less frequent.
- Stone materials: Have recieved an overview and have had their attributes reduced, to bring them in line with other materials.
—— BUG FIXES ——
General:
- You no longer login with full health and full mana.
- You will now login as dead if you logout as dead.
- You can no longer trigger skills while falling.
- You should now be able to correctly move using the arrow-keys.
- Fixed a bug that prevented Murder counts decreasing if you weren’t flagged as a murderer.
- Fixed so that the “loot”-chat command will find the closest loot rather than “any” loot.
- Fixed an issue that made it impossible to call guards when someone logged into a guard zone.
- Fixed a bug that made players get Murder counts even if it was a really long time since they attacked someone.
- Fixed a timer for chat-commands preventing people from sending out to many commands.
- Destroying items now properly updates your weight.
- Equipping an item from the bank no longer causes the previously equipped item to disappear if you reequip it.
- You should now see weapon durability in the tool-tip when a weapon is equipped.
- Beta suicide now clears your assault list (you can no longer give Murder counts to other players by suiciding).
- Holding down CTRL should no longer prevent you from moving forward or strafing left.
- Multiple instances of one loot bag are no longer possible to be looted.
- Looting underwater should work as intended.
- Line of Sight should now work properly and be cut down to 90 degrees, it was previously 180 degrees.
Creatures & AI:
- The Minotaur’s ability to turn is now limited while it’s charging.
- Players being missed by the Minotaur’s attacks will now get messages about this.
- Roaming creatures should now less often wander into obstacles.
- Creatures in open areas should now wait longer in-between their movements.
- Some important fixes for creatures target handling.
- Numerous stability and performance fixes for the AI.
- There was a bug where players could tame other logged out players tamed creatures. This is now fixed so that tamed creatures cannot be tamed even though their owner is offline.
- Creature name printouts are now fixed, they should output correct names.
- When abandoned, creatures will now go back to their native creature speed.
- Creatures did sometimes go inactive after one battle. This should be fixed.
Combat:
- ALL melee weapons should now take a bit longer to swing.
- Fixed broken block calculation for blocking.
- Reduced a lot of shield/blocking/stamina-drain variables.
- You can no longer start swings while stunned.
- Left swings now hits as intended.
- Line of sight checks for projectiles and magic now work as intended.
- Getting hit by an arrow while in mercy mode will no longer put you out of mercy mode with full health.
- Projectiles should no longer get stuck in a spin around their targets.
Magic:
- Fixed so that you no longer get “Your mind grew too tired to keep your spell.” when dead.
- You can now click spells to pre-cast and release them. Previously you were only able to pre-cast.
- Healing your pet will no longer damage/kill it.
- Spells should no longer start to auto fizzle after some time of casting.
- Self targeted spells should now properly target yourself even with its graphical effect.
- Attempting to heal a target that isCorrupted will now correctly print that the heal had no effect on its target, not on its caster.
Skills:
- You will no longer enter mercy-mode when resting just after getting up from mercy-mode.
- There should be no more trees or mining nodes that can’t be lumber jacked or mined.
Vendors:
- Vendor inventory should no longer be “off by one”.
- The interaction distance to npcs has been tweaked; you should not be able to be too far away from them now when interacting.
- Casting Purify on npcs should no longer give misleading messages.
Crafting:
- Crafting armor with Ironwool now works as intended.
- Tindremic Messing is now useable for shields as intended.
- Refining a Pig Carcass should no longer give you a message that you are processing ore.
- “Processing ore” message changed to “Processing material”.
- Tooltips fixed for Shields and Clubs.
Art & Sound:
- Paper doll now correctly shows your face.
- Character-creation will no longer reset animations each time you change a feature.
- Added even more support for different footstep sounds on materials.
- Fixed a bug that made people who were in combat-mode when you login NOT play combat-animations.
- You should no longer see your character attempting to unsheathe weapons if you press ‘Z’ while resting.
- Weapon shadows should no longer be as visible through your avatar shadow as they previously were. (It might still look odd, but that is an UE3 problem we can’t address).
- Rocks around the world have become proper rocks and won’t let you walk through them.
- Combat animations should now trigger as intended.
- Wisents and Pigs now have accurate footstep sounds.
- All animal creatures have got accurate attenuation.
- Physical materials have been changed on lots of objects in the world, making them play the proper footstep sounds.
- Ambience reimported in Fabernum.
- Fixed a bug that caused the hair to turn black when equipping armor.
- Fixed so that the right arm of characters in character-creation is displayed correctly.
- Arrow release attenuation fixed.
UI:
- UI-debugging is now disabled (GUI/Mouse performance increase).
- Closing the spell book should no longer close other windows.
- Vendor window will no longer overlap other windows.
Misc:
- Fixed typo in murder count message.
- A lot of other minor bug fixes.
Posted on 18 October 2009 by Landor - NNN Editor
Earlier today DeathPatrol also known as General Deimos had announced that Phalanx will be leaving the ranks of Oblivion Nation. This is a bold move on Phalanx’s part mainly because they are a small guild and not that well known. This is what Phalanx had to say to Oblivion Nation.
This is to let everyone in ON know that Phalanx is officially stepping out of the Nation. The main reason is we feel that ON has focused more on Aion than Mortal Online, Personally I have no interest in this game at all, I was under the impression that ON would concentrate on MO, it’s BETA and then playing that game once it launched. From what we have seen that focus has switched to Aion, again we have no interest in playing this game in BETA or at launch.
We wish the Nation nothing but luck in what you do, you were professional and courteous at all times and we appreciate your support and votes while we were applying.
May you crush your enemies, see them driven before you, and hear the lamentation of the women!
Deimos
It seems that Oblivion Nation still has to respond on Phalanx leaving. With Phalanx leaving the numbers of ON are slowly dwindling everyday. While this is no real news for those people that keep up with the political scene, as ON hasn’t really had much of a presence of late in BETA, or on the forums. All that can be asked now is, what is next for Oblivion Nation and what will Phalanx do now, if it can survive in Nave.
Posted on 18 October 2009 by NNN Admin
Escalante of Archetheon, a new guild on the forum, has created a thread in the politics section of the guild discussion forum proposing smaller guilds to join with his in a guild merger. The reasoning Escalante gives is that to be able to compete with the more established guilds on the forum, (AI, FRC, Variance, KR, etc) a merge should happen as there are to many guilds currently competing for members with no hope to get the players needed to be a major force.
Many of the respondents within the thread are not overly enthusiastic about the idea, while Escalante is doing his best to defend his position. Respondents have a wide range of opinions on Escalante’s plans and the propsal. Everything so far from calling the merge proposal the creation of a zerg, accusing Archetheon of simply trying to propose this in order to obtain more members for his own guild, and just saying that merges don’t tend to ever work very well.
Escalante has replied in kind to most of the critics giving his explanation and counter-points to the arguments.
What do you think? Do you agree with the proposal or disagree? Leave a comment below!
For more information about this post, check it out on MOFO in the guild politics section.
Posted on 18 October 2009 by NNN Admin
Appears to be a scuffle going on once again in The FRC Guild Thread located on MOFO. From the looks of things it originated with Kio of Legion, making a post attempting to discredit FRC skill within the game.
Yep, you guys need to work on your tactics especially after last night.
God 8vs1, you must be embarrassed.
It has gone back and forth between Kio and FRC members culminating with a post by Stewker, giving the official FRC side of the incident.
All you were was an annoyance and a distraction from what we were actually trying to do… You would only attack our stragglers and when we would try to engage, you would run away or sheath your weapon and evade our attacks through your speed… Which is why we eventually ended up ignoring you and going on about our business…
When more details come to light, NNN, will be there to report them!