The original Map that is widley used today, was partially based on the POS cordiante system, with that we were able to get a "Pixel Perfect" map of the area that was available to us at the time. However Starvault soon encrypted the positioning system, and it could no longer be used for things like mapping. While the efforts continued to map the entire continent it was obvious that the new areas suffered from heavy distortion, and mapping any new areas would be extremely difficult.

However when Starvault posted their article on their weather system, they essentially handed over scaffolding for building a new and accurate map. By placing the weather map over the old POS made map, and using "Sausage Lake" as the guide, the weather map fell perfectly over known POS landmarks, forming the base to correct the distortions in the new areas.



The weather map had to be essentially "Reverse Engineered", and it had to be understood why the map cut off into a different region where it did. As an example, "Sausage Lake" includes the two smaller lakes in the North, and it makes sense, since bodies of water act as generators for weather, and it is logical to assume that they should be grouped together. At the same time Mountains act as natural walls for each region, and by looking at the influence arrows, you could guess the elevation difference and mountain height.

This map includes only the major cities, and we are also releasing an un-marked "Clean" map. The reason why we did this, is that we want the maps to act as a base for the community to build on, as even the Forest locations were omitted. So it will be up to the community as a whole to properly flesh the maps out with priest and spawn locations, with their own solutions; whether it be google maps, or anything else. Hopefully this will make navigation in Nave easier for all players.

Marked Map - Includes the locations of major cities.
Clean Map - A clean unmarked map with just the geography.

 
Applications are now closed; we want to process all current applicants before we move forward.
 


 

After a long wait on everyone's part, the new patch is finally live, so it's time to pick your swords back up and get into the flow of things.

http://www.mortalonline.com/forums/41688-patch-0-14-23-32-going-live.html#post853498

 
Aegis Imperium is resetting all of our agreements, since over the two years that we have existed a multitude of guilds have contacted us, some of which have now disappeared and I question whether or not they still exist. To top it off it's highly probable that many guilds will not be playing MO all together, so chasing around ghosts is not something we wish to do.

At this time we will also be contacting any guilds that we wish to continue fostering good relations with; however I advise that if you wish to hold some standing with AI, that you contact us immediately. We are gearing up towards release, and setting our Diplomatic policies straight is one of the first steps in doing so.

To open negotiations once again; please send all queries to: diplomacy(AT)aegis-imperium(DOT)com
 

With today's newsletter we received not only a shiny new trailer; here is a quote from the news letter. Also I am sure some of you will not notice not only our old village, but also some of you in the trailer. A good job and congratulations to everyone involved in the making of that trailer; it certainly looks good.

 


 

Release

We are very happy to announce that Mortal Online will launch in March 2010. As most of you know, we implemented the features planned for release and even managed to get in a few more that were initially planned for post-release. We are currently focussing solely on bugfixing and polish.


The main focus lies of course on the desync problems which both the SV programmers and the coders from EPIC are working hard on to fix. The largest part of problems in the game right now is directly related to the desync between client and server.
We are confident that with the next patch on Monday most, if not all of those problems will be solved.
It has been a rough ride for both the followers of the game as well as everybody here at Star Vault. MMOGs are never finished and we will, of course, not slow down with the constant improvement and development of the game after release. Mortal Online will release with the core features that we promised but will of course grow and mature with every patch.
There are still a lot of brilliant features round the corner and Nave has just started to grow.
This is a very important time for both Mortal Online and you, the supporters, followers and players of the game. We will continue to make the game that all of you and we ourselves want to see.

 


 

New Game Trailer

Together with this newsletter a new game trailer for Mortal Online has been made available for the public.
We think it captures the game's soul and spirit and also gives interested people a valid impression of the game.

In other words: It's truly awsome! Check it out!

 
 
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