Stanlee

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Everything posted by Stanlee

  1. We found who And he isn't happy (it's the dragon, not Nineol) We need to kill him so we can continue to take the treasure guilt-free Bruce's Flying Circus, N13, on highway thingymabob https://wurmtimer.nesgamepro.com/timer_E1656874754.svg Sunday 9pm servertime in case that bugs up again, be early as ever don't photoshop a gold tooth if you're colourblind
  2. Hey Exo, I didn't expect to be posting here ever, but this post finishes my "I have hosted a slaying on every server but Chaos" journal goal, which is "very real" and will give me the title Event Master when I manage tasks such as "host a tea party for the minions of Jackal," "host an impalong," and "beat two Enkis at once." Honestly up in the air which task I'll skip with the new update. So I've gotta do it right my first (and possibly only) time and I'm doing it with a Champion Black Dragon. Yeah. It's right here https://exodus.yaga.host/#613,1226 at N13. Everything will be rolled. We also trapped Nineol in there with the dragon, we're hoping to get him back. permalink in case the timer breaks again it works fine when I edit the post I'm sure he'll be fine.
  3. The Goblin Leader abandoned his flock to go in on the deep end. Folks, I don't know what to say. He's clearly getting in too close to the truth, and it's up to us to put a stop to him before he finds it. Here's his last known location, word is he's hiding out in an iron mine nearby. You've all been trained in maps recently, so this one shouldn't be a problem. Synchronise your watches, at this time the breaching team is going in, and you need to be ready. Given it's a mine, we'll make it look like an industrial accident. Any possessions he has are free to be distributed among those who help silence him. Be on time, we can't afford to show our hand like this and let him escape.
  4. Al the bottom of your map there's a tiny black dot. I'm betting that dot is peat, maybe tar - should narrow down your search a bunch.
  5. My first map, my first clue, was an arch clue from hell Temp. Great. Which... which one is Temp? Is it the big one? Are all of those markers fallen deeds? Are some current? Were they only there when Temp was? And which splotches are useful information and which are useless? And what's the scale?! Maybe I can get some hints from the deed's founding - if it's clearly an alt name, and I know where the main deed is, maybe it'll be clear? I wonder if Temp is notable enough that it gives max bonuses to archaeology. Only been a few of those. No way I can get Niarja to show the info I need, dammit. Okay, so the hint is... perfectly encircling a lake. Nice. So those lines mean it's likely either the east bank or west bank. Maybe that white splotch is sand? Let's see... Some sand there and if I kind of squint it could line up. Sure it might put some deeds in water, but I've heard weirder. What the hell, let's dig around! [hours later] Ain't. It. Okay, east bank time, let's- Well doesn't that pirate-hat looking squiggle near the top right look familiar? That's on my map - but the other differences indicate that the map dumps don't use exactly the same method to determine the contour lines Some other observations: The map is attempting to show me roads, though it's not certain to make out. The darker splotches line up with nothing. I've learned something useful, and that's how I've solved my toughest clue so far. Damn this made me feel like a genius
  6. some posts get a +1 This got a whole +350 from local at the slaying!
  7. open console type exactly, replacing z with a button of your choice: bind z "firepillar" press z instead of packing ??? profit Anyone that sticks to packing come live will find themselves being cannibalized by other people who did the same and not being sure whose packing markers are whose. Also giving us maps that work (seemingly entirely, I can't find -anything- that the darker splotches are meant to represent) from contours and not giving us a topographical map dump is a solid joke, can we get that posted? We've got them for the live servers, want to see how much more reasonable those maps are when we have that reference We definitely need to be thinking, strategizing and not expecting this to just be easy - the feel of this system will undoubtedly change as we collectively get used to it - for instance, rather than digging around randomly, I did this Using 3 reference points (peat, rock, rock) and 3 directions from them (direct east, direct south, 2 tiles west for each tile south) I managed to dig at the correct spot second try.
  8. You: "I want no junk, here are the worst junk items" me: "this is a good proof of concept that the list could be longer, crazier, and even more useless" You want no junk, I want to feel like I'm on the trail of a madman who stashed away his electrum branding iron collection before the spider mafia gets him (they catch up to me as I open the chest). Bonus, there's some SP and, like, gems. Also I'm glad the distance examine was removed, I was using those to solve maps without even looking at the clues, utterly trivialized it
  9. Look, we all know the situation; You're being chased by a dragon. You're co-ordinating with your team but you've not gotten everyone into the team chat. You right click a teammate to invite them, and in the heat of the moment you're faced with all these buttons You scurry your eyes down the list and "invite to join" catches your eyes and you press it and- You just invited them to your deed. How were you to know? You could deduce it from "Team up" and "Form alliance" being the other actions you could do which leaves "invite to join" as "invite to join my deed" But it seems like it should simply be tweaked to be "invite to deed" - you know what that button is going to do then, you don't think it'll invite you to join the team or the alliance - it's invite to deed! I want to draw a crowd at least 100 strong to protest this confusing naming convention, to Bruce's Flying Circus, N13, at this time There'll be butchering bloods and scale and a strange bone to pass around and this totally isn't a bribe but y'know - get there early so the priests aren't teleporting an army!
  10. The randomness, materials, runes and bad enchants I think that the negatives of a rare non-iron tool are overblown - a copper tool takes 15% more damage, but the supreme damage reduction (19%) more than offsets that. I don't want to take away your feeling however, it leads to some nice cheap supremes. But the runes are where you'll find me completely agreeing - the runes are completely hamstrung, with the runes we use often (harvest QL) being disabled from rolling - kneecapping that real lottery roll of a once-in-a-lifetime great item. For the enchants I haven't had coc nails in a while, have I just been lucky? I really miss the negative enchants, like imagine getting a -99woa hammer. Bad fragment categorization This seems to be a bug that may need resolved. Here's the relevant code: it takes the item the fragment will form, and checks its Types in order. When it succeeds, it stops. else { builder.append("unidentified "); if (getRealTemplate() != null && getAuxData() >= 65) { if (getRealTemplate().isWeapon()) { builder.append("weapon "); } else if (getRealTemplate().isArmour()) { builder.append("armour "); } else if (getRealTemplate().isTool()) { builder.append("tool "); } else if (getRealTemplate().isStatue()) { builder.append("statue "); } else if (getRealTemplate().isHollow()) { builder.append("container "); } else if (getRealTemplate().isRiftLoot()) { builder.append("rift "); } else if (getRealTemplate().isMetal()) { builder.append("metal "); } else if (getRealTemplate().isWood()) { builder.append("wooden "); } } builder.append(this.name); return builder.toString(); } the issue comes from isWeapon being checked so soon - since there's no wooden weapons (I think) in the pool, a far better organizing would be: else { builder.append("unidentified "); if (getRealTemplate() != null && getAuxData() >= 65) { if (getRealTemplate().isRiftLoot()) { builder.append("rift "); } else if (getRealTemplate().isArmour()) { builder.append("armour "); } else if (getRealTemplate().isStatue()) { builder.append("statue "); } else if (getRealTemplate().isHollow()) { builder.append("container "); } else if (getRealTemplate().isWood()) { builder.append("wooden "); } else if (getRealTemplate().isTool()) { builder.append("tool "); } else if (getRealTemplate().isWeapon()) { builder.append("weapon "); } else if (getRealTemplate().isMetal()) { builder.append("metal "); } } builder.append(this.name); return builder.toString(); } This should solve each example you gave into the categories you mentioned. Despite me going through the code here I definitely do not have the brainpower to delve the code you mentioned in the P.S. Wood fragments The lack of planks certainly hurts but I don't think the arrow fragments are a problem - sure, they're not good, but this is a system that needs junk. It's archaeology, sometimes you're gonna dig up their trash. Storage I put my non-statue/mask fragments into renamed amphorae in a steel vyn runed amphora rack and most have not taken damage for rl years. Not ideal, but it's so good.
  11. Is it weird that I like this stuff and want to see more of it? Like hell yeah, gimme some rare sassafras. Gimme some silver ribbons. Give me a chest filled to the brim with teeth. Give me a chest filled with hostile mobs! I'm already bored with wemp and charcoal and cotton and tar and leather - the rewards don't need to necessarily be better, just weirder
  12. Items dug up inside the chests do not have proximity permissions, enabling others to steal it freely. This has been an issue with Archaeology caches, and persists here. Not major by any stretch - got my doubts it may have come up live ever, but nice to see a fix. The clues are shockingly reasonable on such a small server (8km x 8km), but I have concerns that doing this on a large server like Xanadu be somewhere between "exercise in frustration" and "complete writeoff" - perhaps remedied by better clues on bigger servers, or a second map that appears on the bigger ones that's more zoomed out, or even a "in a the southeast" type deal. Thanks to Tronn for spotting the place and making the clues seem a little less scary to me (QL92 clues look like this mess, lower QL and you can see roads and the like, map looks a bit worse in this image due to resizing in photoshop)
  13. at 100% UI scale (possibly others, this doesn't happen at 90%) the windows cannot go flush with the bottom of the screen, leaving a single pixel gap
  14. It appeared to me In a dream KALI-MAH THE HEART RIPPER No joke I had a dream that I found a Forest Giant called Kali-Mah and I get on Wurm and there it is - a Hardened Forest Giant. Come and kill this beast from my dreams, so you can get woodcutting potion and chop wood. Somehow it fit into the mine at Bruce's Flying Circus, N13
  15. my personal favourite is the monthly "they put in a monthly skin and now X" I should make a bingo card for it really "wow I can't hit trolls at all since today's skin update" "has anyone been having trouble with casting a good coc since the new skin was put in" "they put in a monthly skin and now my 70% creation chance has failed 5 times in a row"
  16. Chiming in with a few wild things here When I read this I initially scoffed, "what are you on about, I've seen two this week" Looked it up and, yeah, last 2 weeks, 4 private humanoids But they're all SFI. NFI's had 40+ at just about every humanoid slaying since the beginning of the year. Congrats on having your stuff together there. Humanoids are basically no skin off the teeth of a private team: even a shout in Freedom and waiting 30 or so minute is nice enough. And if you made a cave and organized a time for your team, well, I'd be interested to hear the reasoning for not inviting people for bloods; I struggle to think of one. Just want to say I've taken dragons from the northeast of Release over to my slaying deed, this just isn't a thing. I linked it earlier in the thread but here it is again. IDK what you're all about with casting bless and dark caves or whatever, that seems like overengineering when we haven't even overcome the weaknesses of my suggestion. The main goal of the suggestion is a system by which uniques are still a difficult goal, but the attainment of them doesn't put you at odds with other players who were doing the same. The main weakness, as I see it, is that we lose the sheer beauty of finding a unique in the wild - that wild panic when something has come to end you, and no buildings or fences will stop its wrath. Going up a 20 slope road, teammates behind you who haven't spotted it yet, trying to save them with a I strongly recommend against banning people from public slays. As someone who runs them, I'm often tempted by the idea, especially when people are being absolutely disgusting and I would regret seeing their names. However, in my view, this merely creates a list of people with incentive to mess with you. That and if I ban one, I know it's a slippery slope for me. This advice can be soundly ignored by private slayers, where the etiquette outlines that you're well within your rights to seek GM intervention if someone won't leave the area. Are you referring to the players banned in the past for such actions?
  17. An item's difficulty is the creation difficulty - these are not distinct things
  18. Posting in a dragon thread Ideas here, like cluster merging, will only serve to dilute the problem, or simply spread it. And it looks like there's been two recent successive posts that read like they're asking us to be grateful that the private slayers would see fit to invite us lowly peasants. For a large part we have the ability, as a community, to minimize the damage of these public slayers and global snatchers. They're controlling the global casts? I've created a public use organizing sheet which has seen zero signups at any point from people in NFI. Such a tool can allow people who need the goal to co-ordinate with others who need it - from there, a handful of people watching for the cast to be ready, and others willing to get the ball rolling and contacting people, is all it takes to wrestle the control back from people snatching it, and get your goals done. I've spoken before on how the idea of superordinate goals could be used by the devs to lower toxicity around uniques but that feels like talking to a brick wall, so now I'm going to talk more about how you can disrupt the private slayers in our current environment. Uniques roll a 4% (1/300 for every unique not currently alive) chance to spawn every 6 hours of uptime, or every server restart. Hard to know when one spawned, but when they died isn't a bad metric. Server says [21:28:57] The server has been up 6 hours. and the last slaying was over 2 weeks ago? Then buckle down because it's search time! Search rift sites you know of. This will catch an alarming number of uniques. Per the Unique Hunting Etiquette already posted, there's good protections should you find one. Familiarize yourself with those rules. You should not be searching alone - make friends, this is a social game, divvy up the server and the times you're searching, and have a plan for when you find one. Yelling "it's here" in freedom is fine - I've been known to do that too when the penning gets too tough, it's a functional enough public slay. Beating the greed of these people takes organizing. Unionize with your fellow Wurmians, and strike back.
  19. Let's take a look at some numbers! Using the simulation tool we can easily simulate 5 million CoC casts at 80 channeling (note: I have not toggled Benediction for this, as it causes some errors - the numbers I will use are adjusted for Bene, but this graph is not) We get the following information: Your mean cast is 38 (selection: -5 to highest. Casts below -5 (0 with bene) won't be ones you ever have on an item, so 38 is the useful mean). This gives a good number of your casts about a +3 Now let's go with a standard situation: you have an item with an 80coc cast, you're aiming higher, and you're wondering if you want to dispel. That 80 gives you a +1 to your casts (1-(80/105)) Assuming no further cast improvements, expected favor to land 90+ is ~1831, 95+ is ~3474 But if you dispel and regularly get that +3 your mean cast suggests you could get, expected favor for 90+ is ~1474, and 95+ is ~2638 This would be about a 20-25% saving in favor However the requirement of dispelling (which can easily rack up the costs due to repeated dispel failures) and the first casts (+0 and may land well above mean, themselves needing more dispels) means the saved favor is likely far lower (to the extent that I'd question if you actually save any). Finding more accurate numbers would require better tools than what is available. If anyone's a programmer, reach out, maybe we can make such a tool. tl;dr it reads like it might be good for lower skill priests, but chances are good it isn't
  20. Continuing my trend of suggestion threads that explain esoteric mechanics, today we have: improving enchantments! Some of you might be wondering, in a game that's all about rolling 1-100, how enchantments over 100 work. The answer is Benediction, it's a +5 to the casts so you can get 105. Okay, see ya! Oh, how do we manage casts above 105? Well, that's handled by this code here public void improvePower(Creature performer, float newpower) { float mod = 5.0F * (1.0F - this.power / (performer.hasFlag(82) ? 105.0F : 100.0F)); setPower(mod + newpower); Flag 82 is Benediction, newpower is the cast you just made, power is the cast already on the item (at least I assume so, I don't see it establishing this.power anywhere, and if it wanted to use the cast you just made it'd use newpower). So, how do we translate this? I translate it thusly: for every 21 power below 105, you get an extra +1 to your casts But there's a catch: it only runs this code if it's trying to improve the power of a cast - if it's first time or you just dispelled, it's a +0 This causes me to use a system by which when a spell I'm trying to get high reaches a certain power, it's dispel time. And the cast after that dispel is a dud. So here's how a graph of this looks This is troublesome for a number of reasons. 1) It's counterintuitive. Usually improving takes something good and makes it better, turning your 89QL item into 90QL, but for this the best casts come only from the worst ones. 2) It causes a complete mess with Dispel. Want to improve a CoC cast? Hope you're ready to remove the WoA in the way. Or in the case of mailboxes, hope you're just ready to make a new one, you can't dispel those. 3) Dispel sucks. My suggestion is thus, update the formula to this: public void improvePower(Creature performer, float newpower) { float mod = 5.0F * (this.power / (performer.hasFlag(82) ? 105.0F : 100.0F)); setPower(mod + newpower); This has a number of advantages 1) It's intuitive. Better casts beget better casts. 110 casts are now possible! (For instance, 108 cast item gives +5.14, +5 from Benediction, 99.87 cast required so it's still very far from reasonable) 2) You can reasonably improve casts that are dispel blocked. This gives a lot more functionality to things like anti-shatter juice, which in current iteration can cripple casting potential for things like CoC. 3) No more dispelling when trying to improve casts.
  21. Don't Panic

    Dragons are known as fire-breathing monstrosities that make a great meal for out of tourists. Similar to the chickens of planet Earth, they are flightless birds prized for their meat, skin, and most of all their wishbones - which people use to make rare things happen. Where they differ from chickens is firstly that they grow from spores. Scientists are yet to identify these spores, but they are also yet to identify eggs or parents of the creatures either. Secondly, they are treasured for their blood, which brings us to the third point; a strange ritual that the people of Wurm engage in. Where, on Earth, the slaughter of a chicken is considered unsightly and might well put you off your dinner, the people of Wurm will travel far and wide to see one of these dragons die. Crowds of hundreds will flock every 3 weeks or so, some wanting to hit the beast themselves, but all wanting to watch it die and hope to maybe get their faces sprayed with the beast's blood, which they inevitably do due to the fierceness of their warriors. They then collect what blood they can, and mix it into little tinctures which they smear onto ropemaking tools and swear it causes them to make better ropes. Drinking these tinctures is not recommended, as one hitchhiker did so and discovered that passing the liquid was "among the least pleasant experiences ever, quite the bother." Due to the reliability of these slayings, we can accurately predict the next one will be in At a location called "Bruce's Flying Circus, N13" which in spite of its name is very much on the ground. Residents of the UK are also to be reminded of tomorrow's local elections.
  22. The arrival of the forces of Jackal was impressive - the ground shook so hard the trees fell and the earth shifted, their strange arrival heralded with crystals and tundra. The earth shifting is what remains the longest. You get small pits like this and mountainous molehills like this Seemingly pits/hills of 5-20 dirt, a few shifts every rift. But It's been adding up, hasn't it? October 2016 to be exact, and if rifts have been happening every 9 days, most SFI servers have seen over 200 rifts! And in some places the damage is truly apparent: look at this slice of map from 2016 Pristine Looks like they had a couple rifts there - you can see the dirt spots it leaves behind. Here's that same area now Bonus if you can use this to figure out of some of the rift spawning rules. Each one of those dirts represents a change in terrain height also. One of those pits or one of those rises, sometimes multiple hit the same spot. Some tiles out there threaten to be so steep you can't ride on them any more. The area commands imagery of teeth as you ride across it. One of Wurm's greatest features is the beautiful terrain it conjures, but this is a "feature" which makes the servers slowly grow uglier. Perhaps it was thought originally that this would be something the players would clean, but it's become increasingly obvious this is not so. Please consider a removal or rework of this.
  23. She loved me for the dangers I had passed, And I loved her that she did pity them. This only is the witchcraft I have used.... Well, and a Shaker Orb Methink’st thou art a general offence and every man should beat thee! A most notable coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality. The rankest compound of villainous smell that ever offended nostril! (Yes that's my team running back to their horses after the dragon threw them both) Bruce's Flying Circus, N13
  24. I feel like no-one's asking the important question here does the chess have En Passant as a rule?
  25. Imperial Dragonsmith is correctly tagged and should perform normally