Darmalus

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Posts posted by Darmalus


  1. On 12/18/2018 at 7:35 AM, Yldrania said:

    I used to spend hours just standing at the shore idle fishing and chatting with my Wurmian friends, but this has now been taken away from me completely. I am not happy with the new changes - Wurm is a game where nothing is ever easy, and now the ONE thing that was simple has been revamped into one of the most complicated game parts. I don't see how that benefits anyone. I'm sorry but I just can't get on board.

    Exactly. I play Wurm less now since there's nothing I can while semi-idle. Games need a range of engagement levels, especially ones like Wurm.


  2. New menu item. Right click on a boat, Crows Nest -> Use

     

    Moves the camera to the top of the sail, like your character climbed up to take a look around. You can look around freely, it doesn't move your actual character. Lasts for a minute before automatically ending.


  3. 28 minutes ago, Flubb said:

    What if you found new information, though? This has commonly occured for me as I leveled Archaeology up and was able to gleam more information from deeds that I previously could not. If forgot the right journal or missed it, I couldn't even just start a new report and get the new information in there to discard the other report later?

     

    They really need to stop the decay on journals on deed though, if they haven't already. Have a lot lying around, but it's not like they're quickly rotting away.

    I was under the impression that new information just kept getting added to same same entry as long as it was the same deed and you had the journal in your inventory? I haven't been watching too closely but I could have sworn that was what happened. Entries that only had the name of the deed now have lots more info as I rework the same area (I gather fruit, sprouts, botanize, forage and investigate each tile in my orchard when its the right season).


  4. Idea:

    Archeology Library Shelf. Bookshelf that acts as a container exclusively for archeology journals. Stored journals never take decay ticks while effective QL of the Library Shelf is 10 or more

     

    Archeology Journals: Changed behavior, they now check all journals in all library shelves in the archeologist's village on that server. If the Journal Entry already exists, a new one is not made in any journal currently carried. If the entry is not found in any Library Shelf then a new entry is made normally.


  5. The best way to allow priests to do anything but also not have every single character be a priest is have other classes. Add knights, wizard, warlocks, peasants, footmen, etc. All with their own powers that make them comparable to priests, and thus valid options.


  6. 1 hour ago, MrGARY said:

     

    A carpenter can create bad tools and imp them and get the skill to make good tools.  A priest can create a bad statuette, but they cannot get the skill or ability to make good statuettes.  Priests cannot improve their own altar for faith bonus to cast better, but they can easily make up for it by keeping their alignment maxed out, and keeping enchanting bonus high in any way they deem fit for them such as cordage ropes, or even just getting over 90 faith helps as well which they can do on their own.

     

    It's not a pre-existing situation, so it's adding a negative "qol" to priests.  I do not think "this is good for my wallet" is a good reason to excuse it either.  It's just another extra necessity, and to a lesser extent another requirement in the grand list of many for being pvp "ready"

    Non-priests can't exactly cast spells or enchantments, so it's actually fairly balanced that way.


  7. Just a random thought, but currently all (that I know of) healing is immediate effects. Maybe some magic effects should be shifted to a Heal over Time design? The current resistance design seems to be trying to do that in a somewhat awkward way.


  8. Combat is, for the most part, very dull, unrewarding and massively over abundant (in PvE). LT cuts down on the down time caused by most of the wildlife being homicidal maniacs. I'd want any LT change to come with changes to the general PvE combat environment. Targeted PvP changes are another matter, but as I don't PvP I have no idea what they would be.


  9. Quick questions:

    1. Will there be a way to tell what god a character is following? Right now when (not if) I forget I have to go down a row of altars and try to pray at each one.
    2. With demigods and gods being more tightly bound, will we still have demigod altars or will they convert/merge? Just having 4 altars would certainly make for less cluttered churches and allow the devs to invest in more artistic differentiation if they don't need to add new ones.

  10. A few ideas to make obsidian useful and distinct but not dominant.

    1. Bricks and shards for construction
    2. Gem Creation: use a hammer (Jewelry Smithing skill) on a shard to get an obsidian gem, or likely nothing (fail). Consume the entire shard on each attempt.
    3. Knapp obsidian shards to create obsidian blades. Use blades to create weapons with very high creation QL but can't be repaired. Otherwise equal to iron weapons.
      1. EX: 20 obsidian blades + shaft + handle = obsidian long sword.
      2. EX: Obsidiant blade + arrow shaft = Obsidian Arrow. QL = Fletching skill + 10% but breaks after a single use, leaves just a shaft on the ground.
    4. Maybe obsidian weapons are very likely to shatter on a failed enchantment.

     


  11. 33 minutes ago, Kabill said:

    wurm online pvp is absolute dogshit in so many aspects, but it is unironically one of the most thrilling and fun pvp games around. you see a lot of pvp players complaining about every update, because pvp content is(was?) largely ignored, and all changes to the game completely disregard pvp balance, or how different aspects of a pvp server will be affected.

     

    as for WU, i've never really bothered it, but from what i have heard from friends... the main issue is that the servers are rife with hackers and macros. the lack of longevity/uncertainty of servers is also a concern

     

    i'd like to know why pve players care so much about what pvp players think?? ? i can understand maybe epic-home players or in the wild/JKH/MRH days when raiding was a thing. but ya'll are on freedom, why do you care what we do on chaos? making balance changes separate from chaos and freedom is ezpz as far as code goes

    Because PVPers are generally the first and loudest ones to try to kill a PvE change for PvP reasons. Never mix PvP and PvE in the same game, one or both will always suffer for it.


  12. Spoiler

    Unexpected crash while playing The error was: <null>

    It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you.

    Contents of console.log:

    Preparing to enable console logging.
    Now logging to F:\Wurm Online\console.Darmalus.log
    Time is Sun Aug 26 11:30:53 PDT 2018
    Running client version 4.0.57
             client build# 4c6574a74fb582469a750d72c238ad01fbbd1328
         client build time 2018-08-25 19:17

    === System information ===
    Executing from C:\WINDOWS\System32\
    Operating system: Windows 10 (arch: amd64, version: 10.0)
    Java version: 1.8.0_161 (Oracle Corporation) <http://java.oracle.com/>
    Jvm version: 25.161-b12 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
    Available CPUs: 4


    === Wurm options ===
    animation_playback_self = 0
    auto_mipmaps_enabled = 1
    auto_run_source = 0
    cavedetail = 2
    censor_chat = false
    collada_animations = 3
    colorItemsDamage = true
    color_black = 0.0,0.0,0.0,1.0
    color_cyan = 0.0,1.0,1.0,1.0
    color_error = 1.0,0.3,0.3,1.0
    color_fuchsia = 1.0,0.0,1.0,1.0
    color_green = 0.08,1.0,0.08,1.0
    color_grey = 0.5,0.5,0.5,1.0
    color_lime = 0.0,1.0,0.0,1.0
    color_maroon = 0.5,0.0,0.0,1.0
    color_navy_blue = 0.23,0.39,1.0,1.0
    color_orange = 1.0,0.5,0.0,1.0
    color_outline_ally = 0.5,1.0,0.5,1.0
    color_outline_friend = 0.5,0.75,1.0,1.0
    color_outline_hostile = 1.0,0.0,0.0,1.0
    color_outline_neutral = 0.5,0.5,1.0,1.0
    color_purple = 0.5,0.0,0.5,1.0
    color_red = 1.0,0.0,0.0,1.0
    color_royal_blue = 0.23,0.39,1.0,1.0
    color_silver = 0.75,0.75,0.75,1.0
    color_system = 0.5,1.0,0.5,1.0
    color_teal = 0.0,0.5,0.5,1.0
    color_white = 1.0,1.0,1.0,1.0
    color_yellow = 1.0,1.0,0.0,1.0
    compressed_textures = false
    compressed_textures_S3TC = true
    contribution_culling = 200
    custim_timer_source = 1
    customTimer1 = -1|-1
    customTimer2 = -1|-1
    customTimer3 = -1|-1
    customTimer4 = -1|-1
    customTimer5 = -1|-1
    debug_mode = false
    depth_clamp_enabled = 2
    disable_select_all_shortcut = false
    display_settings = false:false:0:1600:1000:32:-1:false:false
    enable_contribution_culling = true
    enable_debugs = false
    enable_lod = true
    enable_shift_drag = true
    enable_vsync = false
    event_log_rotation = 2
    exec_source = 0
    fast_yield = false
    fbo_enabled = 1
    fog_coord_src = 0
    font_antialias = 2
    font_bold = 11
    font_default = 11
    font_header = 24
    font_italian = 11
    font_monospaced = 11
    font_static = 11
    fov_horizontal = 80
    fps_limit = 60
    fps_limit_background = 15
    fps_limit_enabled = true
    free_look_mode_disable_on_close_component = false
    free_look_mode_disable_on_combat = false
    free_look_mode_disable_on_open_component = false
    free_look_mode_sensitivity = 10
    game_client_thread_priority = 2
    glsl_debug_loading = false
    glsl_enabled = 2
    gpu_skinning = true
    gui_opacity = 3
    gui_skin = 1
    has_read_eula = true
    hide_inactive_friends = false
    hide_menu_examine = false
    hide_menu_no_target = false
    hide_menu_spam_mode = true
    hide_menu_stop = false
    hide_onscreen_fail_messages = false
    hide_onscreen_hostile_messages = false
    hide_onscreen_info_messages = false
    hide_personal_goal = false
    high_res_binoculars = true
    hint_texture_scaling = 1
    impColumn = true
    inverse_mouse = false
    irc_log_rotation = 2
    irc_notif = 0
    item_creature_render_distance = 4
    key_bindings_source = 0
    keyboard_layout = 0
    limit_dynamic_lights = true
    loadInventoryStartup = true
    local_list_in_event = false
    lod = 1
    log_extra_errors = false
    log_gl_errors = false
    mark_text_read = true
    material_as_suffix = true
    max_dynamic_lights = 7
    max_shader_lights = 8
    max_texture_size = 2
    mega_texture_size = 6
    model_loader_thread_priority = 2
    model_loading_threads = 1
    mount_rotation = false
    multidraw_enabled = 1
    no_brightness = false
    no_terrain_render = false
    no_world_render = false
    non_power_of_two = 1
    normal_maps = true
    occlusion_queries_enabled = 2
    offscreen_texture_size = 2
    other_log_rotation = 2
    outline_picking = true
    player_texture_size = 2
    reflection_texture_size = 2
    reflections = 2
    remember_password = true
    render_bloom = false
    render_distant_terrain = true
    render_fxaa = false
    render_sun_glare = false
    render_vignette = false
    renderer_type = 1
    resident_models = false
    save_skills_on_quit = true
    screen_brightness = 0.0
    screenshot_file_format = 0
    season_override = 0
    send_extra_tile_data = false
    setting_timestamps = true
    settings_version = 9
    shadow_level = 0
    shadow_mapsize = 1
    shift_drag_default = 1
    showKChat = true
    show_body_in_inventory = false
    show_old_quickbar = false
    silent_friends_update = false
    skillgain_minimum = 5
    skillgain_no_alignment = true
    skillgain_no_favor = false
    skydetail = 2
    sound_al_gain = 15
    sound_buzzlevel = 5
    sound_cache_enabled = true
    sound_doppler_enabled = false
    sound_engine = 1
    sound_footstepslevel = 1
    sound_music_level = 1
    sound_play_PMAlert = true
    sound_play_ambients = true
    sound_play_buzz = true
    sound_play_combat = true
    sound_play_door = true
    sound_play_emotes = true
    sound_play_footsteps = true
    sound_play_music = false
    sound_play_weather = true
    sound_play_work = true
    structure_render_distance = 4
    submit_client_data = 1
    terrain_res = 2
    test_attach_equipment = false
    test_mode = 0
    thirdPerson = false
    tile_transitions = true
    tiledecorations = 2
    togglePushToTalk = true
    treelist_outline = true
    trees = 4
    update_optional = true
    use_alpha_particles = true
    use_anisotropic_filtering = 2
    use_antialiasing = 1
    use_fast_clock_work_around = true
    use_nano_timer = false
    use_non_alpha_particles = true
    use_phobia_models = false
    use_tree_models = true
    use_weather_particles = true
    vbo_enabled = 0
    viewport_bob = true
    water_detail = 2

    Setting up Collada Model Loader
    Setting up WurmModel Model Loader
    Executing F:\Wurm Online\configs\Just One\keybindings.txt
    Translating legacy key PAGE_DOWN to NEXT
    Translating legacy key PAGE_UP to PRIOR
    Translating legacy key ENTER to RETURN
    Experimental direct buffer cleaner init successful
    Word filter loaded: 23
    Starting global job manager with 4 worker threads
    Using LWJGL display 1600:1000:0:0 (false)

    Setting up Sonar Sound Engine

    === OpenGL information ===
    LWJGL version: 2.9.1
    Adapter info: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5601d21ccd639df9\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5601d21ccd639df9\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5601d21ccd639df9\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5601d21ccd639df9\nvldumdx.dll (null)
    OpenGL vendor: NVIDIA Corporation
    OpenGL renderer: GeForce GTX 1070/PCIe/SSE2
    OpenGL version: 4.6.0 NVIDIA 390.65
    OpenGL extensions:
        GL_AMD_multi_draw_indirect
        GL_AMD_seamless_cubemap_per_texture
        GL_AMD_vertex_shader_viewport_index
        GL_AMD_vertex_shader_layer
        GL_ARB_arrays_of_arrays
        GL_ARB_base_instance
        GL_ARB_bindless_texture
        GL_ARB_blend_func_extended
        GL_ARB_buffer_storage
        GL_ARB_clear_buffer_object
        GL_ARB_clear_texture
        GL_ARB_clip_control
        GL_ARB_color_buffer_float
        GL_ARB_compatibility
        GL_ARB_compressed_texture_pixel_storage
        GL_ARB_conservative_depth
        GL_ARB_compute_shader
        GL_ARB_compute_variable_group_size
        GL_ARB_conditional_render_inverted
        GL_ARB_copy_buffer
        GL_ARB_copy_image
        GL_ARB_cull_distance
        GL_ARB_debug_output
        GL_ARB_depth_buffer_float
        GL_ARB_depth_clamp
        GL_ARB_depth_texture
        GL_ARB_derivative_control
        GL_ARB_direct_state_access
        GL_ARB_draw_buffers
        GL_ARB_draw_buffers_blend
        GL_ARB_draw_indirect
        GL_ARB_draw_elements_base_vertex
        GL_ARB_draw_instanced
        GL_ARB_enhanced_layouts
        GL_ARB_ES2_compatibility
        GL_ARB_ES3_compatibility
        GL_ARB_ES3_1_compatibility
        GL_ARB_ES3_2_compatibility
        GL_ARB_explicit_attrib_location
        GL_ARB_explicit_uniform_location
        GL_ARB_fragment_coord_conventions
        GL_ARB_fragment_layer_viewport
        GL_ARB_fragment_program
        GL_ARB_fragment_program_shadow
        GL_ARB_fragment_shader
        GL_ARB_fragment_shader_interlock
        GL_ARB_framebuffer_no_attachments
        GL_ARB_framebuffer_object
        GL_ARB_framebuffer_sRGB
        GL_ARB_geometry_shader4
        GL_ARB_get_program_binary
        GL_ARB_get_texture_sub_image
        GL_ARB_gl_spirv
        GL_ARB_gpu_shader5
        GL_ARB_gpu_shader_fp64
        GL_ARB_gpu_shader_int64
        GL_ARB_half_float_pixel
        GL_ARB_half_float_vertex
        GL_ARB_imaging
        GL_ARB_indirect_parameters
        GL_ARB_instanced_arrays
        GL_ARB_internalformat_query
        GL_ARB_internalformat_query2
        GL_ARB_invalidate_subdata
        GL_ARB_map_buffer_alignment
        GL_ARB_map_buffer_range
        GL_ARB_multi_bind
        GL_ARB_multi_draw_indirect
        GL_ARB_multisample
        GL_ARB_multitexture
        GL_ARB_occlusion_query
        GL_ARB_occlusion_query2
        GL_ARB_parallel_shader_compile
        GL_ARB_pipeline_statistics_query
        GL_ARB_pixel_buffer_object
        GL_ARB_point_parameters
        GL_ARB_point_sprite
        GL_ARB_polygon_offset_clamp
        GL_ARB_post_depth_coverage
        GL_ARB_program_interface_query
        GL_ARB_provoking_vertex
        GL_ARB_query_buffer_object
        GL_ARB_robust_buffer_access_behavior
        GL_ARB_robustness
        GL_ARB_sample_locations
        GL_ARB_sample_shading
        GL_ARB_sampler_objects
        GL_ARB_seamless_cube_map
        GL_ARB_seamless_cubemap_per_texture
        GL_ARB_separate_shader_objects
        GL_ARB_shader_atomic_counter_ops
        GL_ARB_shader_atomic_counters
        GL_ARB_shader_ballot
        GL_ARB_shader_bit_encoding
        GL_ARB_shader_clock
        GL_ARB_shader_draw_parameters
        GL_ARB_shader_group_vote
        GL_ARB_shader_image_load_store
        GL_ARB_shader_image_size
        GL_ARB_shader_objects
        GL_ARB_shader_precision
        GL_ARB_shader_storage_buffer_object
        GL_ARB_shader_subroutine
        GL_ARB_shader_texture_image_samples
        GL_ARB_shader_texture_lod
        GL_ARB_shading_language_100
        GL_ARB_shader_viewport_layer_array
        GL_ARB_shading_language_420pack
        GL_ARB_shading_language_include
        GL_ARB_shading_language_packing
        GL_ARB_shadow
        GL_ARB_sparse_buffer
        GL_ARB_sparse_texture
        GL_ARB_sparse_texture2
        GL_ARB_sparse_texture_clamp
        GL_ARB_spirv_extensions
        GL_ARB_stencil_texturing
        GL_ARB_sync
        GL_ARB_tessellation_shader
        GL_ARB_texture_barrier
        GL_ARB_texture_border_clamp
        GL_ARB_texture_buffer_object
        GL_ARB_texture_buffer_object_rgb32
        GL_ARB_texture_buffer_range
        GL_ARB_texture_compression
        GL_ARB_texture_compression_bptc
        GL_ARB_texture_compression_rgtc
        GL_ARB_texture_cube_map
        GL_ARB_texture_cube_map_array
        GL_ARB_texture_env_add
        GL_ARB_texture_env_combine
        GL_ARB_texture_env_crossbar
        GL_ARB_texture_env_dot3
        GL_ARB_texture_filter_anisotropic
        GL_ARB_texture_filter_minmax
        GL_ARB_texture_float
        GL_ARB_texture_gather
        GL_ARB_texture_mirror_clamp_to_edge
        GL_ARB_texture_mirrored_repeat
        GL_ARB_texture_multisample
        GL_ARB_texture_non_power_of_two
        GL_ARB_texture_query_levels
        GL_ARB_texture_query_lod
        GL_ARB_texture_rectangle
        GL_ARB_texture_rg
        GL_ARB_texture_rgb10_a2ui
        GL_ARB_texture_stencil8
        GL_ARB_texture_storage
        GL_ARB_texture_storage_multisample
        GL_ARB_texture_swizzle
        GL_ARB_texture_view
        GL_ARB_timer_query
        GL_ARB_transform_feedback2
        GL_ARB_transform_feedback3
        GL_ARB_transform_feedback_instanced
        GL_ARB_transform_feedback_overflow_query
        GL_ARB_transpose_matrix
        GL_ARB_uniform_buffer_object
        GL_ARB_vertex_array_bgra
        GL_ARB_vertex_array_object
        GL_ARB_vertex_attrib_64bit
        GL_ARB_vertex_attrib_binding
        GL_ARB_vertex_buffer_object
        GL_ARB_vertex_program
        GL_ARB_vertex_shader
        GL_ARB_vertex_type_10f_11f_11f_rev
        GL_ARB_vertex_type_2_10_10_10_rev
        GL_ARB_viewport_array
        GL_ARB_window_pos
        GL_ATI_draw_buffers
        GL_ATI_texture_float
        GL_ATI_texture_mirror_once
        GL_S3_s3tc
        GL_EXT_texture_env_add
        GL_EXT_abgr
        GL_EXT_bgra
        GL_EXT_bindable_uniform
        GL_EXT_blend_color
        GL_EXT_blend_equation_separate
        GL_EXT_blend_func_separate
        GL_EXT_blend_minmax
        GL_EXT_blend_subtract
        GL_EXT_compiled_vertex_array
        GL_EXT_Cg_shader
        GL_EXT_depth_bounds_test
        GL_EXT_direct_state_access
        GL_EXT_draw_buffers2
        GL_EXT_draw_instanced
        GL_EXT_draw_range_elements
        GL_EXT_fog_coord
        GL_EXT_framebuffer_blit
        GL_EXT_framebuffer_multisample
        GL_EXTX_framebuffer_mixed_formats
        GL_EXT_framebuffer_multisample_blit_scaled
        GL_EXT_framebuffer_object
        GL_EXT_framebuffer_sRGB
        GL_EXT_geometry_shader4
        GL_EXT_gpu_program_parameters
        GL_EXT_gpu_shader4
        GL_EXT_multi_draw_arrays
        GL_EXT_packed_depth_stencil
        GL_EXT_packed_float
        GL_EXT_packed_pixels
        GL_EXT_pixel_buffer_object
        GL_EXT_point_parameters
        GL_EXT_polygon_offset_clamp
        GL_EXT_post_depth_coverage
        GL_EXT_provoking_vertex
        GL_EXT_raster_multisample
        GL_EXT_rescale_normal
        GL_EXT_secondary_color
        GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color
        GL_EXT_shader_image_load_formatted
        GL_EXT_shader_image_load_store
        GL_EXT_shader_integer_mix
        GL_EXT_shadow_funcs
        GL_EXT_sparse_texture2
        GL_EXT_stencil_two_side
        GL_EXT_stencil_wrap
        GL_EXT_texture3D
        GL_EXT_texture_array
        GL_EXT_texture_buffer_object
        GL_EXT_texture_compression_dxt1
        GL_EXT_texture_compression_latc
        GL_EXT_texture_compression_rgtc
        GL_EXT_texture_compression_s3tc
        GL_EXT_texture_cube_map
        GL_EXT_texture_edge_clamp
        GL_EXT_texture_env_combine
        GL_EXT_texture_env_dot3
        GL_EXT_texture_filter_anisotropic
        GL_EXT_texture_filter_minmax
        GL_EXT_texture_integer
        GL_EXT_texture_lod
        GL_EXT_texture_lod_bias
        GL_EXT_texture_mirror_clamp
        GL_EXT_texture_object
        GL_EXT_texture_shared_exponent
        GL_EXT_texture_sRGB
        GL_EXT_texture_sRGB_decode
        GL_EXT_texture_storage
        GL_EXT_texture_swizzle
        GL_EXT_timer_query
        GL_EXT_transform_feedback2
        GL_EXT_vertex_array
        GL_EXT_vertex_array_bgra
        GL_EXT_vertex_attrib_64bit
        GL_EXT_window_rectangles
        GL_EXT_import_sync_object
        GL_IBM_rasterpos_clip
        GL_IBM_texture_mirrored_repeat
        GL_KHR_context_flush_control
        GL_KHR_debug
        GL_EXT_memory_object
        GL_EXT_memory_object_win32
        GL_EXT_win32_keyed_mutex
        GL_KHR_parallel_shader_compile
        GL_KHR_no_error
        GL_KHR_robust_buffer_access_behavior
        GL_KHR_robustness
        GL_EXT_semaphore
        GL_EXT_semaphore_win32
        GL_KTX_buffer_region
        GL_NV_alpha_to_coverage_dither_control
        GL_NV_bindless_multi_draw_indirect
        GL_NV_bindless_multi_draw_indirect_count
        GL_NV_bindless_texture
        GL_NV_blend_equation_advanced
        GL_NV_blend_equation_advanced_coherent
        GL_NVX_blend_equation_advanced_multi_draw_buffers
        GL_NV_blend_minmax_factor
        GL_NV_blend_square
        GL_NV_clip_space_w_scaling
        GL_NV_command_list
        GL_NV_compute_program5
        GL_NV_conditional_render
        GL_NV_conservative_raster
        GL_NV_conservative_raster_dilate
        GL_NV_conservative_raster_pre_snap_triangles
        GL_NV_copy_depth_to_color
        GL_NV_copy_image
        GL_NV_depth_buffer_float
        GL_NV_depth_clamp
        GL_NV_draw_texture
        GL_NV_draw_vulkan_image
        GL_NV_ES1_1_compatibility
        GL_NV_ES3_1_compatibility
        GL_NV_explicit_multisample
        GL_NV_fence
        GL_NV_fill_rectangle
        GL_NV_float_buffer
        GL_NV_fog_distance
        GL_NV_fragment_coverage_to_color
        GL_NV_fragment_program
        GL_NV_fragment_program_option
        GL_NV_fragment_program2
        GL_NV_fragment_shader_interlock
        GL_NV_framebuffer_mixed_samples
        GL_NV_framebuffer_multisample_coverage
        GL_NV_geometry_shader4
        GL_NV_geometry_shader_passthrough
        GL_NV_gpu_program4
        GL_NV_internalformat_sample_query
        GL_NV_gpu_program4_1
        GL_NV_gpu_program5
        GL_NV_gpu_program5_mem_extended
        GL_NV_gpu_program_fp64
        GL_NV_gpu_shader5
        GL_NV_half_float
        GL_NV_light_max_exponent
        GL_NV_multisample_coverage
        GL_NV_multisample_filter_hint
        GL_NV_occlusion_query
        GL_NV_packed_depth_stencil
        GL_NV_parameter_buffer_object
        GL_NV_parameter_buffer_object2
        GL_NV_path_rendering
        GL_NV_path_rendering_shared_edge
        GL_NV_pixel_data_range
        GL_NV_point_sprite
        GL_NV_primitive_restart
        GL_NV_query_resource
        GL_NV_query_resource_tag
        GL_NV_register_combiners
        GL_NV_register_combiners2
        GL_NV_sample_locations
        GL_NV_sample_mask_override_coverage
        GL_NV_shader_atomic_counters
        GL_NV_shader_atomic_float
        GL_NV_shader_atomic_float64
        GL_NV_shader_atomic_fp16_vector
        GL_NV_shader_atomic_int64
        GL_NV_shader_buffer_load
        GL_NV_shader_storage_buffer_object
        GL_NV_stereo_view_rendering
        GL_NV_texgen_reflection
        GL_NV_texture_barrier
        GL_NV_texture_compression_vtc
        GL_NV_texture_env_combine4
        GL_NV_texture_multisample
        GL_NV_texture_rectangle
        GL_NV_texture_rectangle_compressed
        GL_NV_texture_shader
        GL_NV_texture_shader2
        GL_NV_texture_shader3
        GL_NV_transform_feedback
        GL_NV_transform_feedback2
        GL_NV_uniform_buffer_unified_memory
        GL_NV_vertex_array_range
        GL_NV_vertex_array_range2
        GL_NV_vertex_attrib_integer_64bit
        GL_NV_vertex_buffer_unified_memory
        GL_NV_vertex_program
        GL_NV_vertex_program1_1
        GL_NV_vertex_program2
        GL_NV_vertex_program2_option
        GL_NV_vertex_program3
        GL_NV_viewport_array2
        GL_NV_viewport_swizzle
        GL_NVX_conditional_render
        GL_NVX_gpu_memory_info
        GL_NVX_multigpu_info
        GL_NVX_nvenc_interop
        GL_NV_shader_thread_group
        GL_NV_shader_thread_shuffle
        GL_KHR_blend_equation_advanced
        GL_KHR_blend_equation_advanced_coherent
        GL_SGIS_generate_mipmap
        GL_SGIS_texture_lod
        GL_SGIX_depth_texture
        GL_SGIX_shadow
        GL_SUN_slice_accum
        GL_WIN_swap_hint
        WGL_EXT_swap_control
    OpenGL pixel format: 8:8:8:0
    OpenGL depth format: 24:0

    GLSL version: 4.60 NVIDIA
    GLSL max vertex uniforms: 4096 (4096)
    GLSL max fragment uniforms: 4096 (4096)
    GLSL max varyings: 124 (124)
    GLSL max lights: 8 (8)
    GLSL defines (4.6): #define USE_CLIP_VERTEX 1

    Vertex/index buffer memory limit: 4096MiB
    Starting workaround for fast running clocks
    Using LWJGL timer.
    Initialized mouse with 5 buttons.
    Startup Phase - Initializing..
    Initializing font texture for SansSerif (11). Texture Size: 512
    Initializing font texture for SansSerif (11, italic). Texture Size: 128
    Preloading builtin materials
    Preloading builtin materials done
    Launching Collada Model Loader threads
    Launching WOM Loader threads
    Startup Phase - Setting up..
    Loading window positions from F:\Wurm Online\players\Darmalus\windows_1600x1000.txt
    Loading props file F:\Wurm Online\players\Darmalus\windows_1600x1000.txt
    Gui initialized
    Startup Phase - Preparing terrain...
    Startup Phase - Connecting ..
    Disabling Nagles
    Writing to F:\Wurm Online\players\Darmalus\logs\_Event.2018-08.txt
    Disabling Nagles
    Writing to F:\Wurm Online\players\Darmalus\logs\_Friends.2018-08.txt
    Writing to F:\Wurm Online\players\Darmalus\logs\Alliance.2018-08.txt
    Login successful
    Executing F:\Wurm Online\configs\Just One\autorun.txt
    Starting update of login splash image...
    Writing to F:\Wurm Online\players\Darmalus\logs\Village.2018-08.txt
    Writing to F:\Wurm Online\players\Darmalus\logs\CA_HELP.2018-08.txt
    Writing to F:\Wurm Online\players\Darmalus\logs\GL-Freedom.2018-08.txt
    Writing to F:\Wurm Online\players\Darmalus\logs\Freedom.2018-08.txt
    Writing to F:\Wurm Online\players\Darmalus\logs\Trade.2018-08.txt
    Initializing font texture for SansSerif (12). Texture Size: 128
    Initializing font texture for Cry Uncial (64). Texture Size: 1024
    Finished loading new login splash image!
    Writing to F:\Wurm Online\players\Darmalus\logs\_Skills.2018-08.txt
    Initializing font texture for SansSerif (11, bold). Texture Size: 128
    Writing to F:\Wurm Online\players\Darmalus\logs\_Combat.2018-08.txt
    Writing to F:\Wurm Online\players\Darmalus\logs\_Local.2018-08.txt
    No mapping found for hair6
    No mapping found for hair0
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair7.female
    No mapping found for hair0
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair0
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair0
    Writing to F:\Wurm Online\players\Darmalus\logs\Team.2018-08.txt
    No mapping found for hair6
    No mapping found for hair0
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair0
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair0
    No mapping found for hair6
    No mapping found for hair0
    No mapping found for hair0
    No mapping found for hair7.female
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair6
    No mapping found for hair0
    No mapping found for hair6
    No mapping found for hair7.female
    No mapping found for hair0
    Execution aborted at connection 1, iteration 160332
    Run time  1h 5m, local time Sun Aug 26 12:36:43 PDT 2018
    Destroying game window
    ====== CLIENT CRASH ======
    Unexpected crash while playing
    java.util.ConcurrentModificationException
        at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
        at java.util.ArrayList$Itr.next(Unknown Source)
        at class.PXqUFcWfq8.mMV5oPkCW(SourceFile:2406)
        at class.evbJFCWfr5.FZOk5L6Gfy(SourceFile:67)
        at class.uekQPbxcbR.FZOk5L6Gfy(SourceFile:696)
        at class.uekQPbxcbR.mMV5oPkCW(SourceFile:510)
        at class.uekQPbxcbR.fgtPPuD8uC(SourceFile:839)
        at class.py4lRUSyXc.FZOk5L6Gfy(SourceFile:210)
        at com.wurmonline.client.WurmClientBase.fgtPPuD8uC(SourceFile:11402)
        at com.wurmonline.client.WurmClientBase.run(SourceFile:38301)
        at java.lang.Thread.run(Unknown Source)

     

    Crash while riding my horse, not on a deed.


  13. It's hard to value anything other than raw damage resistance when it's the only thing mentioned in any detail on Wurmpedia. I always figured dodge and glance were just fancy ways of sailing "failed on fighting skill roll" and not actual mechanics.