Skatyna

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Posts posted by Skatyna


  1. it was unintentionally nerfed, but now is fixed for a while already. I was the one who reported it initially, but it was fixed - swing times are back to 3s on pve, only player vs player swing time is increased to 4s, not killing mobs


  2. 6 hours ago, Toeol said:

    The portal mechanic will indeed be starter town only, as mentioned in the state of wurm thread :)

     

    Starter to starter mechanic is horrible as it can get.. You should be able to port to the destination starter town only for sure, but it should be possible to build a portal on your current deed that takes you there. much the same as epic portal works. permanent portals from starter towns only just cramps up starter areas as nobody ends up wanting to live at the server edges and other far away places due to this.. Again, look at epic, when you made home server to elevation portal stone at the starters only.. People used to live anywhere and now everyone only wants within 150 tiles of the starter deed for convenience..


  3. 2 hours ago, Beastwolf said:

    Special Sale going on right now!!!

     

    Buy 1 Get 1 Full Price.

     

    Huh? if I got this right - buy 1 then you can buy another one same full price? 🤣 Sounds too good to be true of a deal lmao


  4. Without pads/different pads:

     

    without-pads.jpg

     

    With a set of 2 dragon pads equipped:

     

    With-pads.jpg

     

    Straight line with "X" pressed for walk, on flat grass tiles here. Same other armor types on other roads.. No bonus. I'm not tripping.

     

    The only difference it might be its on PVP server, but then again - not  mention pads don't work on PVP servers, and if they don't - would be nice to actually know this.

     

     

     

     


  5. So I was playing with different shoulder pads and their bonuses, but something doesn't add up and CA help was not much help at all too.

     

    Firstly, different shoulder pads do not have or do not trigger their respective spell effect in the list.  (if they do not have one, then suggestion - make them have it so we can actually know the effect and its respective strength(s) is active or inactive).

     

    The easiest (and kind of the only one type) to test are dragon shoulder pads. The description within Lormere Ltd (aka in-game source (rift points shop), not player source wiki) is as follows: A shoulder pad of this design reduces movement speed penalty of medium or heavy armor.

     

    As mentioned, speed is easy to check as we have in game measurement. So, wearing scale set (apparently heavy armor, as per spell effect) the speed does not change walking completely flat, straight line whether 2 dragon shoulder pads are equipped or unequipped. Speed didn't change even 0.01 km/h. I was told in CA help that scale might be excluded or bonus is not felt as it is low speed penalty already as is. Okay. Equipped full chain set with quite severe speed penalty applied and tested again - same result, the walking speed doesn't change them pads are equipped or not. Equipped plate set, as heavy of a set in Wurm as you can get. Again, same result - dragon shoulder pads do not alter movement speed. Sounds bugged so posting a bug report as suggested in CA.

     

    However, do other types of shoulder pads are actually providing mentioned benefits if this one doesn't? You cant reliably test the glance rates, item damage taken, reduced incoming damage, increased dealt damage etc bonuses other types of shoulder pads allegedly should award, as once again - we do not have respective spell effects in the list to double check this and testing would be simply inaccurate to confirm due to lots of other variables involved.

     

    Please check and advise

     

     


  6. Absolutely pointless. 1st - as a newbie you will not use up 4 actions where you might need them. In fact, you only use 1 or 2 actions and wait for stam regen else its gone and timers are insanely long. 2nd - if you really want 4 actions then 30ML isn't even hard to reach. Do cooking. Even newbies can grind cooking by panfilling. You dont need neither high QL tools, nor mats for that. Every time I needed new alt, 1st thing I did after logging it in was cooked 200-300 meals in 15 minutes so it would be able to use cart/sailboat instantly. Too easy.


  7. might be related, might not, but I had experienced the opposite couple weeks ago. After server crossing my sailboat activated a "turbo" and started sailing 50kmh+ into gale and about 70kmh+ with a gale.. I didn't complain as actually enjoyed this experience


  8. Posting this as a bug rather than a suggestion as to me its bugged either way, because  (1) you cant imp it and its showing as improvable item, or (2) it is bugged as unimprovable items should not have the icon on the right showing the tool/lump to use to improve it.

     

    Make-impable.jpg

     

     

    So please fix it, preferably making it improvable

     

     


  9. Star Emerald - This is a rare gem which is twice as much worth to a trader and stores twice as much favour as it's more common counterpart.

    Common counterpart - The amount of favour stored in a gem is double the amount used to fill the gem.

     

    This would mean the star gem should store quadruple amount of favour used to fill it.

     

    What happened was 40QL star emerald was filled up completely by a 100 faith/favour priest who even had a link (just in case). Not all of 100 favour was used up meaning the gem filled out full.

     

    Said STAR gem (Star emerald) was then used to recover exactly 50 favour from it (journal goal). Once 50 favour recovered, the QL of the star gem decreased by 26, to 14QL. 

     

    This is obviously a BUG as said star gem only got left 14Ql, meaning 28 favour at this rate. This is no different than just a regular emerald, opal etc.

     

    Expectation was that the QL reduced by 13 (opposed to 26) as said star gem should hold 4 favour per QL as listed in Wiki

     

     

     

     


  10. Following from what i thought was a bug on this post 

     

     

    I now suggest to restore actual usefulness of the pendulums while locating traitors for mission. The current max range of 40 tiles of a high end seryll pendulum is a joke on 8x8km servers given ridiculous formula used to calculate the range. God have mercy on you if you are trying to locate a traitor on a regular iron pendulum with some 80 power cast.. You would not detect it even it was other side of your deed!!

     

    Suggestion is to restore the functionality to the cast power equals the tile range plus metal bonuses as wiki states and as it would make some sense logically.  Bigger servers are already accounted with less "map squares" to look at, so this is enough to equal it out. 

     

    Thank you

     

     


  11. 9 hours ago, wurmontheline said:

    thats meters tiles are 4 meters each. 125.44*1.25/4=39.2 tiles

     

    how is this meters if server size is 2048 TILES, aka 8000 meters, hence 8km x 8km, even written on the bottom of each maps. 

     

    Anyways, id like DEVs to confirm whether it is as intended or a bug, so i will make suggestion post if required. The way it is now is absolute joke to locate traitors, given its 5 map squares around a given square.. This way bigger servers are getting way better odds finding them due to both - decreased number of map squares and 16 times bigger pendulum range (in case of xanadu) to locate it


  12. 13 minutes ago, wurmontheline said:

    The calculation is power / 100 * mapSize(in tiles) / 16

    31.9 * 1.25 = 39 tiles

     

    wiki's just wrong like usual

     

     

    ok so in this case: 98 / 100 * 2048 / 16

     

    this equals to 125.44 without 25% seryll bonus..   Cant see where you get them 39 tiles from. Also doesn't explain why the same pendulum does locate battle camps way above 100 tiles range.


  13. Action was on Desertion server.

     

    from Wiki - Range is (power of cast). For example, the range on a cast of power 50 is 50 tiles. (no mention its any different on PVP servers, also range seems about OK locating battle camps)

     

    However, mission mobs (traitors) are a different story:

     

    We had managed to capture one and bring for testing.. Pendulum used is as follow - 76QL, seryll (allegedly +25% range) with [21:38:13] Lurker in the Dark has been cast on it, so it will locate enemies. [98]

    According to simple maths the range of this pendulum is 98 tiles +25% of 98. this equals (rounded down) to 122 tiles range.

     

    Actual testing.. The pendulum only works 39 tiles away from the traitor mob. 40 tiles away and it doesnt seem to move. Tested numerous times, always same. Another seryll pendulum with 90 cast power was used and results are pretty much similar - the range to detect the traitor was only 35 tiles..

     

    This does not fall in line to any maths calculations or is even logically explainable to have a visual on the traitor before it can be located.. No wonder they are near impossible to find ever..

     

    PLEASE FIX this as the highest priority!


  14. So today i have randomly stumbled across a Wraith in the woods. Were these some new creatures added recently unannounced or is this some sort of another bug? (wouldn't be surprised)

     

    Capture.jpg


  15. A lot of items lately taking strange damage that they didnt take before.. Stuff on merchants, like rare materials (planks/tar/shafts/lumps) take damage, stuff in magical chests take damage, them jugs, as mentioned here, take damage. Checked mine and couple of them have dmg too. They were in the same place for 3+ years before and none were damaged ever.. 


  16. 1 hour ago, user said:

    You should get your merchant contracts back automatically after they leave due to poor business, unfortunately with traders when they are placed they become part of the deed they are placed on then when the deed disbands they no longer exist, so no getting those back.

     

    Only partially true. Players knew this and once placed on deed they would kick the trader out so he's not a citizen, that way if the deed disbanded the trader used to stay. However when they did the trader rework, all of the off-deed traders were removed and lost. Either way, its gone. Merchant contract should have stayed in the inventory and probably is, however it can only be retrievable visiting the server it was placed on. Only contracts transfer servers, not deployed merchant so if it packed up the contract get locked up on server it was initially. I had all this myself after many years of absence