Tigrosaur

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Everything posted by Tigrosaur

  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know of but is not well known for others: When in third person view the direction your character is facing at is no longer updated.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.
  13. Here is another bug to be added to the list: Libila now has 2 active missions at the same time. The highlighted mission should have expired going by the expiration date, but it didn't. However a new missions did appear so now they have 2 active missions. EDIT: Only a visual / Client bug.
  14. I've got a ton of sellers during the black friday sales and I'm good for now. Topic can be closed.
  15. I'm buying all your sleep powder for 1.5s ea. (Limit of 100 at a time) Please contact me on the forums or in-game with a PM to Tig.
  16. Doesn't work on PvP, apparently works on PvE? PvP (Can't even cast on non-players): [18:06:25] <Tig> [18:06:22] You cannot cast Frantic Charge on an old horse PvE: [18:01:14] <Sirstrongwall> [12:01:17] An old fat horse now has faster attack and movement speed.
  17. My apologies, I need to correct myself here, my test environment was running the Wurm Unlimited Server with the default values - which has a 10.0x Skill and 10.0x Action Timer set in place. So after changing these values to 1.0 and fully redoing my whole simulation here are my new results: I've been running a simulation how long it would take a 5-speed horse to reach a SoulStrength value of 31.11 which is about a 65% trait activation chance. Using the Wurm Unlimited skillgain routine, on average I needed 26785 cycles to reach this value. 26785 cycles * 20 seconds for each cycle to happen => 535700 seconds = 148.8056 hours (6.20 days) of riding with your horse. This is how long it would take a 5-speed horse to go from 52.30% activation chance to a 65% activation chance on a normal Wurm Unlimited Server using a 1.0 skill rate. Now we don't know how this routine looks like in Wurm Online or how the skillgain translates to Wurm Online or if horses can get a SoulStrength skilltick on Wurm Online in the first place (Question of this Topic), but I've modified the code to run a simulation using this skillcheck call instead: sstrength.skillCheck( 20.0, 0.0, !moving, 1.0f, false, 2.0 ) Instead of the Wurm Unlimited routine, this will then use doSkillGainOld(...) with the parameter times also set to 1.0. On average I needed 158032 cycles to reach a SoulStrength value of 31.11. 158032 * 20 seconds for each cycle to happen => 3160640 seconds = 877.9556 hours (36.58 days) of riding with your horse. I'm trying to find out and understand how your simulation ended up with the result "24/7 for 3 or 4 months", maybe you can share your insight on how you got to this result or update your comment above?
  18. First of all, inside the Creature.getTraitMovePercent(...) when the skillchecks are done for each speed trait using the following method: sstrength.skillCheck(20.0, 0.0, !moving, 1.0f) The third parameter is using a variable called moving which is only true in the situation that the horse has a rider and is in motion (although there is often a slight and sometimes a bigger delay as to when the motion status is updated) This parameter is also what causes skillticks, if it is set to true it just does a skillcheck without giving skillticks - here it's using the inverse of the variable moving: so in the case that moving is set to 'true', the parameter will become false thus (and only then) giving skillticks to SoulStrength. Secondary, I'm putting your simulation into question. I've done a test myself and had the game simulate a real scenario in which 1500 of the trait-check-cycles happened on a horse with all 5 speed traits. The 1500 cycles increased the SoulStrength value of my 5-speed horse from the default 22 to 27.485837611357766. This may seem like a little, but this increases the chance for each trait to be active from the initial 52.30% to a 59.96% Adding another 1500 cycles on top of that further increases the SoulStrength value of my 5-speed horse to 31.991652692628488 this increases the trait activation chance to 66.22% Now let's add some simple math to this. As I've mentioned above while riding with your horse this trait-check-cycle happens once every 20 seconds. 3000 cycles * 20 seconds for each cycle => 60000 seconds = 16.6667 hours of riding with your horse. Quoting myself from below to avoid false information in this thread: Finally, there is also one very important part I'd like to point out here: My simulation is done using a horse that has all 5 speed traits. The reason this is important is the way how the cycle actually works, it does a skillcheck for each trait and thus gives a skilltick for each speed affecting trait, every cycle.
  19. Dear wurmians, dear wurm staff, Yesterday I've been going through the Wurm Unlimited Server Code and analyzed how speed traits with horses actually work - why they are randomly active or inactive. As you may know, horses are the only animals in Wurm where speed traits are not always active: In intervals of roughly 20 seconds the game uses a method (Creature.getTraitMovePercent(...)) to determine how much the speed traits affect the movement speed of an animal (whether they are currently active for this cycle). This is done by taking the SoulStrength of the horse (Default: 22) and then attempting a skillcheck with a difficulty of 20 on it, once for each speed affecting trait the horse has. However, if during this TraitCheck the horse is being ridden by a player and currently in motion (not standing still), this will give a skilltick to the horses SoulStrength thus permanently very very slightly increasing the chances of speed traits to be active in further cycles. (Doing a simulation of five hundred million attempts results in an average chance of 52.30% for each trait to be active with the default SoulStrength value of 22) Wurm Unlimited has an exploit (which I'll not go into detail here) that is NOT working on Wurm Online, which allows players to manually recall this TraitCheck cycle as often as they want outside the 20 second rule thus pushing a horses SoulStrength to values above 80 in a matter of minutes and causing traits to be active >99% of the time. Since this exploit has been removed in Wurm Online, I'm wondering how much of the original routine is still in place, thus my simple question: If a horse is ridden by a player does the horses SoulStrength still increase in intervals thus making a horse better by slowly increasing the chances how often speed traits are active?