Mortal Online: Steam Development Update 2

SteamDevelopmentUpdate2

Steam Development Update 2

Progress update

Hi there!
This week we moved the servers to their new home in France, it went pretty smoothly and is one of steps we had planned for Steam.
The new server should improve the ping for most players especially our players on the other side of the Atlantic.
Work this week has gone into improving the new starting city Morin Khur. Several meshes have been updated and textures have been re-made with higher resolutions.
The improvements to how the UI saves its content have been almost finished meaning that it should now correctly save and load every time you start the game. Hopefully this fixes the problems some people had with the UI resetting.
We have also built a new hint system that tries to guess what a player is doing and give small tips on the screen. For example if someone is just spamming the left mouse button while not in combat mode he/she will be told to press “X” to draw you weapon.
The queueing system has also been implemented on the login server. We are not sure that we have to use it but it’s a good tool if lots of people come to the game via Steam.
On top of this we have done the usual balance updates and added more content to the world.
All of this is currently being tested and will be patched hopefully next week.

Achievement preview

Here some more examples of achievements we have added:


Just in time
Get saved while being executed.


Polymath
Have over 500 skills on a single character.


Pony Ride
Ride a mount as a fledgling.


Fatality!
Execute someone in mercy mode.


Assailant, Combatant, Champion and Warlord
Deal 1000, 10000, 50000 and 100000 melee damage, respectively.


Bowman, Marksman, Sharpshooter and Crack Shot
Deal 1000, 10000, 50000 and 100000 ranged damage, respectively.

We would really like some feedback on these and would greatly appreciate ideas for more achievements.
Please leave your ideas in this thread.

Trading cards

Finally here are two more trading cards!

That’s it for this week!

Please leave your feedback and thoughts on the forums!

Star Citizen FPS Updates

http://massivelyop.com/2015/07/18/star-citizens-fps-elements-to-feature-slow-paced-tactical-gameplay-and-consequences-for-death/

Cloud Imperium has published another one of its weekly Star Marine status updates for Star Citizen. The post covers everything from engineering and coding to animations to level and game design to weapons and gadgets to the UI, so yeah, it’s a long one.

Perhaps the most interesting bit falls under the game design sub-heading, where CIG states its intentions for the Gold Horizon team elimination mode and Star Marine in general. “We want it to be a simulation of the rest of the persistent universe’s first person gameplay rather than a throwaway action mode that doesn’t speak to the larger project,” CIG explains. “We want gameplay where there are consequences for death, so that the player is encouraged to be slow, careful and there’s a reason to help your friends and do your best to overpower, deceive and defeat your enemies.”

http://massivelyop.com/2015/07/18/star-citizens-fps-elements-to-feature-slow-paced-tactical-gameplay-and-consequences-for-death/