Tigrosaur

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About Tigrosaur

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  1. Third person view was added with the steam release of wurm in 2020 and brings an undocumented feature that the majority of PvP players know of but is not well known for others: When in third person view the direction your character is facing at is no longer updated. What this means is if your character last faced north in first person and you switch into third person, your character will forever always be facing north until you go back into first person to manually change it. This may seem super counterintuitive or "bugged" but it actually has a bigger usage in PvP: In many MMOs the direction your character is facing at is important and wurm is no exception - shield blocking, flanking*, archery, spell casting - they all use the players facing direction. (* flanking only uses the defending players direction when the defending player is not on a mount, otherwise the mount facing direction) In most 3D MMOs you have two options to rotate your camera - one is to rotate only your camera to look around you (often left-mouse-button) and the other is to rotate your camera together with the facing direction of your character (often right-mouse-button). In wurm this behavior is achieved by switching back and forth between first person and third person view, so when you are in combat you first go into first person view to face your direct opponent and then switch into third person view if you want to look around you to assess the situation without facing away from your opponent, then back into first person view when you need to recalibrate your facing direction. Arguably this mechanic can be confusing if you don't know about it because when you are in third person view your character seems to turn around and look into the direction of your camera but this is on your side only and not updated / transmitted to the server - other people still see you staring/facing north without any head/body movements.
  2. ROD TODAY

    Friendly reminder that switching from any deity to libila ignores the 7 day faith swap cooldown, so you can swap to libila even if you recently swapped to some other deity!
  3. Horse has been delivered, thread can be closed
  4. Time is up, congrats Mortanius!
  5. Up for auction is a male horse with all speed traits including the rare "It is unbelievably fast." trait and with the Ebony Black horse color - the fastest possible horse in Wurm! The last 4+1 speed horse in the special ebony black color was auctioned half a year ago, so this might be your only chance for a long time. Starting bid: 50s Increment (minimum): 1s Sniper Protection: 1 hour No reserve, no private bids and no buyout. The horse will be delivered to any location on any NFI server accessible via ship for no additional charges.
  6. Using a plate to carry around 6kg of water (How big is this plate we are talking about that it can even hold 6kg of a liquid? Shouldn't this be more like 0.6kg?) sounds just as wrong as carrying around a whole teapot because they are much lighter than a water skin.
  7. Coffee and tea pot are currently the lowest weight liquid containers in the game, making them better than water skins (0.25kg) to carry around liquids "on the go".
  8. It's not enough. I'm one of the last players on defiance who has tried to do a traitor mission and couldn't find the traitor with a QL80, LitDa 80 pendulum in 5 hours.
  9. Personally I like the general idea of traitor missions, as they give incentive to roam around the map. The only problem we're having with traitor missions is that it's so hard to find the traitors. We've spent several hours trying to pendulum traitors with no success. Even if you stood perfectly in the center of every map tile of the possible traitor area and used the pendulum once, you'd still need to do that for 7x7 map tiles to cover the whole area. Maybe the simplest solution is to increase the pendulum range to find traitors?
  10. While I also really like the current system with the fatigue usage as a trade-off, I believe the problem this new Intoxication system is trying to address is that people may not have the time to log in daily. Fatigue caps out at 12 hours, so if you don't log in every single day you will be at the fatigue cap which is counter-productive towards the people the caffeine system is intended for in the first place. The Intoxication system on the other hand gives you the ability to essentially "skip" days: - You could use 1 hour of caffeine every day - You could skip every second day and use 2 hours of caffeine on the days you're playing - You could even skip playing during the week and use up all 5 hours on a weekend (In which case you'd miss out on 1 day of Intoxication removal since it takes 6 days from Sunday to Saturday)
  11. Looking for a picnic basket. You can contact me here on the forums or in-game with a PM to Tig.
  12. I believe your statement about the bonus is flawed/incorrect. Going by the latest Wurm Unlimited code and assuming we're talking about a religious spell-cast with the target being an item (Spell.run(Creature performer, Item target, float counter)) the routine behind the bonus is the following: First the bonus is initially set as: bonus = Math.abs(performer.getAlignment()) - 49.0f; So not Alignment / 2 but rather the absolute(value) minus 49, it is almost identical for 100 alignment (51 vs the 50 you mentioned) but very different for lower values, for example 10 alignment would equal to -39 bonus. Next it checks if the player is a champion and has to move into a different kingdom influence. If this is the case it will reduce the bonus by 50 while also increasing the difficulty of the spell by 20. If this is not the case it will check the material of the target item and if it is made of "crystal" (material: 52) or "diamond" (material: 54) but not a Gem it will add +100 to the bonus. After this is done it looks up the village of the player and if present adds the village enchant bonus onto it (doesn't matter if the player is on-deed or not) Only at this point the armor comes into place, first the game checks if the bonus so far is bigger than 0.0 and if it is multiplies the bonus with it. if (bonus > 0.0f) { bonus *= 1.0f + performer.getArmourLimitingFactor(); } So if you have -30% spell/archery the bonus would be multiplied with 0.7: bonus = bonus * ( 1 + (-0.3) ) Important to point out here is that if your bonus at this point is <= 0.0, then your armor penalty/bonus will be ignored. After this is done the bonus is then added together with the "Faith bonus" of the player which can be found in your "Spell effects" window (HUD Settings: Spell effects) It is calculated as following for non-champions: If the player has no deity: faith-bonus = 0 If the player has a deity and is standing in the influence radius of an altar with the same deity: faith-bonus = 5 + 10 if the player has more than 30 faith + every point above 90 faith + 0.5 for every full altar strength on the tile you're standing on (Strength = Surface: EffectiveAltarQL - Max(DistanceX, DistanceY), Mine: EffectiveAltarQL / 2 - Max(DistanceX, DistanceY)) If the player has a deity and is standing in the influence radius of a different-god altar with strength >= 1.0 faith-bonus = 0 If the player has a deity and is not standing in the influence radius of an altar or is standing in the influence radius of a different-god altar with strength < 1.0 faith-bonus with <90 faith = 0 faith-bonus with >=90 faith = 5 + every point above 90 faith For champion players the faith-bonus is simply 0 inside their own kingdom influence or 50 outside. Finally after the bonus and the faith-bonus are added together it does one last multiplication if the target item has "increase the chance of successfully enchanting the item" runes attached. The rune effects are first added together and then multiplied with the bonus, so a +10% and a +5% rune would increase the final bonus by another 15%. However, as mentioned by Oblivionreaver, the bonus has a max cap of 70.