Retrograde

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  1. Valrei International. 066

    It's more that cloth in general is bad and should never be considered as armour, because it isnt. It is just clothing to wear Cloth takes "less" in terms of DR%, but it's still a much harder hit as evaluated considers glance rates, which are still pretty low compared to practically any other armour, you might glance more, but 2 hits will end you. with cloth
  2. Valrei International. 066

    Calico at night - Pristine - Joelle Well, the update beat me to the news this week, so we'll be recapping what went out (because that's what I had prepared!) and also touching a little on some big things in the near future! But first.. Patch Notes Armour updates Last nights update saw a bit of a change to how armours work together, with base DR rebalancing, and adjusting DR based on damage type. This helps improve the effectiveness of studded leather and chain, while also giving some love to plate, reducing the movement speed penalty. Don't forget the values listed in the patch notes are for iron specifically, meaning plate and chain gain extra DR benefits from other metals over studded. It's a change that increases the viability and surviveability of all armour types, meaning more choice, more work, and more fun. Sindusk has shared a snapshot of a calculator he built based on the epic armour code for his wurm unlimited server, bear in mind these are at 100ql values, so real results will vary! WU beta With this update out containing some fixes that needed to go in before we launched a WU beta, we can now begin work on a new beta with all the goodies from the past few updates! We'll also be including some special WU centric stuff to make server management a little easier, so stay tuned for that! Priesty stuff Today I spent part of the day zapping Budda, and copping some seriously heavy hits as part of internal testing of the priest and spell system. There's a huge amount of work in it, and the dev team have been hard at work on it, with bug fixes, tweaks and further balances expected to continue this week. After internal testing, we'll be providing details about whats changed and what to expect, along with the opportunity to jump on the test server and check it all out, find bugs, and all that fun stuff. But what would the fun of that be without some teasers? I snuck through some notes and gathered a little bit of intel to share ahead of the full release! Demise Rework There are two components to the new way demises work: Non-deity demises, and deity demises & protections. Animal’s Demise, Dragon’s Demise, Human’s Demise, and Selfhealer’s Demise are all remaining as weapon enchants. They will no longer grant increased accuracy and crit chance versus the targets. Instead, they will offer a small damage increase. Dragon’s Demise is being renamed to Legendary Demise and will affect all legendary (unique) creatures. Selfhealer’s Demise is being renamed to Monster’s Demise and will affect all monsters. These changes should open up more choices. While Dragon’s Demise previously overlapped with everything affected by Selfhealer’s Demise, these new demise changes do not have any conflicts and every target is only affected by one of the demises. The move from hit chance and critical strike towards damage increase was done to try and improve the clarity of the effect. While it was previously extremely difficult to know how much a Demise would increase your chance to hit, the new iteration will give an exact amount of power increase that can be easily understood and weighed against other options. Protections Deity demises and protections, such as Fo’s Demise and Libila’s Shielding, have all been reworked into jewelry enchants. These new jewelry enchants work around increasing and reducing damage from a certain damage type. Each deity will receive one offensive and one defensive enchant from these new spells. There is a built-in rivalry between Fo vs Libila, and Magranon vs Vynora. Fo: Increased Poison, Reduced Acid Magranon: Increased Fire, Reduced Frost Vynora: Increased Frost, Reduced Fire Libila: Increased Acid, Reduced Poison These new jewelry enchants all conflict with each other and Nolocate. Players on PvE will now be able to obtain meaningful benefits from wearing certain jewelry, and PvP players will have to make a choice between increased combat prowess and inability to be located. The change into jewelry enchants was done to combat the deity-specific spells being rather underwhelming and archaic. Jewelry enchants are a bit of a void, and this felt like the perfect opportunity to tackle two birds with one stone. We’re interested to see what type of combinations players are able to figure out in order to maximize their power. Puzzle labyrinth! The factional fight brothers are back, and have finished their long awaited labyrinth! I dropped in for a tour of it, and attempted to crack it, it's a maddening puzzle that just shows how awesome things can be created in this game, and I hope the brothers are extremely proud of what they've done! To celebrate it, we've joined with them to provide a unique prize for finishing it! I've asked them to write a little bit about it, and I'll provide a link to that post when it goes up! Hope to see you all there though! Newspring makeover It's about time for another starter deed remake, and this time eyes are on Newspring! The rocky island located on Xanadu, home of seals, seals, and more seals! We're looking for a starter deed design for Newspring, and want to give you all the opportunity to design and build your dream start deed! As usual we'll provide the materials, you get a team together, plan a design and get to leave your mark on the game! Check out the full details and a copy of the deedplanner design here: That's it from us this week, we'll be zapping each other, freezing and burning, and all sorts of other things, I need to take down Budda and reclaim champ title, expect victorious shouts (I hope) Until next time, keep on wurming! Retrograde & the Wurm team.
  3. Patch Notes 14/AUG/18

    At the moment the focus is several big projects that will help both epic and freedom, namely: Priests and spells UI Meditation We know there's things epic needs as well, and there have been discussion about it, but those three will be coming before any major changes to epic because they affect the entire game, and will help both sides
  4. Hi Everyone! it's time for another Wurmian eye for the starter deed... guy We're looking for players to form groups and submit design ideas for the Newspring starter deed, just like we've done for other towns. The layout is fairly simple, the deed is a set size of 41x41, and has a large perimeter, we're looking for a design that shows off what's possible in the game, as well as give it that community style for the island that truly belongs to the seals. We'll be taking entries for the next two weeks, then you will all have the opportunity to vote on which one you want to represent your little rock pizza with seal toppings. Entries will need to have a deedplanner file of the proposal, a few screenshots from deedplanner, and a little blurb detailing your proposal. You don't have to worry about materials, as we'll provide them all. (Assembly required, extra nails and shafts may be found at the bottom of the box) The current deed plan is available here: https://pastebin.com/pbvVgrES So grab a friend or three, and get planning! Entry timeframe closes when this counter expires:
  5. try setting FBO from disabled to Core in compatibility.
  6. Patch Notes 14/AUG/18

    Progression is still there, and if anything it's a little easier because you won't feel at a significant disadvantage until you can afford drake/scale, you'll be able to bide your time and earn your drake or scale without feeling too squishy. I've played in everything from cloth to scale, I know the major differences not being damage taken, but actually movement speed, nobody wants to be limping around at single digit speeds because they forgot to take off their heavy armour
  7. Patch Notes 14/AUG/18

    drake and scale, as you can see, still have significant advantages, and I do agree with your point being a buff in other armours can feel like a nerf in high tier armours, but maintaining a status quo, or concerns of a market cannot be a deciding factor in whether things are balanced or improved, that forces a bad situation to stay bad because it benefits others. We know that some may feel their drake/scale has lost value because it doesn't have a significant edge compared to lesser armours, but they have bonuses such as movement speed, and definitely look way cooler. These armour values can be tweaked, part of the delay in this coming out was allowing for some back end work done by sindusk to make adjusting if necessary much less tricky, but our goal here is pretty simple, to make simpler armours more viable this also makes moonmetal armours more viable as well, which hopefully leads to moonmetal chain being more common in PvE, though I'm deeply disappointed the metal update changed glimmer from black to yellow, I wont forgive saroman until he implements purple dragons
  8. Patch Notes 14/AUG/18

    Moon metal armours get closer to drake/scale, and depending on the damage type can provide slightly higher DR, but this is offset by the maintenance costs as well, with drake/scale being minimal while MM armour requires more MM
  9. Patch Notes 14/AUG/18

    Because the sacrificing mechanic was reworked with the 1.6 update, and the sacrificing for favour system didnt get the new fixes, there were a few exploits that came about from this (such as being able to sacrifice enemy kingdom tower guards) and we wanted to address those before they got out of hand. It may return in the priest rework currently in development/testing with those exploits addressed.
  10. Patch Notes 14/AUG/18

    It's more pointing out that nothing is lost in this system, lower leveled armours are more survivable which is good, but metal armours still have significant advantage over them. It's not anything fixed, it's that nothing is lost,. this won't make any armour worse than it was before
  11. Lets tell a story...

    The road was long and boring, but kept his mind off the horrors of the past he had seen, in which..
  12. maple not harvesting(solved)

    This is the vanilla way of determining if it is in season, if this says its brimming with sap and you still cant harvest, may need checking out
  13. Patch Notes 14/AUG/18

    The aim of the armour rework isn't just PvP related, it's PvE related too. Drake and scale have long been considered the best armour, for pretty much every reason, DR, glance rate, movement speed. and was limited in its availability Their initial balance system was based around limited availability, with only one of each dragon/hatchling type existing per server. This meant there was a finite amount of hide out there, which changed when we released respawning uniques, and added more dragon types. Now you have an armour that is better across the board, with more sets entering the market every week, meaning that it goes from being something higher tier, to something that is more common each day, and still extremely better than other armour types. The aim of this is to buff the lower less used armours to shrink that gap between them and drake, and we'll continue to work on ensuring that the more commonly available armours are viable in PvE. PvE should be choice, not meta.
  14. Patch Notes 14/AUG/18

    It also has higher glance rates and higher DR against other attack types (the outlier being crush, which is a little obvious) It can also be made from other metals, which boosts the DR as well, being a significant advantage over studded, which cannot take the bonus DR from steel and such Iron plate will still be a bit basic compared to others, which is what those values are for. EDIT Realised I missed a bit that would have explained that Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier): Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others. Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others. Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others. Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others. Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others. Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.
  15. Patch Notes 14/AUG/18

    that is BASE DR, DR is still modified by damage types, as well as glance types. This means that armours are still quite different, they just have a closer base. Body strength alone will account for a far larger difference in DR than armour type.