Talor

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Talor last won the day on December 30 2016

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About Talor

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  1. I have statuette activated, using right click menu to cast Cure Light on a horse works fine "[20:07:36] You manage to heal the wound.". I keybind the spell using "bind Alt+Q CURE_LIGHT" in console. Then I have the statuette activated and alt+q on horse and the spell does not cast (and no event message).
  2. Tower chaining system

    Last time I checked, the distance between towers is calculated given the bigger of the two between the 'x' distance and the 'y' distance. If this is still the case, it means we need to build in square grids to get optimum spacing. If we use pythag to calculate the distance instead, it would allow different layouts of towers, while still keeping optimum spacing. Hexagon grids for example. And it would be easier to work around map features such as mountains or coastlines.
  3. Fur Cloaks, Coats, capes

    Also would be good to have fur trousers(pants), boots, sleeves and gloves so we could make a full fur set.
  4. I just checked the code for the Heal spell and there is nothing about curing disease, regardless of source. So I suppose that is out-of-date or inaccurate information on the wiki. No idea, sorry.
  5. You can already see the cast power of any spell effects that you have on you by looking in the 'spell effects' window. You can also see what spell effects you have by looking at the 'status effect' icons, but not the cast power. So this suggestion is simply to include the cast power in the hover text for spell status effect icons. For example at the moment it reads "Bearpaws", instead it could say "Bearpaws (86)". A small change but it would be quite useful.
  6. This is intended, it uses the same disease mechanic that you get when too many animals are on the same tile. You could have a priest cast Heal on you to remove the effect or follow the advice here: https://www.wurmpedia.com/index.php/Disease
  7. Armour changes

    Some great work has been done on balancing armour on Chaos recently and it inspired me to think a bit more about armour. Leaving aside moonmetals, steel is the clear choice for metal armour. I suggest small bonuses to bronze and brass, so that all three of these metals can become viable choices. Steel still has higher damage reduction, so players would need to choose between a tankier option, a more mobile option and a better glance rate. Bronze Change movement bonus from 0% to 1% Brass Change glance bonus from 0% to 1% Considering moonmetals, glimmersteel/seryll are the exactly the same and the best choices for moonmetal armour. I suggest creating a small difference between these two metals and also giving adamantine its own role to make that viable. Adamantine Change damage reduction from 5% to 6% Seryll Change movement bonus from 10% to 8% and change damage reduction from 5% to 5.5% Choice of colour of drake/scale is currently a cosmetic choice. I suggest giving small resistances to specific damage types for each colour. This would make the choice of colour a little more meaningful, without being too OP. Black drake/scale 2% resistance to infection damage Blue drake/scale 2% resistance to internal damage Green drake/scale 2% resistance to poison damage Red drake/scale 2% resistance to burn damage White drake/scale 2% resistance to frost damage
  8. Valrei International. 065

    Very good idea. However, it might be difficult for Fo priests to grind soul strength on the freedom cluster. On the epic cluster, digging gives soul strength already, so perhaps make this true for the freedom cluster also?
  9. Rite Spell Improvements

    I cast Holy Crop on Elevation a few years ago and I don't think anyone has cast it on epic since. It was easy to organise a group to cast it, and the idea of having several priests come to together to cast a ritual seems pretty cool. The mechanic of praying to replenish the deity favour is also good, IMO. The problem was the effect is not very useful. It's easy to farm large quantities of crops. By contrast, sleep bonus is a scarce and valuable resource. So it is no surprise that Rite of Spring is cast so frequently. If it was up to me, I'd have it spawn thorn bushes all over the place, but I imagine there might be some objections. Maybe a server-wide Wild Growth/Genesis cast or something like that. Fo is the god of forests/animals/etc. so makes sense his rite would do something like that. Rite of Death is fine in my opinion. However, I think it is strange that Land of the Dead doesn't use deity favour.
  10. Conquest server code dump

    Yes, feel free, sounds like a good idea. In fact anyone should feel free to use this code for whatever purpose they want.
  11. Conquest server code dump

    I am dumping the Conquest 2 code public in case it is useful to someone. I don't intend to offer any support for this code, nor do I intend to update it to work with the latest versions of WU. Credit to Sindusk for the supply cache code and Darklords for some of the dungeon code and the HOTA code. All bugs are my fault. While a lot of it is reasonably well-structured, there are some really hacky parts, so check the code before using any of this on a live server. All the code is available here: https://github.com/modsandstuff/conquest2 This mod includes: Mob spawners and loot carpets/chests used for building self-maintaining dungeons. A number of new mobs and items A reworked hota that uses the whole map Trade tents that spawn trade crates that give money when delivered to the opposite trade tent Athanor Mechanism for transforming star gems into enchant scrolls (moves randomly around the map) Item-spawning structures (e.g. Plate Smithy, Iron Mine) intended for use as strategic points A rework of the fog spider spawning code that doesn't cause server lag, and replacing fog spiders with fog goblins Carts with barded horses move slower Removes domination of uniques Blocks the founding of deeds near no-build zones Disabled karma teleport Gives a huge egg when a player would otherwise win a key to the heavens Allows 3 champions of any religion for each kingdom Fixes a problem with generating new missions with the "/newmission Fo" command Probably other stuff I've forgotten
  12. Conquest PVP - 3x/3x - heavily modded

    This server saw quite a lot of pvp, but all the active players have now left so I'll shut the server down. Post-game discussion can continue in the Discord and there'll probably be a Conquest 3 at some point in the future. (please close the thread)
  13. Conquest PVP - 3x/3x - heavily modded

    Patch notes Bardings and oakshell now reduce the speed of animals pulling carts Genesis now properly kills zombie dungeon mobs
  14. Conquest PVP - 3x/3x - heavily modded

    Completely reworked hota Four hota pillars spawn at four random resource points (e.g. plate smithy, brick factory, etc.). As such, hota utilises the whole map, not just a central zone. To win, your village/alliance must capture three of the four pillars. If you win, you receive a hota statue filled with items. The higher kingdom influence percentage you have, the greater the rewards. If you try to use alts to cap hota pillars, you will be banned. <2% influence: 3 x rift wood (0.2kg) 3 x rift crystal (0.2kg) 3 x rift stone shard (0.2kg) 2-5% influence: 4 x rift wood (0.2kg) 4 x rift crystal (0.2kg) 4 x rift stone shard (0.2kg) 1 x drake hide (0.1kg) 5-10% influence: 5 x rift wood (0.2kg) 5 x rift crystal (0.2kg) 5 x rift stone shard (0.2kg) 1 x drake hide (0.1kg) 1 x scale piece (0.1kg) 10%+ influence: 6 x rift wood (0.2kg) 6 x rift crystal (0.2kg) 6 x rift stone shard (0.2kg) 2 x drake hide (0.1kg) 1 x scale piece (0.1kg)
  15. Conquest PVP - 3x/3x - heavily modded

    Patch notes Buffed characteristic scrolls from dungeon loot so new players can use them to catch up Balance changes to aggression, combat damage and combat moves of dungeon mobs. Nerfed traders further to help balance economy Replaced fog goblin spawning code to reduce server lag