Retrograde

Community Relations Coordinator
  • Content count

    4353
  • Joined

  • Last visited

  • Days Won

    226

Everything posted by Retrograde

  1. W.S.A Extended downtime 21/FEB/19

    To facilitate moving the Independence server back to its proper hardware, we will be undergoing an extended maintenance period around 12pm server time on the 21st of Feb 2019. We expect this downtime to last 1-2 hours and will update if necessary. For compensation with the independence lag, and extended downtimes we will be providing 5 hours sleep bonus during the maintenance restart on the 28th of February 2019
  2. Valrei International. 077

    Vaelir's Deed. Greetings Wurmians! Apparently this news is a little late, oops! We’ve been pretty busy dealing with some rather unfortunate hardware issues, we’ll fill you in on that in this week's news, so let’s get on with it! But first... Patch Notes: Independence issues. The lag independence has been experiencing was identified as a failure on one of the drives on the server, which was causing major delays when reading from the database. Upon identifying this our server hero admin Keenan performed extended maintenance during which the databases were moved to another hardware setup. This is a temporary issue while we perform maintenance on the Independence hardware and some time in the near future we will be undergoing an extended downtime period for all servers to perform necessary system maintenance as well. Alongside this we are also investigating the causes for the recent upturn in lag, this will take some time as we run profiling software on each server, identifying when it lags and why. We know dealing with lag is a major pain so it’s our current priority to address and resolve as soon as possible, we do appreciate your patience with it and once we’re in the clear we’ll look at what forms of compensation might be worthwhile. ‘Tis the season! Almanacs, examine, mouseovers, so much text to see if your tree or bush is ripe for the harvest, but what about the items? Coming very soon is a graphics update that displays fruit, berries and all those harvestable goodies directly on the tree. As you can see below, Saroman is always working hard on making Wurm look as alive as possible! This is expected to go out in the next few days, so if you see a graphics pack update, that will be why! Animation polishing Samool has also been hard at work on polishing general animations from a first and third person perspective, including having the camera move with certain animations! https://drive.google.com/file/d/19lduiQjq35duW40UAofd_4zjixt5a0kV/view?usp=sharing Of course it will be a toggle though, motion sickness while playing is never fun. HotA rework The ongoing HotA rework testing is still available on text, we have several devs working with feedback to ensure that any system that comes achieves the goals we have and creates something engaging, be sure to grab a chum, buddy or comrade to check it out and leave any feedback! That’s it from us this week, we’ll be hard at work addressing the hardware and lag issues and hopefully have some more info soon about the dates for the extended downtime. Until then though, keep on Wurming! Retrograde & the Wurm team.
  3. New HotA System

    Overview Coming soon, a new iteration of the Hunt of the Ancients mechanic will be coming to Chaos and Elevation. This new iteration utilizes the full potential of each map by creating randomly placed points of interest which can be contested by players. Alongside that, Hunt of the Ancients is no longer an event that occurs for a short span of time each day. Instead, it will become a core part of daily PvP gameplay, and will be active at almost all times. Finally, it was designed as a system that will be accessible to groups of players of any size, whether it be a massive kingdom or a mercenary group of players. New Battle Camps The focus point of the new Hunt of the Ancients will be Battle Camps, which are generated at random locations once per day. Every day, a new Battle Camp will spawn at a random location on the map. They cannot spawn within a village, under water, or on extreme slopes/mountains. New Battle Camps start neutral, and can be conquered by using an action which takes 5 minutes. If a camp is already claimed by an enemy kingdom, it must first be neutralized, which takes 5 minutes as well. A notification will be sent to the whole server when a camp is successfully neutralized or claimed by a kingdom. When four Battle Camps are conquered by a single kingdom, a HotA statue is created at the most recently conquered Battle Camp. All four camps that were controlled by the kingdom are removed from the map. Any neutral camps, or camps claimed by other kingdoms, remain in play. Battle Camps are now containers, and have a slim chance of generating moon metal lumps at certain intervals. This chance decreases as more lumps are generated, so holding onto a single camp for an extended period of time has diminishing returns. When claiming a Battle Camp, the goal would be to defend it for the moon metal lumps it generates, as well as keep it controlled until you can obtain three other camps. For this reason, the following mechanics will be in place: When a Battle Camp is created, it forms a 40x40 zone around it. Players cannot terraform inside the zone unless it is claimed by their kingdom. When claimed, terraforming slopes are limited to 40 steep. Players cannot create or continue fences inside the zone unless it is claimed by their kingdom. When claimed, locked fences will not unlock for enemies when an allied player passes through. Players cannot place mine doors in a Battle Camp zone. Players cannot place deeds or extend deeds into a Battle Camp zone. Players cannot construct or expand buildings into a Battle Camp zone. This system is currently available on the Baphomet test server, which is our Chaos PvP test server. To get to Baphomet from Oracle, take the Portal at the starter deed Here We Go Again. We have also added the ability to spawn horses (complete with 99ql 103 woa gear) and change kingdoms via the test menu, and see the locations of battle camps via depot light beams, these will not be in the live version. Feel free to leave all feedback and comments here, we'll work with all of it to ensure it's going smoothly before it goes live. As usual, this is a public test thread so please keep everything on topic as best you can, off topic posts will be removed.
  4. W. S. A. Independence lag

    Not forgotten and I'm glad it's stable, but we aren't resolved with the situation yet, we'll let everyone know when we're done
  5. W. S. A. Independence lag

    Hi everyone, As you may have seen independence is currently experiencing some significant lag. Our investigations are pointing towards hardware issues, which mean swapping independence to different hardware. We aim to have an interim solution up tomorrow and will work towards a longer term solution over the coming days. Edit: In 7 hours we'll be starting maintenance to transition Indy to the new hardware. Downtime likely to be 1-3 hours and will apply to ALL servers. Edit (Keenan): Down time updated to reflect the data transfer speed (or lack thereof). Sorry folks!
  6. Priest overhaul testing

    Alrighty, time for testing! I want to strongly remind you all that this is testing only, and the values inside can and will change according to feedback, so give your feedback! We'll be on hand to provide support with many factors, if you need help with anything grabbing a GM in IRC is the fastest way We've added the ability to set your faith, and spawn priest items and vesselled gems. The priest overhaul is on Baphomet only, not on Oracle, to get to Baphomet you will need to take the portal from the oracle starter deed. Gary is currently not a deity on test, we'll likely be adjusting this later. As usual, test client found here: http://www.wurmonline.com/client/wurmclient_test.jnlp New Spells Cleanse [33 faith, 26 favor] (Fo) - Targets tiles. Converts a 3x3 area of Mycelium or Mycelium trees back to normal grass or normal tree. Also works on dirt, converting dirt tiles to grass. Essence Drain [61 faith, 100 favor] (Libila) - Targets items. Enchant that serves as Libila’s version of Life Transfer. However, the healing done is only 1/3rd of what Fo’s Life Transfer grants. To counterbalance, Essence Drain also deals a wound at 10% of base damage as internal damage. Focused Will [31 faith, 10 favor] (Magranon) - Targets wounds. Heals 5% to 20% damage, based on cast power. Drains stamina from the caster equivalent to the amount healed. Amount of stamina drained is reduced by body stamina, similar to all other stamina drains. Can be cast on a creature and will automatically target their highest severity wound. Hypothermia [70 faith, 50 favor] (Vynora) - Targets creatures. Deals 10,000 base damage and 300 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 15 seconds. Shares a spell resistance with Inferno and Worm Brains. Inferno [65 faith, 40 favor] (Magranon) - Targets creatures. Deals 30,000 base damage and 75 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 20 seconds. Shares a spell resistance with Hypothermia and Worm Brains. Summon Soul [80 faith, 100 favor] (All Gods & Demigods) - Targets items, creatures, and tiles. Allows a priest to summon another player to their location. Disabled on PvP. Requires consent from the target to be summoned via a window that pops up. Deity Passives Warrior passive damage bonus has been decreased from 25% to 15%. Item protection on death passive has been adjusted. Base chance to save items has been reduced from 50% to 35%. Now stacks with resurrection stones, applying a 65% chance to keep items on death if you have both the deity passive and resurrection stone active. Base gods now have extra combat passives at 70 faith. These do not apply to demigods, even if the demigod shares a template. Fo: +1 offensive and defensive CR while fighting on grass, dirt, fields, or trees. Magranon & Libila: +2 offensive CR. No conditions. Vynora: +2 defensive CR while fighting on pavement or at sea (boat/swimming) Base deities have had passives adjusted: Fo No longer has the passive granting double favor for sacrificing pottery items. Libila New Passive - Favor Regenerator. Natural favor regeneration is increased by 10% for Libila priests with 35 faith. New Passive - Befriend Monster. Monsters are no longer aggressive towards Libila priests with 60 faith and 30 favor. This does not apply to all hostile creatures, as some are not considered monsters (like bears). Now has death protector, granting a 75% chance to reduce skill penalties from death by 50%. Requires 60 faith and 30 favor. Vynora Now has the passive granting double favor for sacrificing pottery items. Priest Restrictions The following restrictions have been lifted from priests: Continuing structures, fences, and items Repairing structures Alchemy (including healing covers) Bashing structures and fences (includes structure roof & floors) Fo and his template demigods have had the following priest restrictions lifted: Mining Prospecting Tunneling Analyse Libila and her template demigods have had the following priest restrictions lifted: War machine operation Magranon and his template demigods have had the following priest restrictions lifted: Woodcutting Vynora and her template demigods have had the following priest restrictions lifted: Digging Flattening Leveling (including border) Dredging Demise & Protection Rework Non-Religious Demises (Animal, Dragon, Human, Selfhealer) Animal’s Demise - Now named “Animal Demise” and grants a 3% damage bonus against non-legendary animals (cats, bears, lions, etc). No longer grants a hit chance increase or crit bonus. Human’s Demise - Now named “Human Demise” and grants a 3% damage bonus towards players and humans (including guards). No longer grants a hit chance increase or crit bonus. Dragon’s Demise - Now named “Legendary Demise” and grants a 3% damage bonus against legendary creatures (uniques). No longer grants a hit chance increase or crit bonus. Selfhealer’s Demise - Now named “Monster Demise” and grants a 3% damage bonus against non-legendary monsters (trolls, goblins, etc). No longer grants a hit chance increase or crit bonus. Religious Demises & Protection - All of these demise and protection enchants have been removed from existing items. They will no longer apply to weapons and armour. These spells instead been reworked into the following spells to enchant jewelry. All of these spells conflict with each other and Nolocate, meaning you can only have one of these enchants on a single piece of jewelry at a time. Stacking two or more of an identical enchant across multiple slots results in a penalty to each one. This penalty is 33% reduced effectiveness for two identical enchants and 50% reduced effectiveness for three identical enchants. Offensive Jewelry Enchants Blaze (Magranon) - Grants a 2.5% to 5% increase to fire damage dealt while worn. Corrosion (Libila) - Grants a 2.5% to 5% increase to acid damage dealt while worn. Glacial (Vynora) - Grants a 2.5% to 5% increase to frost damage dealt while worn. Toxin (Fo) - Grants a 2.5% to 5% increase to poison damage dealt while worn. Defensive Jewelry Enchants Acid Protection (Fo) - Grants a 2.5% to 7.5% reduction to acid damage dealt while worn. Fire Protection (Vynora) - Grants a 2.5% to 7.5% reduction to fire damage while worn. Frost Protection (Magranon) - Grants a 2.5% to 7.5% reduction to frost damage while worn. Poison Protection (Libila) - Grants a 2.5% to 7.5% reduction to poison damage while worn. Rite Rework Prayers and sermons now grant favor to the template deity instead of having a new pool for every demigod. Rites now function off of template god favor pool when cast by a demigod. Rites no longer require a specific amount of players in local to cast, and their deity favor cost is no longer dependant on the amount of players on the server. All Rites now create a 24 hour window for players to claim the reward. Upon casting, any player of the same template deity as the caster can pray at any altar or applicable location (for example, Magranon can pray on rock) to obtain the bonus. All Rites now grant 5 hours of sleep bonus and 0.2% towards 100 of a certain characteristic. Rite of Spring - Now grants 0.2% Mind Logic towards 100 instead of a flat 0.1 increase. Still grants 5 hours of sleep bonus. Ritual of the Sun - Now grants 0.2% Body Stamina towards 100 and 5 hours of sleep bonus. Holy Crop - Now grants 0.2% Soul Depth towards 100 and 5 hours of sleep bonus. Now performs a Genesis cast on all applicable creatures within the domain of Fo and all template demigods. Rite of Death - Now grants 0.2% Soul Strength towards 100 and 5 hours of sleep bonus. Healing Rework Healing spells now work off a global healing resistance debuff. This debuff is applied based on how much health is healed on the target, and will reduce all further healing on the target from any of the listed healing sources based on how much time remains on the debuff. The maximum time is about 20 minutes, and the reduction scales linearly from that mark. For example, if you have 10 minutes on your healing resistance, you’ll receive heals at 50% effectiveness. Cure Light - Now heals 15% + up to 5% more based on cast power. Previously healed 15%. Target of the cast now gets an on screen message stating that their wound was healed. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Cure Medium - Now heals 30% + up to 10% more based on cast power. Previously healed 30%. Target of the cast now gets an on screen message stating that their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Cure Serious - No longer heals a wound fully. Instead, heals a wound for up to 90% + up to 30% more based on cast power. Target of the cast now gets an on screen message stating their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Heal - Now heals 40% to 200% based on cast power. Previously healed 30% to 150%. Target of the cast now gets an on screen message stating they were healed. Range increased from 1 tile to 3 tiles. Life Transfer - Healing and functionality remains the same, but now works off the global healing resistance. Light of Fo - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Still limited to 5 wounds. Cast power heavily impacts the severity of wounds that are able to be healed. Cast time increased from 10 seconds to 15 seconds. Scorn of Libila - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Wounds healed limit increased from 2 to 3 per target. Now heals at minimum 3 wounds even if no damage is dealt. Each target that is dealt damage now allows up to 3 additional wounds to be healed, increased from the previous 1. Difficulty reduced from 60 to 50. Area of effect adjusted to 7x7 - 11x11 based on cast power. Spell Resistances Many offensive spells in the game now also have their own resistances. These function identically to the healing resistance above, but have much lower maximum durations for their resistance values. Drain Health - Resistance applies to both the offensive and defensive portions of the spell. For example, using this to heal will give you a resistance to Drain Health, which not only reduces healing received from consecutive casts, but also reduces damage taken from others attempting to Drain Health you. Resistance is capped to 5 minutes. Fireheart - Resistance capped to 2.5 minutes. Fire Pillar - Resistance capped to 3 minutes. Fungus Trap - Resistance capped to 3 minutes. Hypothermia - Resistance capped to 5 minutes [Shared with Inferno and Worm Brains]. Ice Pillar - Resistance capped to 3 minutes. Inferno - Resistance capped to 5 minutes [Shared with Hypothermia and Worm Brains]. Pain Rain - Resistance capped to 4 minutes. Rotting Gut - Resistance capped to 2 minutes. Scorn of Libila - Resistance capped to 5 minutes. Applies to damage portion only. Healing is affected by global Healing Resistance. Shard of Ice - Resistance capped to 2.5 minutes. Smite - Resistance capped to 5 minutes. Tentacles - Resistance capped to 3 minutes. Tornado - Resistance capped to 3 minutes. Worm Brains - Resistance capped to 5 minutes [Shared with Hypothermia and Inferno]. Locate Rework Locate Soul - Now has a 2 minute cooldown. Utilizes Locate Resistance. Nolocate - No longer able to be cast on creatures/players. Utilizes Locate Resistance. Lurker in the Dark - Now has a maximum radius of 100 tiles. This is reduced by up to 50 tiles based on the highest equipped Nolocate jewelry of a player. This is reduced again to 25 tiles when it’s a stealthed player. Locate Resistance When located successfully by another player, you obtain “Locate Resistance” with a duration based on the highest Nolocate power jewelry you have equipped. This resistance prevents you from being located by any player until it expires. At 100 nolocate, this duration is 5 minutes. Being located by other players in your kingdom will not apply a cooldown, even if you have Nolocate. If the casted locate spell does not beat your nolocate (the power is lower than your jewelry), the Locate Resistance is not applied and the locate spell fails. The locate spell will still receive a cooldown. The messaging is identical whether you resist a locate due to having a higher nolocate power or have Locate Resistance. This means players cannot know for certain whether you are resistant or whether their specific cast did not defeat the threshold required. Specific Spell Changes Aura of Shared Pain - Removed from Magranon. Added to Libila. Bearpaws - Tripled the damage dealt with unarmed attacks when used on a player. Bonus damage for non-players remains the same. Bless - Followers of Libila no longer need to Bless a creature in order to tame it. They can still bless a creature to prevent a white-lighter from taming it. Bloodthirst - Epic changes to Bloodthirst now apply to all servers. Now deals up to 33% increased damage at 10k instead of modifying base damage. Break Altar - Now costs 20 favor to cast on normal altars. Remains 80 favor to cast against WL/BL. Charm Animal - No longer able to be interrupted by taking damage during combat. Cure Light/Medium/Serious - See Healing Rework above. Dispel - Now has a difficulty increase based on distance. Does not apply to item dispels. Dominate - Power of the cast now uses Channeling as the primary skill check, with Soul Strength added as a bonus. This is the reverse of previous functionality. It should be easier to dominate creatures if your Channeling is higher than your Soul Strength after this change. No longer able to be interrupted by taking damage during combat. Drain Health - No longer heals a set amount when cast. Instead, it now heals for double the amount of damage dealt. Uses new spell resistance (see above). Drain Stamina - Cast time reduced from 10 seconds to 9 seconds. Range increased from 1.5 tiles to 3 tiles. Excel - Favor cost reduced from 40 to 20. Fire Heart - Damage now ignores armour. Uses new spell resistance (see above). Fire Pillar - Deals wounds 10 times faster for 1/10th damage. Damage per power reduced from 3.0 to 2.75. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Forest Giant Strength - No longer limited to having below 40 body strength. Instead, it now applies a temporary “curve” to Body Strength based on cast power. Fungus - Renamed to “Corrupt”. Fungus Trap - Deals wounds 10 times faster for 1/10th damage. Base damage increased from 250 to 350. Damage per power reduced from 2.5 to 2.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Frantic Charge - No longer grants bonus movement speed (to mounts or otherwise). Duration multiplied by 20 to match other buffs like Excel, Oakshell, and Truehit. Genesis - No longer instantly kills undead, and instead inflicts a heavy internal wound between 50% and 125% health based on power. Damage ignores armour, but does not ignore other DR factors such as body strength and similar. Heal - See Healing Rework above. Hell Strength - No longer limited to below 40 strength. Now applies a temporary “curve” to Body Strength and Soul Strength based on cast power. Both stats are modified at roughly half value of Forest Giant Strength’s effect. Humid Drizzle - Cooldown reduced from 15 minutes to 30 seconds. Cast time reduced from 40 seconds to 30 seconds. Creatures now gain a 15 minute resistance to Humid Drizzle when affected. They will not be able to be affected by another Humid Drizzle until the resistance expires. Ice Pillar - Deals wounds 10 times faster for 1/10th damage. Base damage decreased from 250 to 150. Damage per power increased from 2.5 to 4.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Mend - Quality reduction is now based on how much damage was repaired. For example, mending an item with 7 damage will only reduce quality by 0.7. Mole Senses - Now performs an “analyse” on the rocks below the surface when cast. This will display ore types detected in the caves below, with the radius and types of ore discovered based on cast power. Nimbleness - Favor cost reduced from 80 to 60. Land of the Dead - Amount of corpses raised is now limited to cast power. Life Transfer - Favor cost reduced from 120 to 100. Healing uses the new healing resistance (see above). Light of Fo - See Healing Rework above. Now displays an on-screen message for nearby players when being cast and finished casting. Locate Artifact - Now available on all deities, including Fo and player demigods. Lurker in the Woods - Now able to locate unique creatures as well as champions. Mass Stamina - Cast time reduced from 20 seconds to 15 seconds. Mind Stealer - Favor cost reduced from 120 to 100. Oakshell - Maximum damage reduction decreased from 80% to 70%. Maximum glance rate decreased from 40% to 33.3%. Can now only be cast on players on PvP servers. Oakshell now reduces mounted movement speed across all servers instead of just Epic. This movement speed penalty has been fixed to apply to hitched creatures as well. Pain Rain - Base damage increased from 4,000 to 6,000. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new damage resistance (see above). Phantasms - Reworked into essentially a new spell. On players: Now applies a debuff that causes the outlines of enemies and allies to swap randomly every few seconds. On non-players: Now causes the target to attack a nearby unit that is hostile to the caster. For example, with two trolls attacking you, casting on one of the trolls will cause it to attack the other. Rebirth - Creatures resurrected using Rebirth can no longer be equipped with gear, unless it is valid equipment (such as saddles, horse shoes, etc. on a zombie horse). This removes the ability to equip zombie trolls with weapons and armour. Refresh - Cast time reduced from 15 seconds to 9 seconds. Range increased from 1 tile to 3 tiles. Rotting Gut - Base damage increased from 5,000 to 8,000. Damage per power increased from 50 to 120. Cast time reduced from 10 seconds to 7 seconds. Damage type changed from Infection to Acid. Uses new spell resistances (see above). Scorn of Libila - See Healing Rework above. Uses new damage resistance (see above). Shard of Ice - Base damage decreased from 10,000 to 5,000. Damage per power increased from 100 to 150. Cast time reduced from 7 seconds to 5 seconds. Damage now ignores armour. Smite - Damage now scales from 50% to 100% of previous value based on cast power. Range increased from 1.5 tiles to 3 tiles. Sunder - Now deals up to 20 damage based on cast power, instead of always 20 damage. Can now be cast on any item that can be bashed (including forges & ovens). Normal permissions for bashing apply, including on PvP servers (guards must be dead etc.) Tangleweave - Reworked into essentially a new spell. Tangleweave now has a 3 second cast time and costs 15 favor. When cast, Tanglewave will interrupt the target’s spell cast, and apply the increased spell cast timer debuff for a short duration. Can now be cast in combat. Tentacles - Deals wounds 10 times faster for 1/10th damage. Base damage increased to 400 from 250. Damage per power decreased from 2.5 to 1.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Tornado - Now able to be cast while in combat. Base damage reduced from 5,000 to 4,000. Damage per power increased from 50 to 80. Damage now ignores armour. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new spell resistances (see above). Venom - Favor cost reduced from 120 to 100. Damage conversion now occurs before glance calculations. Still deals poison wounds, but those poison wounds do not inflict poison status (that causes the instant kill). The 20% damage penalty has now been scaled based on cast power, with 100 power completely cancelling out the damage penalty altogether. Vessel - Faith requirement reduced from 38 to 31. Web Armour - Added to Magranon. Worm Brains - Reworked into “heavy damage” spell group. Faith requirement increased from 35 to 51. Favor cost increased from 30 to 40. Base damage increased from 5,000 to 17,500. Damage per power increased from 50 to 140. Cooldown increased from 30 seconds to 60 seconds. Uses new spell resistance (see above). Wrath of Magranon - Reworked into an area damage spell. Now deals damage to structures in a 3x3 area. It also inflicts crushing wounds to all creatures within the area. Player Demigods Demigods now have a “template” deity that their religion is based on, selected from the four base gods. These templates affect the affinities that each demigod provides. For example, demigods with Vynora as their template will be able to pray on water and get double favor from sacrificing pottery. Any demigod following a different template is unable to obtain these affinities. Priests can now link with any priest of the same template. For example, this means that any Libila priest can link with any other blacklight demigod (Tosiek, Nathan, and Gary). Any priests of Tosiek, Nathan, and Gary can also link with each other. The existing demigods have the following templates: Tosiek, Nathan, Gary: Libila Nahjo: Fo Paaweelr: Vynora Smeagain: Magranon Demigod passives have been rerolled with the exception of the template passives (listed above). Passives are now more likely to align with the template deity, but some will be outliers to create interesting combinations. Demigod spells have been completely rerolled using a new system to distribute the spells. The new system uses the affinities of the demigod to determine what type of spells they should obtain, as well as avoiding overpowered or useless combinations that render a god too strong or too weak. Miscellaneous & Messaging Spell List Improvements - The Spell List window has been completely overhauled and has many new features to offer. Larger Window - The window that displays is now larger. This should prevent having to resize the window in order to see all the passives and spells available to you. Passives Display - Now shows how strong your connection to your deity is (based on your faith level). This is then followed by the passives the deity is currently granting you. Spells Sorted - Spells have now been placed into a sortable table. You can now sort spells by faith requirement, favor, name, or description. Targets are also available, but not exceptionally functional. Updated Descriptions - All spells now have new descriptions which should more accurately represent how they function. Enchanting Improvements Certain spells now target specific item types instead of any item. Attempting to target any other item than a valid target will result in an error. Armour - Aura of Shared Pain, Web Armour Weapon - Bloodthirst, Animal Demise, Human Demise, Legendary Demise, Monster Demise, Essence Drain, Flaming Aura, Frostbrand, Life Transfer, Mind Stealer, Nimbleness, Rotting Touch, Venom Jewelry - Blaze, Corrosion, Glacial, Nolocate, Toxin, Acid Protection, Fire Protection, Frost Protection, Poison Protection Pendulum - Lurker in the Dark, Lurker in the Deep, Lurker in the Woods. Attempting to enchant an item that has a conflicting enchant now shows which enchant is blocking the cast. The longsword is already enchanted with something that would negate the effect. The longsword is already enchanted with Blessings of the Dark, which would negate the effect of Wind of Ages. Effect descriptions for many enchants have been updated to better reflect their function. Certain potions from bloods and similar now have an effect: Salve of Frost - Converts damage from a weapon to frost. Salve of Fire - Converts damage from a weapon to fire. Potion of Acid - Converts damage from a weapon to acid. Damage from all spells, including karma spells , now uses Soul Strength in damage reduction calculations instead of Body Strength. Damage dealt to non-players is now modified heavily. Targets can take anywhere from 4x to 0x damage based on their armour and Soul Strength. Maximum cast power for champions on home servers has been increased from 30 to 50. Tile spells now use multicolor line messaging for casting, similar to creature casts. Casting a combat spell such as Fireheart, Drain Health, and similar on an enemy will now display an on-screen message for both the caster and target when the cast begins and finishes. Pillar spells (Fire Pillar, Fungus Trap, Ice Pillar, and Tentacles) no longer display a combat message when they deal damage. Creatures will now display their spell effects on examine. This is limited to same kingdom, allied, or neutral targets only. Frantic charge has been cast on it, so it has greater speed. [83]
  7. Developer Diary : Bring it back.

    Rolf lost the hat, unfortunately we cant bring this back But I am working on something, so stay tuned
  8. No news yet, still working on tweaking and adjusting the stuff in WO. We'll have news when it's ready for a beta
  9. [Fixed] Valrei mission for non-existent items

    Thanks, added to the list to be removed
  10. As bdew explained, increasing the height limit would add a huge amount of memory consumption by the layer, so it's not likely to happen anytime soon.
  11. W. S. A. Independence lag

    We're still monitoring for further issues and investigating the causes of it all. So not yet
  12. This is because of the cave height limit of 256. The reason for this is because cave height is stored as a byte. There was a discussion on this some time ago: Hope that helps a bit
  13. For Auld Lang Syne

    Should auld acquaintance be forgot, And never brought to mind? No! To celebrate 2019 in Wurm style we've hidden rare small chests with special names on every server with some special goodies inside! (Xanadu has them placed around the start deeds for ease). Celebrate the new year by running about the hills, and take a cup of kindness yet! Happy New Year The Wurm Team
  14. Immediate Crash After Loading Client

    I think the issue is with fullscreen mode, try loading in windowed resizeable and see if it happens. A fix should be out with the next update due sometime soonish
  15. Sleep bonus?

    I don't believe any solid plans on sleep bonus compensation have been announced, I checked the twitter feeds and do not see it, do you mean the text in the launcher? That was in relation to another issue at the end of January, could be that
  16. Can We Talk About The Lag On Indy Now?

    The lag issue is ongoing and it's becoming clear its not a software issue. Keenan is investigating and currently rebooting independence to hopefully get us a bit of time until tomorrow, when we will need to look at moving the independence server to different hardware . We know this will be a laggy period and do apologise, our focus at the moment is getting Indy up and running properly and we will look at the next steps once thst is clearer tomorrow
  17. Can We Talk About The Lag On Indy Now?

    It's been ongoing for a bit now, but we're investigating what's causing it. It's not related to havens landing but we'll be doing polling checks. A restart is planned tomorrow morning and we'll be going from there.
  18. white dye

    As Bdew said, it's more a result of how the colour system works. Sadly this isn't something that's easily done, as touching it would affect all dyes, which then creates more issues so it's not high on any priority list
  19. Patch Notes 31/JAN/19

    For the record pmks are the ones that control their graphics. They are able to update them as they see fit depending our approval, but when you purchase a pmk item for its design please be aware the pmk may change it.
  20. Patch Notes 31/JAN/19

    It's really disturbing https://i.imgur.com/QugIwNw.gifv
  21. Patch Notes 31/JAN/19

    Saroman has a habit of sneaking through pack updates, whether it's the same time as the update or previously, we're trying to at least keep some form of record when art stuff is updated
  22. While this is a cool idea, the server doesn't save any of this information, so it's not possible to recreate. The token location isn't exact either, as it's saved based on the old system of every deed being equal on both sides, meaning you arent finding where the token was, but the exact center of the deed.
  23. Hotfix 28/JAN/19

    If you crossed servers you'd lose it as the server had no record of it, but if you log a support ticket it'll be replaced.
  24. Remove the Lag from Independence

    The zones don't impact it, they're tiny zones thst run once per hour and make minimal changes. As said too the lag started before those changes.
  25. Remove the Lag from Independence

    LAg actually started earlier, around the 22nd november update: The havens landing update wasn't until 17th of December, so there's something else at play http://prntscr.com/md3snm We are Investigating, but it's happening across all servers and isn't really something to suggest.