Sindusk

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Sindusk last won the day on December 7 2018

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About Sindusk

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  1. Wurm Museum

    Really wish I had a reference to learn about all the history of Wurm, similar to this which was recently released for RuneScape:
  2. Priest overhaul testing

    It affects all frost wounds you inflict. This applies to salve of frost weaponry, frostbrand, shard of ice, hypothermia, ice pillar, and any other source of frost damage that I might be missing. As a simple rule of thumb: if you deal damage and it's type matches the ring enchant, it gets the damage bonus.
  3. Informative Errors

    Another one is when your boat can't move. You hop into your boat and try to sail away, but it just doesn't move! There should be a message when you examine it telling you the water is too shallow for the boat. Even after playing for years, this one still gets me.
  4. Hey everyone, sorry for the confusion. We should've added additional information to the change log regarding how player god priest restrictions work. Priest restrictions are based entirely on the template god. For example, Nahjo's template god is Fo. This means any priest restrictions that apply to Fo would also apply to Nahjo. In this case, Fo cannot apply support beams, and therefore neither can Nahjo. Because Magranon is able to apply support beams, this infers that Smeagain also can apply support beams (since Smeagain is a demigod of Magranon). I do see how strange it appears with Nahjo being able to reinforce with a spell, but not with a beam. However, this isn't a bug and instead just a side effect of re-rolling the spell lists. We're open to suggestions for changing this, and would ask that you make a new thread in the suggestions forum mentioning it. Again, sorry for the confusion and hopefully this helps clarify similar situations in the future.
  5. No doubt! Dailies in other MMO's are very frequently underwhelming and I personally have been trained to dread them. With Wurm, it's even harder as the gameplay loop for each player differs substantially. Giving a player a goal to slay a creature when they have no interest in combat is a terrible idea, for example! So, since we're here, let's give it our best shot. If daily or weekly missions were added, what would you want them to look like? How would you make it appeal to the player it's given to? What type of objectives would suffice for both a casual player who logs in a few hours a week while also working for those who spend more than 24 hours per day grinding?
  6. Bingo. Vynora had an absolutely absurd amount of favor stored up that was basically all burned today through consecutive casts. Because of the new Rite system, rites can now stack on top of eachother. A Ritual of the Sun and Rite of Spring can both be active at the same time, and players can obtain bonuses for each one assuming they're the proper deity. In this case, it was three instances of Rite of Spring stacked on top of each other. This leads to players being able to "claim" their bonus and get all three rewards at the same time. You will see the line "You feel enlightened!" three times when you pray on Xanadu. Now Vynora has been drained of all her favor, and another cast wont be able to occur until her pool replenishes. The sad truth of today's events is that it only hurts everyone. If done correctly and more spaced out, players would've been able to claim the full 5 hour sleep bonus several more times over the next week or two from different casts. Since the casts were instead overlapped, it tries to claim the 5 hours multiple times, but is capped on the first, wasting 10 hours of sleep bonus. Luckily, everyone is able to at least claim the full 3x mind logic ticks that the ritual provides, and the bonus to boat speed will last until the rite expires (though it doesn't apply multiple times over, so that boat speed is also going to waste). In the end, it's just an anomaly that will sort itself out shortly. We're also going to be implementing a fix for server restarts resetting the bonuses that can be obtained from rituals. The existing rites are going to perish after the next server restart, which is the purpose for the existing Rite ban. Any further rituals cast could end up being cut short due to a hotfix being deployed... which ironically is meant to fix the very issue that it would be causing. I know a lot of people are currently thinking that "oh it turned out how they didn't want it to and they're going to nerf it!" - That's not the case. We're actually keeping the player's best interest in mind by banning further casts so that a hotfix doesn't interrupt claiming the reward. As of right now, no changes are planned to the gains or favor cost of rites, and claiming the mind logic reward on Xanadu is valid and not considered exploiting. With that said, bear in mind that we'll be monitoring how often the rites are cast in the near future. If it's faster than we want, we'll likely be raising the favor cost a bit to compensate. For now, enjoy the change and claim some stats.
  7. Rite of Death

    What type of effect would you like to see Rite of Death have? This was a question asked during the priest testing but no suggestions were proposed.
  8. Odd/interesting enchanting behavior since update

    You're correct on every front. The choice is whether you want to take the situational approach or the generic upgrade. While cold is better against some targets, it's also worse against others (see studded). The demise have no restrictions aside from what target your hitting, and will always be beneficial against those targets.
  9. Odd/interesting enchanting behavior since update

    Answered your points in purple above. In regards to ring, I don't really have a good answer for it. I'm inclined to say that it's the same as any other trade, but I'm not well versed enough to know with high confidence.
  10. Patch Notes 17/DEC/18 Gone Fishing

    Good catch! That's unintentional. For organization purposes, would you be willing to make a new thread in the Server Bugs forum mentioning this issue? Lots of work to be done and keeping everything well organized will help the team fix issues like this one.
  11. Patch Notes 17/DEC/18 Gone Fishing

    Examining the token should give a message stating if the deed is chained to kingdom influence.
  12. Documentation for new update?

    This is really nice. My only nitpick would be to freeze the first column (view -> freeze -> 1 column). This will allow scrolling until the names match up with a deity to check their spell list exactly. Otherwise, really glad that players are compiling information and working together to figure out the quirks of the new update.
  13. Lost faith after sacrifice

    Would you happen to know if you had negative alignment before the update?
  14. Tower chaining system

    Hey everyone, thanks for the feedback. We're reading through the posts and have made a couple of changes in response to some of the concerns you have. You're absolutely right with this. We've made a change that allows guards to prevent bashing towers. Our goal is going to be to keep it at the 90 damage mark, as we feel it might make for some really memorable moments. If a kingdom is alerted at 30/60, then gets rallied together and out to the tower with 70 damage being inflicted, it's very easy for the opposing kingdom to back off and determine it's not worth it. By putting the marker at 90, we're attempting to put the attacking kingdom into a "commitment" to take the tower. Leaving a tower at 95-98 damage because the defenders came into local is going to be a really tough call. We want this to happen. It could end up with moments where a kingdom sacrifices part of their force to take down the tower. Of course, it's possible that this doesn't turn out this way, and we end up with the opposing kingdom simply taking the tower and leaving. If this becomes commonplace, we can always revisit the mechanic and make tweaks to when the alert goes out. It's very hard to get these mechanics right without doing live testing on them first. Just know that we're not putting our foot down and saying "this is how it is and always will be" - we're open to adjusting the numbers in the future to improve the system. It's hard to know whether to overtune or undertune this system for release. On one hand, if you make the alert too early, players will just simply avoid bashing towers as it's not worth it, expecting the opposing kingdom to outmatch them. On the other hand, if we place it too late, players are going to be attacking towers rapidly across the map because the system is in a place that's very good for that. We're going with the latter, as we'd prefer to make players aggressively use this system to start. If it gets too crazy, we'll dial it back. Furthermore, we also believe that this opens up the opportunity for smaller kingdoms to make a play on larger kingdoms without having to fight their full force. As a final point, we're not intent on making bricks used to repair the towers right now. We can look into it for a future update, but right now we're happy with simply preventing players from repairing towers while there are enemies in local. If you want to repair a tower, you'll need to push them off the objective and out of your local to re-establish control to repair. Opinions might vary on this, really. While individually none of these penalties seems very severe, when combined and put into practice, they may make a significant difference. Inflicting decay on a longhouse through cutting it's chain can be very punishing, and requires a ton of maintenance. It's easier to say "just repair the walls with brick every few days" than to actually do it. In time, we'll see how this plays out. It's important to note that the goal wasn't to cripple non-chained deeds, simply provide penalties that give incentive for enemies to raid it more easily. If players are able to use these mechanics to wipe deeds off the map rapidly, then the goals of the system have failed. If players are using these mechanics to strengthen their position before committing to a raid, the goals of the system have succeeded. Correct. This system is limited to Chaos and Elevation. It's also tied to a feature that can be toggled on and off, server-specific, at any time. If any unforseen circumstances occur on any server after the implementation of this feature, it can be disabled without a restart until a fix can be deployed. Yes, they will begin to be affected immediately. We're not launching with a grace period, but it can be implemented afterwards if necessary. Correct. The new tower chaining feature also requires that deeds be founded with the token within 50 tiles of a chained tower, instead of 50 tiles of kingdom influence. This means a chained tower is absolutely required and the token cannot be placed outside of existing tower influence. Any deeds that already exist outside of tower influence are grandfathered in to the system and wont be penalized, assuming there is a valid tower nearby within chaining distance (120 tiles).
  15. Priest overhaul testing

    It's been a bit since I last posted here, as I've been working on some of the projects unrelated to the priest rework recently. However, I've spent some time and made some quick changes to address some of the current issues/bugs with the current build. As of right now, the priest rework is considered content-complete and no further mechanics changes are planned. Fixes for bugs and exploits are obviously still on the table. Purge no longer dispels karma spell effects. Befriend monster passive no longer works for rift monsters or legendary creatures. Infection wounds no longer tick every minute against legendary creatures. Scorn of Libila no longer heals neutral creatures that are naturally aggressive. This resolves an issue with it healing creatures that are rendered neutral due to the befriend monster & befriend creature passives. Containers can now be enchanted and mended. This applies to pottery items, barrels, and similar objects that could previously not be cast on. Wrath of Magranon no longer fails to damage fences on the east and southern tip of its area of effect. Ritual of the Sun now properly repairs all fences and structures within Magranon & demigod faith zones. That aside, let's dive into some responses for the recent comments. Wurm is very heavy on RNG as it stands. Every action you take is dictated by some form of RNG, swayed by the items and skills you use. In the end, it still comes down to a roll of the dice. The "critical success" you speak of is done through raw sample size. Players cast over and over on items in order to achieve the higher value enchants. If the proposed ability to move enchants from item to item were implemented, it bypasses that sample size restriction on a single item and instead allows that sample size to be spread across all items and all players in the entire game. Instead of having a 104 enchant on a supreme be amazing, you'd instead compare a 104 cast on a supreme and a 104 cast on a normal item and consider them equal... because the normal item cast can be transferred to the supreme. To re-iterate, I've already done this in Wurm Unlimited. It ended up with players obtaining super-items that were massively out of control. Granted, I compounded that failure by uncapping enchant power and letting players advance excessively... but still. Once players have the best items, they no longer have anything to strive for. Goals are what keep players interested in playing Wurm. The ability to move enchants makes goals easier to achieve. While that feels good for the player, it's unhealthy for the game. This is a clash of good game design versus player desire. Sadly most of the work that was supposed to be done with Fo ended up not working out as intended. There were spells planned to be reworked that we just couldn't manage to do in a valid way, because the ideas were too ambitious. This leaves Fo in an unfortunate state where we were planning to give him something extra in order to bring him up to par with the other deities, but ends up falling short. Right now, he'll be remaining in the state that he's in. At the end of the day, he's the only god who has the full kit of healing spells, combined with Oakshell, Genesis, Life Transfer, and Venom. Because he's also a template god, he gets the special CR bonus for being on his terrain, which can be pretty potent. Aside from that, there's really not much else to say. I'm sure players will use him, but he'll be the niche pick of the group. This is intentionally remaining. Diversity is a good thing, and it will keep kingdom templates relevant. Players who are JK template can have a Vynora and Fo champion, then require a demigod for their third champion. Vynora and Fo are the most non-combatant template gods, so this seems a good balance whereas BL will have a "strong" Libila champion and MR will have a "strong" Magranon champion. Again, this isn't set in stone, so if it doesn't work out as intended, it can always be adjusted in the future. Fish are considered meat, so this is already functioning. Not being stung by bees seems like a good idea, but it'd require a new passive - of which Fo already has a very large amount. Followers of Fo already have 3 unique passives at 20 faith. Overloading Fo with passives is probably not the best way to fix him. In regards to the pets, that would be extremely difficult to achieve with the current pet system. There would need to be a rework of how pet mechanics worked before that type of idea could be attempted. Yes. Libila does not obtain Strongwall on PvE, but will retain it for PvP servers. Other priests will have access to Disintegrate on PvE after the update. Most of the deities roll either Strongwall or Disintegrate on PvE. I can't recall off the top of my head what deities have specifically on PvE, as the screenshots for their lists were taken on Baphomet (a PvP test server). A new list would need to be made for the PvE spell lists to include which deities have Disintegrate or Strongwall. No. This mechanic follows the same rules that govern all actions in the game. Whether it's improving an item, farming a field, or mining iron, you're always rolling -100 to 100, with a slide based on many factors. Channeling is no exception, but the actual power of the actions are more pronounced since they're entirely visible to the player instead of being hidden under other gameplay layers.