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About JockII

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  1. Anyway, server start has been good first few deeds popped up within 48 hours, several tweaks have been made with regards to skill gain. I would like to take a moment and thank everyone one of the Wurm coders that publicly and freely give out their mods. you guys are what make these servers truly possible.
  2. release

    I hope to spend a large portion of time playing with this mod. Have spent a great deal of time rebalancing armors and weapons, still much more todo.
  3. release

    Once again, you do not fail to impress. Always a pleasure to see more of your work release.
  4. make a new file name it paste in: classname=com.webbrar.wurm.mods.bulktransportmod.BulkTransportMod classpath=bulktransportmod.jar put the jar file in a folder called bulktransoirtmod This worked for me, was a tried it to use it and worked.
  5. didn't even notice, my apologies. This will be part of a cluster and the name will adjust with that.
  6. Solace PvE Beta Period RELEASE Date 15.09.2017 @8pm CET What is solace? Solace is part of a new cluster of servers we plan to release, it is the heart, soul, and beginning of the cluster. It is a Pure PvE server built around the idea of bringing value, balance and a reliable economy to Wurm Unlimited. It is expanding as a heavily modded server, created for players that want a long term play style, no quick gains here folks. How do we intend to create a unique experience and achieve the goals above? We plan on using a few tools that will be made public on our website to track the creation(faucets) and the destruction(sinks) of the resources in the game. This will be supported by more mods as we go along and interest continues to rise. The core principles to achieve this are all built to ensure longevity and counter the inherent inflation that Wurm. We will do the following to support our: Economy Money Creation Treasure Map chests PvP server Donations Money Destruction Expansion of deeds (variable costs as money supply inflates) Purchase of Trader goods via Merchants (money is destroyed) Stable Master costs Mailing costs Money Circulation Player to player trade Bounty mod (from kings coffers) Cross server trading Value Rare Ore creation Low chance on mining Treasure Map chests PvP Server Rare Ore Destruction Nerf to repair skill (removing More ql for repair, requiring more to re-improve) increased decay off deed Increased channeling difficulty Dragon & Drake creation Untampered drop rates Keep what you loot on events(rather than all being gathered and made into sets then full sets handed out) Sole source is killing dragons Dragon and Drake Destruction Increased Channeling difficulty Increased decay off deed Rare Creation Decreased the chance to create Rare items Low chance to attain bone from sacrificing a rare. Low chance of bone in treasure map chest Balance -armed goods creation Reduced farm yield via lower skill gain(mod will replace this) Slower crop growth(encouraging larger Deeded farms) General Item abundance (Reduces item recycling via old deeds disbanding) Decreased Building decay off deed Increased item decay Weapons and Armour Rebalanced Weapons to fit different styles Improved viability of all weapon types Armor rebalance DR v Glance/evasion system. Iron plate added Added speed boost to cloth and leather boots (protected feet are reassuring to run in) Steel weapons have a 5% damage bonus Addy Bonus buffed to 25% These are only a few of the methods we will employ, and a general idea of how we intend to manage our economy of items, money and rare goods. Some of these changes may seem strange or do not make too much sense here, but there will be a Q&A section on our website to expand on the reasoning behind this further. We aim to create a different approach and style than most Wurm Unlimited servers, i expect more changes will follow to enhance this further. The Server 200 slots 4096x4096 35k mobs Discord: Armour & Weapons Mod Extensive and Ongoing balance work to: Rework of all weapons Damage (generally increased) Swing timers (generally slower) Crit Parry Rework of all armors DR v wound types Glance/evasion rate v wound type reworked damage armors take from wound types Increased Glance/evasion greatly on lower armors Exclusive Mods Combat Flavour Text Mod(Combat Log enhancement) Added new Tiers of swing strength Added new Tiers of damage Upcoming Features GM transparency All GM actions recorded and Uploaded to website GM accountability All bans publicly recorded Economy & Item Graphs Daily, weekly and monthly graphs for Silver/gold in circulation Daily, weekly and monthly graphs for items on server Features & Other mods Starting skills: 21 all body stats 25 fighting Starting Gear: Longsword 50ql Large Wooden Shield 30ql Leather Armour 30ql(minus chest) Chain Jacket 30ql Toolbelt 100ql Backpack 10ql Hand Mirror Flint & Steel 50ql Pottery Bowl Rope x2 10ql Compass 20ql Tent Deed stake Hatchet 30ql Carving Knife, shovel, saw pickaxe and rake 25ql Cotton x3 10ql Skills & Crafting: Custom Skills (slowest is repairing) 8x action Iron plate added to crafting option(has own stats) Priests: Unlimited faith gains 20 minutes apart Disabled sermons Priest restrictions apply (adds more value to enchants). Meditation: Skill Gain lowered. Unlimited mediates per day 10 tiles apart. No failing. No timer to advance. Storage, transportation, and movement: Bulk Storage capacity doubled Bag of holding spell added Boat speed increased Larger boats benefit more from the wind Cloth and leather boots increase movement speed Stable Master mod for converting animals to tokens Unlimited size buildings for maximium storage Farming: Skill gain reduced 6-day growth cycle Never Rot Mining: 45 Actions per wall Chance to mine Rare Ores Chance to produce Treasure Map Treasure Maps: Quest driven style of following the map to the treasure Ambushing mobs drop loot at higher tiers Money reward(Faucet) Loot increases based on ql of map I expect this list to expand as the beta period gets closer to an end. We will not be doing ANY server wipes but may be some skill adjustments in worst case scenario. The beta period is for data collection and feedback on the systems we have put in place. Major changes may occur during this phase, it is expected to last 1 Month.
  7. can be closed, i have this mod.
  8. Can be closed, I have the mod.
  9. I created a 1ql map tierReward0=1:1:10:0,1 And pulled out a star emerald # Star gems: 375 star emerald, 377 star ruby, 379 black opalm 381 star diamond, # 383 star sapphire. rewardGroup6=375,377,379,381,383 i have also pulled out a small magic chest. # Expensive trader items: 668 rod of transmutation, 665 small magic chest, # 664 large magic chest, 229 trader contract rewardGroup4=665 From another 1ql map. The creatures are spawning correctly, from the correct tier and the correct spawn groups.
  10. Thank you for explaining this further, I totally get it now..... My bad! is the additional item from the same tierRewards?
  11. I see to be having an issue where the map quality does not seem to be lining up with the tier of the chest and thus, pulling out any loot from pretty much any map.continuing testing to see if i've ####ed it up.