Stanlee

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About Stanlee

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  1. The bonus always was and looks set to be skillgain, not effective skill, so it won't grant an extra action or affect rune chances But now non-prayer actions contribute to Rites. I think the rest of this could be solved as a community effort - I managed a cast for my benediction just this week by networking. It'd be far less effort to get in contact with people on your server to organise casts, since this may result in them being available more often (no idea how much prayer grind goes on to power rites)
  2. Thanks to everyone who came along and made this more than a regular unique killing
  3. Due to server issues the dragon is delayed 15 minutes. In return, I'm posting the google sheet for the loot roll early, so you can have it open and ready for when it's time to check that you're on the roll and your alts aren't https://docs.google.com/spreadsheets/d/1cyoabiPmTUiggWKMl1nkTX4jfsx17SYuBfapnOsD_Ak Hopefully this will speed that process along so we can focus on getting to the rift ASAP
  4. It's very rarely the full half-hour. I may consider a delay due to this, however the rift does press against that
  5. Welcome to the Great Release Bake Off! Everyone is invited to show off their best baked goods at our special building designed just for this purpose! Participants will be disqualified for bringing pizzas! Introducing the judges: Stanlee Ehizellbob and of course The venerable white dragon hatchling This event is taking place soon though! In fact, it's taking place at this time right here! (Just one hour before a rift, too!) And it's taking place right here! Along the water, you'll see it We'll be rolling on everything, so we'll see you there!
  6. A solid set of changes, I look forward to it and what these changes will enable in the future! Though a little irky on that lootbox-looking Gift Pack. My hope is that if chopped veg is reined in a little, the other favor sources (including general getprice sacs) are brought forward a bit. Not just to compensate, but to bring them in-line with the now-powerful regen
  7. Can certain attractive and awesome vynora priests fully take part in this new skill?
  8. Could you explain why you've given it a -1 better, please? You seem to have provided reasons why such changes would be inconsequential - not bad. This type of suggestion isn't fighting for dev time. As far as the rarity goes, I can get the standard drops by doing my sacrifices in 2 loads (that's 2x as many potion chances as after my change!). This isn't a proper gatekeeper of rarity - it's just an annoyance.
  9. [16:12:14] A small flask containing an oily substance that glows in the dark. I have no idea if these are useless or OP, that isn't what this is about, this is about some of their weird behaviors. First off, they're one of the fastest-decaying items in the game if dropped - beating light tokens by 5 times, and matching those deed border markers. That's just weird. Suggestion: Raise their decay time. Even matching light tokens would be better than what it is. Second, they can only drop if you sacrifice items totaling between 10 and 50 favor. The chance does not increase as you get nearer 50 favor, it's always 5%. This sudden stopping at 50 favor is a weird inconsistency. Suggestion: Allow potions to be given for sacrificing over 50 favor worth of stuff.
  10. Your distribution issue is bad data. The results, once familywise error is accounted for, are statistically expected, and a mere product of standard deviation. Any such system forcing spawns to be cyclic is predictable and thus undesirable. Also, given a large enough dataset, it will average out to the distribution you want. Setting the respawn timer to 14 days is again predictable and thus undesirable (it'd be like rifts but without the beam!). I otherwise approve of standard deviation restriction to a small degree - say, scaling to 1/200 or even 150 over the course of a week or two, then staying on that chance. Client performance seems to be surprisingly fine so long as everyone's lamps are off. For some reason the mobile light sources seem to fry performance on a lot of systems, mine included. In regards to "loot soaking" and distribution, you've forgotten the reason part of that system came about, which is important for addressing it: priests. See, the system as-is favors fighters, and (just like with the rifts) appreciates the major role priests can play (Light of Fo) so throws them in equally, which is good. This has led to boatloads of priests arriving for uniques, which isn't good. Any such solution should observe the role priests play, and yours does not. Also what Jaz said. Whilst I'm definitely down for seeing a Valeri tome change (who hasn't thought that maybe someone swiped it?), a potential issue with this implementation was pointed out to me: as-is, if a small group catches a unique, they still open up the humanoids to public because the blood is no skin off their nose. With this, they'd be much less willing because creating a setup that's certain no-one can, say, jump over a fence, takes time. In summary, the uniques are definitely in need of a quick look-at. But these ideas need serious refinement if they're gone-for. I get that the devs have gone for a "hands-off" approach to how the uniques operate, and ultimately that's probably best for all involved for the most part, but presently, as someone who actively sets up hunts his server can join in on? When I'm out scouting for a unique, one of the things I dread is finding the thing, because uniques can go poo-pooshow fast.
  11. I thought that, but the rune hooks into pollLightSouce, which changes the rate at which the fuel AuxData depletes. When I look at the fuel code in FireBehaviour.class, all changes to AuxData are gated behind the item being an open fireplace or beesmoker, indicating that the various heaters rely on Temperature, not AuxData Furthermore, when testing in WU, fuelling does not increment AuxData: [00:56:54] You fuel the forge with a huge shod club. [00:57:00] Auxdata=0, creator=Stan And two identical forges, fuelled identically, with the rune different, lost temperature (since AuxData never went above 0) and went out at the same time. I don't mean to accuse you of lying: but I would like to know, for my own code-learning, what I've missed here.
  12. Found whilst codediving, so issue may be on my end. com.wurmonline.server.items.Item.class Line 10419, private void coolOutSideItem(boolean everySecond, boolean insideStructure) Issue seems to be that forges, kilns and other heating items run their cooling amount BEFORE the rune applies (the rune applies inside pollLightSource, which begins within this function) A solution may be if ((templateId == 37) || (templateId == 178) || (templateId == 1178) || (templateId == 180) || (templateId == 1023) || (templateId == 1028)) { speed* = 1 - RuneUtilities.getModifier(getSpellEffects().getRuneEffect(), RuneUtilities.ModifierEffect.ENCH_FUELUSE); inserted after line 10433 (where it uses an exponent of rarity)
  13. In case anyone still thinks this is about handing seryll armour to newbies, here's a good example code for a fix: com.wurmonline.server.behaviours.MethodsItems.class line 4632, part of static boolean eat, current code reads int fed = (int)(weight < 30 ? weight * qlevel * bonus : 30.0F * qlevel * bonus); Suggested code reads int fed = (int)(weight < 30 ? weight * Math.max(qlevel, 10) * bonus : 30.0F * Math.max(qlevel, 10) * bonus); This code would cause any food below QL10 to restore food (it doesn't appear to feed into CCFP or affinity) as if it were QL10. It means food is still a good time-consumer, but not an uphill battle on a conveyor belt, so there's still plenty of incentive to take up cooking. The modifyHunger code this feeds into is a little hard to understand, but this may have adverse effects on nutrition (handled as if the item is QL10 or higher) so this code may not be exactly favorable.
  14. Gotta ask, what "quantified experience" is it you have on a new issue (since the cooking update) that primarily effects new toons (that you have not started)? @Angelkaine I gave the Pig Roast a try in WU. Your numbers were a little ass-pully; at QL1, it fed 10% food. QL5 was a good bit better. So I guess I'll cede that if mass-murder of a server's stickable animals is intentionally required to keep a small group of newbies fed, this change doesn't need to enter consideration.