Sindusk

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Everything posted by Sindusk

  1. WyvernMods Configurable

    I believe they need to be be bigints. They're long values that record epoch time of the last event.
  2. WyvernMods Configurable

    Overview WyvernMods is the culmination of over 2 years of modding for my servers Wyvern Reborn and Revenant. After over a month of re-coding, the task of making WyvernMods configurable is now complete. Featuring over 20 modules in a configuration file of over 1000 lines and hundreds of configuration options, this might be the largest single Wurm mod there is. Standing with a whopping 500KB+ file size of raw code, WyvernMods is absolutely packed with features and tweaks. The best part? It's set up to allow you to pick and choose which features you want. With everything disabled, WyvernMods has no effect on a server. If any of the features here interest you, you're able to get those features specifically and decline to implement the rest. So... what does it have? Download WyvernMods Preview Configuration File Requirements SinduskLibrary v2.3 or higher: Download Bdew Server Mod Tools v1.0.0 or higher: Download TreasureHunting v2.0 or higher: Download Can have it's functionality disabled by setting map drop chances to zero. DiscordRelay v3.0 or higher: Download Can have it's functionality disabled by leaving botToken blank. DUSKombat v2.1 or higher: Download Can be fully disabled by setting enableDUSKombat to false. Miscellaneous Changes Module Over 50 configurable options with miscellaneous tweaks and QoL changes, including: Server Info Tab - Configure your own tab that displays information about your server when a player first logs in. Fatigue Action Override - Allow players to craft, improve, etc. while mounted. Disable GM Emote Limit - Remove the 5 second delay between emotes playing sounds for GM. Slap your players with vigor and have them hear each and every excruciating one. Dynamic Skill Rate - Allows a reduction to skill gain rate as players get higher skill. Mayors Command Abandoned Vehicles - Allow mayors to command, but not access the hold of, vehicles abandoned on their deed. Helps with letting players remove abandoned carts from their deed. Hide Sorcery Buff Bar - Removes the buff icons for sorceries. Now you might be able to see your real buffs again. Spell Effects window will still display the sorceries active. Arena Module Over 40 configurable options with changes specific to PvP servers, including functionality for same-kingdom PvP, including: Equip Horse Gear By Leading - Allows players to manage horse gear by simply leading the creature instead of requiring to tame it. Disable PMK's - Disables PMK's from being founded. Disable Player Champions - Disables players from becoming champions. Disable Farwalker Items - Disables Farwalker Stones and Farwalker Twigs from being used. Cap Maximum Guards - Reduce the maximum amount of guards allowed to be hired on deeds. Disable Karma Teleport - Disables Karma Teleport from being used. Remove OWFL - Prevents players from dropping items on death, removing the "Open World Full Loot" aspect of Wurm. Custom Titles Module Make your own custom titles. These titles can then be configured to be granted to specific players on their next login, or will trigger on certain skill thresholds if configured that way. Anti-Cheat Module Removes the ability for livemap and xray to see ores that are not exposed. Grants "prospecting vision", allowing the data to be correct for players up to the point they can prospect. Map Steam ID's to a different database. The vanilla version of mapping Steam ID's is better but can be confusing. This is a simple Player Name -> SteamID map which is used for Bounty Module functions later. Combat Module Adjust combat rating with various different effects, like scaling pet CR based on Soul Depth or incurring a CR penalty for being on a vehicle. Fix for Magranon damage stacking not calculating properly in aggressive stance. Disable legendary creatures from regenerating and replace it with a new static regeneration system. Mastercraft Module Mastercraft is aimed at expanding the rewards for achieving high skill and QL on skills and items. Adjusts difficulty of actions to give bonuses to players with higher skills and items. Allows configuration to give rare items a further difficulty reduction on actions, making rare+ improvement tools slightly better. Empowers channelers with higher potential casts using a new system which has an astronomically low chance of rolling maximum. This raises the ceiling for casts, but makes the highest ones exceptionally uncommon and very valuable. Skill Module Hybrid skill gain system which merges WO skill gain with WU skill gain, allowing success closer to a result of zero to grant more skill. This helps mitigate the creation spam meta. Rename skills which will properly show in the skill window. Adjust individual skill difficulty to make them faster or slower. Adjust the tick time of a skill, allowing one tick of skill gain per X amount of time. Meditation Module Many changes to meditation, including smoothing the rate at which bonuses occur to lower levels and scaling up. Simplify meditation question requirements to just a tile type instead of specific tiles on the map. Remove SotG and Hate War Bonus. Options to replace them with action speed and movement speed bonuses instead. Adjust every meditation ability cooldown individually. Titan Module Titans are designed as "raid boss" style encounters for players to undertake. Rare Spawn Module Rare Spawns are designed as creatures for small hunting parties. Mission Module Adjusts how missions are created. Allows configuration to enable valrei entities to generate missions. Cleans up the mission removal and addition process so it's less likely to get bugged missions. Add currency rewards for completing missions. Changes some checks to make the mission system more friendly to modded creatures. Disable the epic mission types: Ritual, Guard Tower, and Tower Guard missions. Mounted Module Complete re-write of mount scaling, making it no longer depend on thresholds but instead use a fluid formula for calculations of speed. Update mount speed on damage. Instead of taking up to 20 seconds to slow down when archered, mounts will now immediately decrease in speed when hit. Allow bisons to be mounted. If they can pull a wagon, why can't we ride them? Teleport Module Adjustments to how teleportation works between servers. Most of this module is specifically coded towards my servers and wont function well on other servers. Economy Module Adjust the price of sealed maps (custom item) to be more reasonable based on QL. Disable traders from refilling their coin from the king's coffers. Void money that traders receive from trades. Supply Depot Module Spawn randomly generated supply depots around the map which players can capture for rewards. Configure if they use the red rift light and how long between their spawns. Bestiary Module Disable players from AFK training on creatures. Condition wild creatures at random, giving them the "greenish" "angry" and similar modifiers without being spawned from a lair. Prevent legendary creatures from being hitched to vehicles. Log creature spawns to the server, so you know what type of creatures are where. Allow epic creatures to spawn naturally on a non-epic server. Configuration for addition of custom creatures, such as Wyverns, Chargers, Giants, Avengers, and more. Bounty Module Handles the bounty rewards for players and loot from creatures. Item Module Over 30 configurable options adjusting items and adding new custom items, including: Combine Leather and Logs - Allow leather and logs to be combined into one item, preserving enchants for crafting. Reduce Log and Kindling Volume - Reduces the volume of logs and kindlings so more can fit into BSB's. Creating kindling from logs will no longer have more volume than the logs they're made from. Droppable Sleep Powder - Allows sleep powder to be dropped. This makes them drop when a player is slain, but they can also be mailed. Change Price of Silver Mirror and Gold Mirror - Changes their price so they can be sold on traders. Loadable Mailbox - Allows loading of mailboxes so they can be traded among players. One Handed Spear - Changes long spears to be one-handed. Addition of nearly 50 custom items, including arrow packs, affinity orbs, books of conversion, and more. Each one able to be configured as craftable or not. Soulstealing Module A completely different vision for the Stealing skill, this enables a system by which players can steal the soul of a slain creature instead of butchering it. The souls can then be fed to an Eternal Reservoir (custom item) which will automatically feed nearby carnivores and keep forges and ovens lit. Action Module Adds custom actions such as: Unequip All - Allows players to unequip all items by right-clicking an item instead of their body. Receive All Mail - Accepts all non-COD mail in one action instead of having to check the box next to each one. Split Sorcery - Split sorcery charges into separate items each with one charge. Add Mission (Dev) - Allows GM power 5 accounts to create new missions. Remove Mission (Dev) - Allows GM power 5 accounts to remove existing missions. Creature Report (Dev) - Allows GM power 5 accounts to generate a creature report of current creatures on the server. Smooth Terrain (Dev) - Allows GM power 5 accounts to smooth a section of terrain. Erosion Module A new system that helps smoothing out a map by reducing the noise over time. Configuration for the speed at which erosion occurs. Treasure Chest Module Adjusts the contents of treasure chests that spawn naturally. Important Disclaimer Some modules of WyvernMods are not fully configurable to the degree I think they should be. Many modules will have #TODO comments marked stating some of the further additions that need to be added. The default configuration file matches my settings on Revenant. This was done to make it easier for me to develop by ensuring the configurations I had worked identically to before. A "fresh" configuration file will be provided in the future. Patreon and Further Development WyvernMods Configurable is reality because of the generosity of my patrons on Patreon. Further development of the mod will continue through their support. As long as the goal is reached, I'll be asking Patrons which #TODO features they would like to see implemented next each month. If you want to be a part of that process and see more features added to WyvernMods Configurable, consider becoming a patron! Alongside further development of WyvernMods are other stretch goals such as streaming sessions of my modding and to begin development of a viable anti-cheat system that would hinder ESP, macros, and more.
  3. WyvernMods Configurable

    It's a conflict of database generation between Spellcraft and WyvernMods. You'll need to add a DEPOT and TITAN entry to the ObjectiveTimers table in modsupport.db to fix it in the short term. I'm unsure if I will be updating my mods anytime soon short of a WU patch breaking them.
  4. Valrei International. 087

    That's odd. I wonder how Eve Online gets away with having account sales, in-game item sales, and obviously selling isk.
  5. Valrei International. 087

    I don't know when it started, but it was quite some time ago that the Valrei Internationals stopped being... news. I remember in the past these posts were usually exciting to read. These days, it just feels like re-hashed information of subjects that were last week's topics.
  6. Sindusk Server Mods

    Hi everyone. In an attempt to not "spam" these forums since I keep making more and more server mods, I am going to condense them all into one thread like the other smart modders out there like Ago, Bdew and WalkerInTheVoid. You can download them all individually or simply browse the folder where I'm storing all of them: Sindusk Server Mod Folder (Google Drive) Here's some details about everything you'll find in there: Sindusk Library Download (GitHub) This mod is very specifically a library built to support the rest of my mods. It has other functionality that other modders may find useful as well as features allowing double-checking whether or not a feature is broken in one of my mods due to another mod conflict or Wurm Unlimited update. While required required for a good deal of my mods, the library itself being installed does not affect the server or gameplay at all. The library is installed just like any other mod on your server. Armoury Mod Thread - Download While primarily consisting of bug fixes and minor tweaks, this should give server owners the control over weapons and armour that has been desperately missing from our modding community for some time. Requirements Sindusk Library Primary Features Change Weapon Swing Timer - Ever get sick of being capped to 3 seconds per swing minimum? Think it's too fast? Now you have the power to change that. Allow knives to hit every second, or once every 10 seconds. Enable Non-Player Crits - Crits are fun. Why limit them to PvP? Let yourself feel stronger by allowing yourself to critically strike the animals and monsters of the world. Be careful though, if you do this, they can critically hit you back! Rare Swing Timer Reduction - Rare weaponry is exceptionally useless by default, offering a pitiful crit chance increase. Well without this mod, you can't crit NPC's anyway. Beyond that, the crit increase is still bad. So I've fixed that! Now you can allow rare, supreme, and fantastic weaponry to actually reduce the swing timer of the weapons. That supreme huge axe you made specifically for that unique slaying now actually does something special! The amount they reduce swings by is configurable, and defaults to 0.2 seconds per rarity level. Bug Fixes Armour Limit Buff Bug - Go into your server. Equip a full set of plate. Take all the plate off. Look at your buff bar. This fixes that. Armour Limit Spell Effect Bug - Similar to the above, spell effects always show as "Bonus" instead of "Penalty" in the Spell Effects, even when the value is negative. This fixes that. Saved Swing Timer Removal - Ever shield bash, then immediately get two hits off in succession? That's because the swing timer is actually still ticking when the shield bash action is ticking. This removes that interaction, and others, by reducing the swing timer back to 0 as soon as you land a hit, ensuring that you don't cheese the system with free hits for no reason. This option is configurable for those who feel this maneuver is skillful and not a bug. Configurable Weapon & Armour Settings Armour Reduction Values - Edit the damage reduction values on all types of armour, from cloth to dragonscale. Want dragonscale to be better than glimmersteel plate? This allows you to do that. On the topic of moon metals, damage modifiers from moon metal on plate gear (and others, if applicable) is also modifiable here. Armour Limit Factor Values - Sick of having that -30% penalty to spellcasting while wearing plate? This allows you to edit those values for all types of armour. Remove the penalty entirely, or make it worse. The choice is yours. Armour Movement Rate Values - Edit individual pieces of armour and adjust their movement penalties. For example, I like to reduce the penalty on plate breast plates and leggings from 9% to 8%. This mod allows me to do that. Custom Weapon Values - Edit weapons and tune them to exactly how you want them. Values to modify: Base damage, swing speed, crit chance, reach, weight group (useless value I think?), parry percent, and skill penalty. This makes a great deal possible: Remove the skill penalty from sickles to bring them in line with other weaponry. Buff the damage of knives so they're viable weapons in combat. Nerf the parry rates on swords to bring them more in line with other weaponry. Allow previously incapable weapons to crit, such as small axes or legs (for when you get that kick inbetween theirs). Included .properties file, including a write-out of all default weapon stats for reference: Spellcraft Mod Thread - Download (GitHub) One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Requirements Sindusk Library Primary Features Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game. Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above. Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something. New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works). Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items. [23:45:43] Horses like this one have many uses. [23:45:43] He is very well defined. [23:45:43] This creature could use some grooming. [23:45:43] Frantic charge has been cast on it, so it has greater speed. [50] New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it. Improved Enchant Grouping - Improves enchant grouping to be more efficient. This feature allows more detailed explanations as to why certain enchants do not stack. [21:01:38] The longsword is already enchanted with something that would negate the effect. [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages. Enchant Group Customization (New) - Allows you to edit the enchant groupings. You can now edit whether WoA clashes with BotD, or if Flaming Aura should be cast with Frostbrand. You can now have a fire and ice sword that makes no sense! Statuette Spellcasting Tweaks - Gives the option of statuette QL and rarity affecting the power of spellcasts. Now your shiny statuette is more than a decoration, and instead a useful tool in your arsenal! Rite Changes This gives a lot more control over the deity favor requirements for the Rites that exist in the game. Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers. This also adds custom tweaks to some rites that don't really operate up to the standards I hold them. With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map. Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable. New Spells I have designed and implemented several new custom spells. I may expand on this concept and add more in the future. All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown. Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power. Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks with the enchanted weapon. Configurable for how much the difficulty will increase. Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept. Expand (New) - Enchant able to be cast on containers. Increases the capacity of the enchanted container. Efficiency (New) - Enchant able to be cast on most items. Reduces the difficulty of skill checks with the enchanted item. Quarry (New) - Enchant able to be cast on pickaxes. Increases the chance to successfully surface mine. Default Spell Modifications Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game. Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands. Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list. Included .properties file: DiscordRelay (Original by whisper2shades) Mod Thread - Download (GitHub) Primary Features Relay Kingdom Chat - GL-Freedom, Freedom, GL-HOTS, whatever kingdom chats are in use. They can now be relayed seamlessly to and from Discord. Relay Trade Chat - Relays Trade chat to and from your Discord server. Type messages into #trade without that pesky "WTS/WTT/WTB/PC" prefix that's usually required! Relay Unique Rumors - When a new unique spawns, it's hard to know unless you were online. This fixes that, keeping a log of all spawns directly on your Discord server, along with the map they spawned on! Bot Setup Properties File - The properties file has a link and visual image that will assist you with setup. It will link you to the page where you would create the bot and show you where to obtain the bot token when the bot is properly configured. Mod Integration The sendToDiscord() method - By listing DiscordRelay as a dependency for your mod, you're able to call the sendToDiscord() method with 3 simple arguments: String channel (discord channel to send to), String message (the content to send in the message), and boolean includeMap (whether to append the map name to the message). This will allow modders interested in broadcasting their custom mod details to Discord the ability to do so seamlessly, assuming this mod is installed. If you're curious about how well it functions, I encourage you to join the Revenant Discord at the following link to see it in action: https://discord.gg/r8QNXAC Even if you do not intend to play there, you'll see all the in-game channels laid out in a way that will demonstrate the power and utility that this mod provides. Included .properties file: Treasure Hunting (Original by Ulviirala) Mod Thread - Download (GitHub) Requirements Sindusk Library (v1.0 or higher) Primary Features Written explanation coming soon... In the meantime, please check out the original mod thread for more details about this mod. Better Combat Log (Outdated!) Outdated Note: While this mod is currently outdated and no longer functional since the introduction of multicolor line sequences, I'd like to revisit it and make it functional again in the future, on top of making it better. Old Information: Libila Fixes (Depreciated - Merged to ServerTweaks) Server Player Counter Download This mod is meant to "correct" player count in the client Server List when launching the game. Because of some weird mechanics of how Steam counts players, the count on the server list can very commonly become incorrect. This solves the following problems: Invisible/Offline Steam users not counting towards the server list. Players on other maps in your cluster not counting towards the server list. Players who lose connection and become de-auth'd from Steam, despite reconnecting, not counting towards the server list. Alt accounts of players do not show on the server list. Server Tweaks Download (GitHub) Requirements Sindusk Library (1.0 or higher) Primary Features Quality of Life Bugfixes - Automatically put new players in CA HELP. Naturally spawn uniques as a developer. Fix moon metal veins being capped to 50. There is a suite of bugfixes and QoL updates to utilize! Useful Gameplay Tweaks - Disable sermons or the fatigue system. Tax inactive player deeds. Allow GM's to create enchants up to 999 on items as special rewards. So many useful tweaks you probably wont even use them all. Fully Enable/Disable Ready - Don't like what you see here except one thing? That's fine! Simply disable absolutely everything else in the mod through the configurations and use only what you want. With everything disabled, this mod runs no code on your server and changes nothing. There's nothing but pure benefit from installing! If something breaks, disable it! Here is a list of all the settings you can adjust: v2 - 11/23/2016 New Settings Disable Sermons - Sermons are disabled from the server. Disable Fatigue - Fatigue is disable from the server. Dev Commands - New commands for CM+ and DEV characters. Dev Commands ##event (message) - CM and above. Creates a message in the Srv-Event channel. This is visible to the whole server, but can only be posted in by CM's and above. Meant for running events. ##unique - DEV-ONLY. Does a natural unique spawn attempt. It checks each unique and gives a 1/300 chance (if default) of it spawning. Spamming this will eventually spawn a natural unique. ##kingme - DEV-ONLY. Makes you king of your current kingdom. Only works if there is not a current king. v3 - 3/29/2018 Now requires Sindusk Library. If you had a configuration file, you will need to go through and make identical changes in the new one. Sorry for the inconvenience. Heavily re-written backend to split into dev commands, bug fixes, and gameplay tweaks. Mod Merge: Libila Fixes. All of Libila Fixes changes have been rolled into 3 options for ServerTweaks: fixFreedomMycelium, enableFreedomLibila, enableFreedomDarkMessenger. Mod Merge: SkillGainControl. The characteristicDivider option from SkillGainControl is now available in ServerTweaks as characteristicDivisor. Mod Merge: TaxConfig. The gracePeriodDays and increasePerDay options are now available in ServerTweaks as taxGracePeriodDays and taxPercentIncreasePerDayGone. New Feature: Moon Metal vein fix [Bugfix]. This stops moon metal veins from being capped at 50 hits. This performs the same fix as Moon Metal Mining by Webba, but uses string replace instead of bytecode manipulation, making it more resilient to breaking through WU updates. New Feature: Rarity window adjustments [Gameplay Tweak]. You can now modify the chance of fantastic, supreme, and rare rolls during a rarity window. These can be configured in the properties file. New Feature: Item based food affinities [Gameplay Tweak]. This makes food affinities based on the item instead of the consuming player. The reason to do this is to allow players to sell well-cooked food with good affinities. New Feature: Bank Balance action [Gameplay Tweak]. This gives an action usable from your body or hand that will tell you your bank balance instantly from any location. New Feature: Spawn Teleport action [Gameplay Tweak]. This gives an action that can be used to teleport to the spawnpoint. Skill Gain Control (Depreciated - Merged into ServerTweaks) Starter Gear Download This mod allows you to fully control what is created for new players on your server. It has an implementation where you can configure in the properties exactly what you want, what quality, and whether or not to make it repairable. Here's the default config, using the starting items for a normal server without epic or challenge settings: #Format: Item-[internal id]=(templateId),(quality),(amount),(isStarter) # internal id - This is just an internal index for debugging purposes. If your config is incorrect, it will reference this value. # templateId - The ID for the item you want to create. Reference ItemList.java to find the template ID for the items you want. # quality - The quality you want the item to spawn in. Floating point values accepted. # amount - It will give this many of the item to the player. # isStarter - Whether or not it can be improved. When true, item cannot be repaired. When false, acts as if created normally. #After weapons and armour are created, the player attempts to "equip" everything available. weapon-1=swordLong,50.0,1,true weapon-2=shieldMediumWood,30.0,1,true armour-1=leatherGlove,30.0,2,true armour-2=leatherBoot,30.0,2,true armour-3=leatherSleeve,30.0,2,true armour-4=leatherJacket,30.0,1,true armour-5=leatherCap,30.0,1,true armour-6=leatherHose,30.0,1,true armour-7=toolbelt,20.0,1,true armour-8=backPack,10.0,1,true #Recommend keeping the mirror as-is. item-1=handMirror,20.0,1,false item-2=flintSteel,50.0,1,true item-3=bowlPottery,2.0,1,true item-4=rope,10.0,1,true item-5=compass,30.0,1,true item-6=tent,30.0,1,true item-7=deedStake,30.0,1,true item-8=hatchet,30.0,1,true item-9=knifeCarving,10.0,1,true item-10=shovel,10.0,1,true item-11=saw,10.0,1,true item-12=pickAxe,10.0,1,true item-13=rake,10.0,1,true Tax Config (Depreciated - Merged into ServerTweaks) Thank you for visiting and I'll try to keep this up to date with anything new I make. Please click subscribe, like this video, and let me know what you'd like to see next in the comments below!
  7. How to kill your own game tutorial

    It is a little silly that a mythical dragon that requires a dozen skilled fighters to defeat is able to be subdued by running into a mine, closing off the entrance, and covering it with a thin layer of dirt.
  8. Website - Discord - Mapviewer - Server Data Revenant is a spiritual successor to Wyvern Reborn, taking the most successful ideas and mods then providing a fresh start and economy. Attached to an Arena-style server that takes heavy influence from what Desolation v3 did right, this will provide one of the most fleshed out and modded PvE/PvP experiences available in Wurm. A new skill gain adjustment will provide a quick way to medium skill levels, but tapers off as you approach mastery to provide longevity. A carefully controlled bounty mod will balance the economy with deed upkeep being drained out of the economy entirely instead of going back into the King's Coffers. The most successful items added to Wyvern including the Arrow Packs and Affinity Orb have been ported to the launch for Revenant. Direct Connect: 192.95.31.54:3720 (or sarcasuals.com:3720) Revenant (PvE Map) Ruleset Automated/Looping macros and bots are prohibited. Flyhacks and speed hacks are prohibited. All other client mods, including the public ESP mod, are allowed. Primary Features Treasure Hunting - Treasure maps are able to be obtained and tracked down using a compass, spawning a treasure chest and guarding mobs. You can even get ambushed by a unique when attempting a difficult enough map. Custom Skillgain - Skillgain will starts high, then slowly decreases to a lower multiplier as you rise in skill, down to around 1x when you reach ~90. Leaderboards - See how you stack up to other players in our specialized leaderboards. Skill Leaderboards - Select a skill and see the top 20 players in any given skill. Achievement Leaderboards - Achievements such as how many bears each person has slain and how many knarr's they've built are also tracked. See who has created the most supreme items or cut the most trees. Unique Leaderboards - New leaderboards for unique tracking. See who has built the largest structure, has the most affinities, slain the most uniques, and more. Discord Integration - New unique rumors, GL-Freedom, and death tabs are all integrated into discord channels that work both ways. Talk in GL-Freedom from your phone! Mastercraft - Achieving 90+ skill has more benefit than usual, providing a curved increase to the power of your rolls as you gain skill closer to 99, which then doubles in power during the curve from 99 to 99.9999 Bounty - Bounty mod calculates reward based on the combat strength of the creature, and not some static number. The bounty comes from the king's coffers to keep the economy stable. Spellcraft - Adjustments and bugfixes to spellcasting to improve the overall feel of spells and faith gain. Armoury - Weaponry tweaks will occur over time, buffing weaker weapons to make them viable in the meta over time. Priest Settings Priest restrictions removed. You can build, improve, farm, etc. without penalty regardless of which deity they decide to follow. Maximum Faith 150. Prayers have been re-scaled to work up to a new faith cap of 150, allowing high faith priests to cast complex spells without needing to link. Prayer once per hour. You now only need to pray once per hour, instead of the standard 20 minutes. In return, each prayer will offer 3x more faith. This allows exploration after prayer without having to feel chained to the altar. Libila Enabled. Anyone can play Libila on any server, with full access to the Libila spell list. Minor inconveniences like Mycelium being overgrown by grass and animals requiring Bless before being tamed have also been removed. New Spells Harden (Vynora/Magranon) - Enchant that reduces the amount of damage taken by items through use. Keeps your equipment in top shape. Replenish (Vynora) - Enchant that automatically refills containers with water over time. Useful on items such as waterskins, barrels, and even fountains (without requiring a water source). Summon Soul (All) - Summons a player to your location. Has a long cast time, high favor cost, and is blocked in PvP if there are enemies nearby. The player being summoned also must accept the summon to avoid abuse. Expand (All) - Increases the size of a container. The container will remain capped at 100 items, but it will store larger/heavier objects. Allows forges to store up to 100 ores, mailboxes to fit longbows, and chests to fit saddles. Efficiency (Magranon) - Reduces the difficulty of skill checks with that item. This applies to many different actions, allowing players to mine higher average quality of ore, succeed in improvement more often, and similar. Has negating interaction (does not stack) with Circle of Cunning and Blessings of the Dark. Quarry (Magranon) - Casted on a pickaxe, this makes surface mining more likely to adjust the terrain. Higher casts give a higher chance of ensuring the rock level changes after mining. Titanforged (None) - Obtained on items only by slaying a Titan, this acts as a stackable Wind of Ages, Circle of Cunning, and Efficiency buff at half effect. Jewelry Enchants - Only one of these enchants can be on a single jewelry item. You can wear one of each enchant. Multiple of a single enchant on multiple items will not stack, and instead only use the highest value. Prowess (Magranon) - Increases Combat Rating while the jewelry is being worn. Industry (Vynora) - Reduces difficulty of skill checks while the jewelry is being worn. Endurance (Fo) - Reduces stamina loss while the jewelry is being worn. Acuity (Libila) - Reduces favor cost of spells while the jewelry is being worn. Uniques, Titans, and Rare Spawns Uniques have been reworked significantly. Static Regeneration - No longer are unique fights limited to sub 10 minute battles where it's simply a gear check of if you can do enough damage in time. Uniques now heal at a static rate (X% health per second). This generally makes fights take somewhat longer, and also become more tactical, giving players a chance to back out and regroup without the unique fully healing while they're regrouping. Improved Loot - Each unique drops an Affinity Orb and several other items of interest when slain. More loot is available for distribution. Moon Metal Blessing - When uniques die, they bless the world with several veins of moon metal (adamantine and glimmersteel). These are placed randomly and could potentially be near or in a deed. Loot Assistance - At the end of every slaying, player names are randomly generated into a list, allowing randomized distribution to all participants without having to use /roll or alternatives. Rare Spawns are a new type of creature where only one can exist on the map at a time. Small Group Balance - These spawns are designed to be handled by a small group of 3-5 skilled players, or 2-3 veterans. This makes them ideal targets for small hunting parties, while not being the target of "unique slaying" size groups. Rift Rewards - Every player who participates in slaying one of these creatures is awarded a rift cache, which opens up into rift crystals, rift wood, and rift shards. Treasure Map - On the corpse of the slain creature is a guaranteed medium-high quality treasure map. Titans are my take on raid bosses in Wurm Unlimited. Combat Mechanics - Titans obtain unique abilities including AoE attacks, target smites, add phases, and similar. These are not your standard "attack until dead" creatures. They require tactics, attention, and reaction to the mechanics they perform. Titanic Rewards - Titans have the best rewards of anything in the game. All participants receive an Affinity Orb and Titan Cache which provides a guaranteed Titanforged item. The titan corpse contains multiple different sorceries and several other items of intrigue. Material Overhaul Materials have been completely reworked from the ground up to offer new and unique bonuses. Creating items from certain materials has a variety of special benefits and, in some cases, penalties. Iron is used as the baseline with no changes, meaning the system can be ignored entirely by using iron tools. However, if you seek to truly maximize your effectiveness, you'll want to start seeking new tools made of alloys or moon metals. More information can be found on the spreadsheet below. Custom Creatures Forest Spider - Common spiders that deal poison damage. Giant - Large giants found rarely in forests with clubs that deal acid damage. Avenger - Ethereal guardian found in tundra that deals frost damage. Spirit Troll - Ethereal troll found in snow biomes that is capable of dealing crippling frost wounds. Wyverns - Multiple different colors of small drakes that can be tamed, dominated, mounted, hitched, etc. Custom Items Affinity Orb - Grants the player a random affinity when consumed. Eternal Orb - Sold at traders. Consumable item that allows players to move enchants from one item to another. Book of Conversion - Sold at traders. Consumable item that allows players to switch their deity at only a minor faith loss instead of a full faith reset. Enchant Orb - Can come with a random enchant. The enchant can then be transferred to an item without risk of shatter. Depth Drill - Drills a tile corner, revealing the amount of dirt until you hit rock. Beyond that, it can also locate nearby ores. Disintegration Rod - Sold at traders. This removes 1000 hits from any vein (no ore is provided), or instantly destroys a cave wall (like the Disintegrate spell). PMK Wagons, Banners, and Flags - Art from PMK's in Wurm Online can be crafted specifically. Like the art from The Crusaders? You can make it here, then mix and match that with an Ebonaura wagon. Chaos Crystals - This is a volatile crystal that can be infused on items for a variety of outcomes. It can increase rarity, or destroy the item outright. Uses the Soul & Mind characteristics. Enchanters Crystals - This crystal can adjust the enchant properties of an item. Uses the Soul & Mind characteristics. Mass Storage Unit - A massive storage unit designed to hold multiple BSB's, FSB's, chests, and crates, all in one neat window. Arrow Packs - Craft 40 arrows and a quiver into an arrow pack. Improve the arrow pack, then unpack to receive a quiver with 40 arrows of the QL of the arrow pack. This also transfers any enchants from the Arrow Pack to all 40 arrows. Meditation Reworked The timer between Meditating skill gain has been changed from 30 minutes to 1 hour. With this change, I've also corrected a bug/issue (existing in Vanilla WU/WO) where players could go on cooldown and not receive their skill gain tick. Skill gain for meditation has been significantly increased overall. Meditation tiles no longer require a flat area under conditions such as near water, rock, etc. Instead, you can meditate on any tile for the following paths to advance or obtain your path: Insanity: Any tile in a mine. Knowledge: Any sand tile. Power: Any rock or cliff tile (on surface). Hate: Any mycelium, infected tree, or infected bush tile. Love: Any grass, tree, or bush tile. Beyond this, the following changes have been made: Path of Insanity's Shield of the Gone has been removed. Path of Insanity now grants a permanent action timer haste starting at level 7. Action timers are reduced by 2% for each level after 6. This will grant a total of 12% reduced action timers at path level 13. Path of Hate's 50% damage against animals and humans ability has been removed. Path of Hate now grants a permanent scaling increase to walk/run speed starting at level 4. Speed is increased by 1% for every level after 3. This will grant a total of 9% increased movement speed at path level 13. Path of Power's hidden body stamina bonus now scales from level 7 onward instead of being locked to level 11. You now gain 5 hidden body stamina per level after 6. Path of Knowledge skill gain bonus now scales from level 7 onward instead of being locked to level 11. You now gain 5% increased skill gain per level after 6. Quality of Life Fatigue Action Override - You can now make fatiguing actions from vehicles and mounts. Improve from a horse. Build from your wagon. Sow from your cart. You no longer need to "be on solid ground" to do that anymore. Vehicle Auto-Deposit - While performing gathering actions from a vehicle, you will automatically store the results in proper containers in your vehicle. This applies to mining, woodcutting, and digging. It will deposit bulk items into Bulk Storage Bins that are loaded into the vehicle if they exist and have space. It will deposit bulk items into crates if there are no valid Bulk Storage Bins to deposit them into. It will deposit any items that do not fit in the above directly into the hold of the vehicle. This includes gems. Sorcery items can now be split into their individual charges. Inventory groups can now have sub-groups for further inventory organization. Logs now take up significantly less volume in bulk containers. Leather and Logs can now be combined, allowing you to save a good enchant. Rarity system has been significantly improved. Fantastic items are now more attainable. Shields can take less than 0.01 damage when you block. Added a "Receive all mail" button to mailboxes. It will automatically accept up to the first 100 non-CoD mails that were sent to you and place them directly into the mailbox. Added an "Unequip all armour" button when interacting with equipped items. It will... well... unequip all your armour. Food and drink timed affinities are now universal. If you get a Fletching affinity from a drink you make, so will everyone else. Furthermore, food affinities have been improved from 10% to 30%. Cooking is a valid profession. Damage taken by items over 90 have been re-scaled. An item improved to QL100 is immune to damage and will never decay. Loot Assistance messages are broadcast when a unique creature is slain, randomly ordering participants for loot distribution (if it's wanted by the slaying group). It also displays rough estimates of how much damage each player did to the creature. Creatures born on enchanted grass have a random trait removed immediately on birth (like an auto-genesis). Mailboxes, Trash Heaps, Altars, and Bell Towers can be loaded for transport. Body action to check your bank balance. Exhaustive Mod List Armoury - Bugfixes and adjustments to weapon, armour, and combat. AshProduce - Forges now produce ash while burning. Better Digging - Dig directly to your cart or wagon. Dropped on the ground if not on a vehicle. Better Farming - Perform farming actions in a small area as skill increases. Bulk Items Separated - Items are sorted by quality levels when deposited in bulk storage bins. Careful Harvest - Allows you to replant your crops automatically upon harvest. Craftable Pauldrons - Create unique pauldrons using various skills. Crop Mod - Fields do not wither. DiscordRelay - Allows server chat and events to be broadcast to Discord, and vice-versa. FireBurnTime - Shows the remaining burn time more accurately on lit containers. Harvest Helper - Minor adjustments to improve harvesting. Hitching Post - Item that allows you to hitch your animal in place. Hitch Limits - Improvements to creatures hitched onto vehicles. HotS Fixes - Bugfixes for Libila. Highway Portals - Create portals to instantly transport to deeds connected via the highway system. Inbreed Warning - Warning message when attempting to inbreed. Increase Merchant Items - Merchants can now hold up to 90 items. Kingdom Offices - Bid for kingdom titles in a PvE environment. Kingdom Stuff - Allows creation of kingdom and PMK-specific items for player use. Meditate Mod - Guarantee meditation success, no 10 tile movement. Move Mod - Adjustments to movement speeds of vehicles, mounts, and boats. Move To Center - Provides an action that allows you to move items directly to the center of a tile. Mycelium - Minor fixes to the spread of mycelium. No Holy Ground - Allows construction within the vicinity of white and black light. Server Packs - Allows custom graphics to be displayed from the server to clients. Server Player Counter - Corrects the server player count on the server list. Server Tweaks - A suite of various bugfixes and tweaks for Wurm Unlimited servers. Sindusk Library - Required for various other mods. Spellcraft - Various bugfixes and gameplay adjustments involving deities, faith, and spellcasting. Spell Mod - Priest restrictions removed. Stable Master - Allows conversion of creatures into tokens that can be redeemed. Starter Gear - Adjusts the starting gear of new players. Tabard Mod - Allows players to create kingdom-specific tabards to wear. Taxidermy - Players can create kits to keep corpses as decorations. Three Dee - Tables and other decorations can now have items placed on top of them. Timer Fix - WoA/BotD function properly with increased action timers. Trader Mod - Adjusts items stored on traders. They will now hold 50 sleep powders at all time. Treasure Hunting - Treasure maps that can be hunted down and opened for great rewards. Wyvern Mods (Adjusted) - The collection of mods designed for Wyvern Reborn. This will be adjusted and tweaked heavily to work with the new server. Revenant Arena (PvP) Revenant Arena The arena is seamlessly tied in with the Revenant PvE map. Items and skills will transfer from Revenant to Arena. You can sail from any border of our PvE map to the Arena through plot course. Alternatively, you can use the Arena teleport to enter and retreat from the Arena server. More details below. There are no starter deeds on the PvP map. On death, if you do not have a village token to respawn at, you will instead respawn at a random location on the map. You can also opt to respawn directly to the PvE server. Zero-Risk PvP Players do not drop their items upon death. Instead, any repairable items take heavy damage. This excludes items without the ability to be "repaired" such as food, ropes, cotton, etc. Resurrection stones now protect players from losing skills or affinity on death. If the killing player does not get an affinity because a resurrection stone was used, they will instead get silver for killing the target (from the King's Coffers via the amount paid for the Resurrection Stone). These changes make it very minimal risk to participate in the PvP server. The spoils of victory is the objective you're after, and not the loot of the opponent. Supply Depots Supply Depots spawn in a random location on the map every 11 hours. They are marked by a red beam of light visible from across the map (Rift light, if familiar with WO). It is required to have at least 25 fighting to capture a supply depot. This is meant specifically to prevent risk-free alt captures and ensure that killing someone trying to capture a depot results in a death tab. The capture has a 4 minute action timer. You must be standing still and remain out of combat for the duration of the channel. Taking damage (spells, archery & war machines included) or entering melee combat will interrupt the action. Rewards: Sorcery Fragment, Enchant orb (40-80 power), 2-3 caches, currency, seryll/sleep powder, and a few other potential rewards that are not guaranteed on every depot. Hunt of the Ancients Hunt of the Ancients will begin at the center of the map every 37 hours. The HotA is unchanged from default mechanics. Four pillars will spawn when the hunt begins, and the first alliance or village to capture all four wins the hunt. Rewards: Key Fragment, Affinity orb, 5-8 caches, currency, 5 addy/glimmersteel lumps, sleep powder, seryll, and a few other potential rewards not guaranteed every victory. Moon metal weights are increased as HotA win streak increases. All items delivered into the HotA statue to the alliance capital. Fixed various bugs involving HotA, including a secret where the HotA statues were supposed to come in Glimmersteel or Adamantine for groups that have extensive HotA win streaks. Arena Teleports There are two body actions that can be performed: Arena Teleport and Escape the Arena. Arena Teleport can be used from the PvE server. It requires 1 minute of uninterrupted channeling to perform. During the channel, the command will display messages that you should absolutely read and interrupt the action if you don't like what you see. Upon completion, the teleport will transfer you to the Arena server. Where you end up depends on a few conditions. If you are a citizen in a village, it will transport you to the village token. If you are not in a village, it will select a random location on the map to transport you to. The random teleport is conditional. You will not end up in water, you will not end up on a cliff, and you will be outside of local range of any existing villages. Otherwise, the location you end up in is completely randomized. On the other side, we have the Escape: Escape the Arena can be used from the Arena server. It requires 3 minutes of uninterrupted channeling to perform. Enemies entering within 80 tiles of your location will interrupt & block your escape. When successful, the escape will transport you to the PvE server. The location, again, depends on a few conditions. If you are a citizen in a village, you will again be transported to your village token. If you are not in a village, you will be transported to the token of the starter town. Any server-bound items, such as artifacts, sorcery fragments, or key fragments, will drop where you escaped from and remain on the Arena. Important: These teleports are being added as an experiment. If they begin to cause more trouble than they're worth, they will be removed. Arena Respawn Respawn has been completely reworked on the Arena server. Upon death, you will now get a new screen asking you where you'd like to respond. In all cases, you will have 2-3 options. The default option selected is the token of your PvP village, if you're a citizen of a village. This will obviously not be an option if you have no village. The second option, which is default if you are not part of a village, is a random location. This will select a random point on the map to spawn you. This will not be in water, on a cliff, or within local range of any existing villages. Finally, there is a button to return directly to the PvE server. Selecting this will transfer you back to PvE and give you the default respawn window, allowing you to select to spawn at the starter deed, your village, any existing allied villages, etc. Sorcery Fragment Combination Sorcery fragment combination is now available. To start combining your sorcery fragments into a sorcery, you must visit the White or Black altar on Arena. You're required to have at least 2 fragments in your inventory to begin. Right-click the altar and select "Combine sorcery" to begin the process. This will start a 5 minute action timer and announce to the server you are beginning to combine fragments. You cannot move, enter combat, or take damage during this 5 minute period. Doing so will stop the action and you'll have to start over again. Upon completion, 2 fragments from your inventory will combine. The fragments will be renamed with [#/10] at the end to indicate how complete they are. If you have 10 or higher total fragments, they will combine and produce a random sorcery with 2 or 3 charges. If you combine two fragments with a total of over 10, for example a 6/10 and 8/10, they will produce a new fragment after the sorcery is complete with the remainder. In this example, you would receive the sorcery and a 4/10 fragment. Deed Mechanics Deeds can be placed at any location on the map, regardless of influence. There is a minimum distance of 100 tiles between any two deed tokens. Kingdom titles will be obtained identically to how it's done on Revenant: bidding with Kingdom Tokens purchased from the trader. Deeds will be limited to 5 guards at most. Spirit templars will attack anyone who is not a citizen or ally of the deed they're guarding. Arena-Specific Mechanics Global Damage Reduction - Players (and their pets) take reduced damage from other players (and their pets). This allows for more drawn out and tactical fights. Local Range - Reduced to 50 tiles down from 80. This applies to surface-to-surface vision, cave-to-surface and cave-to-cave remains 20. Champions Disabled - Champion player system is completely disabled on Arena. Mount Gear Anywhere - After leading a creature, you can equip it with shoes, saddle, barding, and similar. You do not need to have it tamed or branded. One Lead Maximum - You can only lead one creature at a time. You'll have to decide between a pet or a backup horse. Karma Port Disabled - Karma teleport has been disabled on the Arena. Stats Tracking - Kills, deaths, and depot captures are tracked and openly displayed on the Leaderboard system. Supply Depot (Red Beam): Material Overhaul: In-game Leaderboards: Main Leaderboard selection screen: Opt-Out players show up as "Unknown": Special leaderboards including total overall skill level and highest actual skill levels: Full Discord Integration: All in-game chat channels: #gl-freedom: #event: #arena: #deaths: Skill Gain Algorithm & Comparison:
  9. Revenant - Modded PvE/PvP (3x Action, New Skillgain)

    Miscellaneous Changes Fixed several custom spell changes that broke after the priest update: Difficulty of Dark Messenger reduced from 40 to 30. Drain Stamina cooldown increased from 30 seconds to 1 minute. Difficulty of Wind of Ages reduced from 60 to 55. Cost of Wind of Ages reduced from 50 favor to 40 favor. Cast Time of Charm Animal reduced from 20 seconds to 15 seconds. Reevi priests will now use the Statuette of Reevi item to cast spells. Fixed issues with meal achievements not working properly to update the journal. Fixed a bug where Thelastdab priests would de-priest after gaining alignment.
  10. the future of pvp mechanics

    It's a double edged sword no matter which approach you take. If you make players skill faster (even just through the early levels) and get it wrong, it can have some awful consequences. If it's too fast, players will catch up quickly and that sense of pride and accomplishment (sorry) that players have from their existing accounts will be upset. You can't take that back, either, because reducing the skill gain after certain people obtained levels will steer away any new potential players. Essentially, a window of opportunity or borderline exploit of the system. If you make it too slow, it's not solving the problem and the vast gap will remain. If it launches like this, then new players will feel like they're catching up too slowly and that it's not worth the time and effort. If you adjust the skilling rate in any way, it has to be basically perfect to succeed, and cannot be fixed after the fact. On the flip side, you have their existing approach of implementing caps or curves on the existing system: If the curve/cap is too high, then the gap remains too heavy and players will feel like it's not doing anything. If the curve/cap is too low, then there will be no advantage to having a highly expensive, grinded account. While there's still bad scenarios on both ends, this system can actually be fixed post-launch to make it feel better on either side. It doesn't affect progression of accounts. Any fix that gets implemented has an immediate effect on everyone, too, so it doesn't take time to see if the change had the desired effect. As critical as I am of the decisions CodeClub makes, it's hard to argue that they've significantly improved recently. They've put out development streams, a road map, and have now shown people that there's a future for epic. If that trend continues, then we can expect a reasonable line of communication post-launch of the elevation reset, with monitoring on how the changes are working. My only guess at why they aren't discussing specifics of each system would be that they're either not finalized, or don't want to tip their hand too much right now. If they're not finalized, then that's understandable, but it would be nice to know what the goals with the system are. Is it to make everyone with 40 body strength a contender against 70 body strength accounts? What situations are actually being targeted with this as the "solution?" Give an example of a problem that exists now that would be resolved with the new system. If they're aiming to not tip their hand, I can actually respect that too. There's actually nothing wrong with keeping a formula secret. Due to the heavy RNG nature of the game, it's possible they could hide the formula from everyone (assuming they prevent it from going to WU). Just think of how many tools exist to manipulate the game right now. Grinder tells you the odds you have to get a skill tick. You can calculate a food affinity using an online calculator. Personal opinion, I think moving back to some form of uncertainty about how things work might be nice. I literally have a calculator that you can plug in stats/items into, and it will simulate a combat between two players X amount of times and print out statistics. If the new systems break that calculator and make it invalid with no way to repair it, I think that's a good thing.
  11. A New Elevation

    There's a lot of gameplay system interactions between the changes here. Some of them might not turn out as expected, but that's part of the fun when it comes to trying something new. Deed disband after X in a row will create frustration. It's unrealistic to expect players to be able to continuously assault a deed for almost a week straight. Imagine getting to 4 in a row, then on the 5th day you can't get enough people to match the defending force. All four days of success are undone by a single bad day. The better solution is to implement a new mechanic of some kind for each deed, something akin to "Unrest" which would increase per drain, then decrease over time. For example, +20 unrest per drain, -10 unrest per day it's not drained. Deed disbands if it reaches 100 unrest. This allows players to continuously assault a deed, but doesn't require a "perfect" assault over the course of a week. If they miss a drain or two, they don't have to start over. This also increases the importance of consistent defense. If a kingdom lets a deed get drained heavily, they now have to consistently defend that deed in order to prevent it from disbanding instead of simply spending the day watching it. Stone Skin, True Strike, and Continuum need to either be disabled or reworked/nerfed on epic. These spells are just egregious in the current combat system. Providing a cooldown is the least effective fix. It doesn't prevent them from doing the damage they deal. These karma spells alone can mean life or death, literally. A proper stack of truestrikes on a target can get them killed nearly instantly, swinging the tides of a combat. Instead of just putting a cooldown on them and keeping their power the same, nerf them like crazy. Stone skin can cause the next 1 attack to miss. True strike can offer a single critical hit. Continuum can provide 5% damage reduction. These are really simple numerical changes that can be implemented quickly behind if(epic) statements. You can stack the cooldown on top of the nerfs if you want, but just implementing the cooldown isn't enough. Hell Horses and mounts in general have more issues than just going too fast. I believe I repeat this far too often, but horses actually have a random chance to be slowed down when damaged. I've thoroughly tested this in the past, and it can take up to 20 seconds to slow a horse after it's taken damage. This is something I've fixed in a mod on WU a long time ago (it's part of WyvernMods if you want to steal the code) and is something I hope is looked at for the base game when you tweak mount speeds. Hell horses are too fast, but most of it comes from the gear that's on the horse. It works as an additive modifier to horse speed and can actually counteract damage inflicted because the additive bonus outpaces the slow from being damaged. The nerfs to horse speed should come from nerfing horse gear, not nerfing horses. Personal recommendation is to adjust gear to be multiplicative modifiers instead of additive. Then re-scale their bonuses at maximum QL/enchant to be slightly lower than the current maximum. Combat skill caps will affect skilling. If you can't block, you don't get shield skill. Keep this in mind. These combat soft caps are actually a good idea, but ensure to make them PvP-specific, similar to how body strength already scales specific to player vs player combat instead of player vs creature. Quick travel between server borders should be prevented if enemies are in local. This should probably go without saying, but I've made this mistake in the past... Karma teleport isn't the only method of instant teleportation. The insanity teleport, home teleport from meditation (which should be covered by meditation changes), and farwalker twigs/stones are also available as methods of quick getaways. If karma teleport is to be disabled, other methods of "get away immediately after I drop out of local" should be looked at as well. This is a very arbitrary limitation that is difficult to convey to players. When a player can't place a mine door, they have to look all over to figure out why. An alternative solution would be to make them more easily broken via increasing the multiplier (similar to how tower chaining does it). Pushing through mines is risky enough as is with shaker orbs becoming a death trap. Allowing mine doors to be more easily broken is probably okay. Secondarily, preventing players from replacing mine doors while enemies are in local. There's a lot of different solutions for the mine door meta, but I don't think this is the correct one. It's a good start towards improving the landscape of epic. After nearly 4 years there will be new chapter in the story of Wurm PvP. A new chapter will start with kingdoms being formed and borders being drawn. It will also be exciting to see how the new systems interact with a fresh map, especially one that isn't so large.
  12. WyvernMods Configurable

    I always try to set up my mod configurations so that the mod runs no code with everything disabled. This should prevent it from having any conflicts with other mods, since nothing is being changed. That concept should remain intact with WyvernMods. If you find another mod is conflicting with WyvernMods, you can resolve that conflict by simply disabling the option that conflicts. Option disabled -> code doesn't run -> conflict resolved. I find this method to be the cleanest approach to modding for the game, and makes WU updates far less daunting. When WU updates break a piece of code, my Util class handles each adjustment in a try/catch fashion, preventing the server from crashing due to invalid hooks. Even when WyvernMods has functions no longer working, it gives agency to the server owners to resolve the problems on their own. Just going to confirm that the bison mount option is not working, and there are indeed a few other options that aren't working. I'll be fixing these issues in the near future.
  13. Why was PvP abandoned?

    There hasn't been a new map for Wurm Online since 2015, when Elevation was reset. It's been over 4 years since there's been new land. Anyone who only heard of Wurm through Wurm Unlimited (for example, me) has never had the opportunity to experience a new map for the game. That gold rush sensation of exploring new land and claiming it as your own. Players on PvP want a new map. Players from Wurm Unlimited might be interested in trying Wurm Online with a new map. Who knows, maybe it's just the bombshell you want for the upcoming dev stream.
  14. Why was PvP abandoned?

    I think this is a step in the right direction. However, some advice: bring something substantial to the first development stream that you can discuss in depth. If your first development stream ends up being a cop-out on all the tough questions, you're just making false promises here. You should know what type of questions you're going to receive and you should be able to answer them clearly when they come through twitch chat. By the end of the stream, players should have new information that they can discuss. You have a really good opportunity to shift the mentality of the player base here. The first official development stream only happens once. Make it count and set a precedent for future ones so people are more likely to tune in.
  15. Sindusk Server Mods

    That's a feature of WyvernMods Miscellaneous Changes module, which is now available here:
  16. Why was PvP abandoned?

    All of this heated debate is entirely self-inflicted. The unwillingness to be a more open and communicative entity causes all of these threads. Your players - no, your customers - are literally just asking for information. Information that's being adamantly refused based on policy with roots in ancient history. Games survive by adapting to their player base. When League of Legends first came out, it was marketed towards younger players with a more animated art style and more colorful characters than their competition. Over time, the player base grew up and now you have characters resembling a harbor butcher and heavy metal meat grinder in the game. When Path of Exile first came out, it was marketed towards those who wanted a dark, slow, gritty ARPG. It's adapted over time and become a fast-paced, high-depth ARPG that now dwarfs the genre. If you want Wurm to continue, it's time to re-evaluate and adapt to your market. The refusal to change the way you share information and stifling it from your consumers is ancient. It predates my introduction to the game entirely - years ago. You need to bury the hatchet and win back your community (both players from before and after) instead of holding them at arms length and hoping the problem goes away. Your fear for sharing information comes from getting flamed in the past. Welcome to the internet. Everyone gets flamed no matter what they do. You get flamed right now for not sharing future plans. You share future plans, you get flamed for those plans not being good. The plan gets delayed, you get flamed for not getting it done. You execute your plan, you get flamed because the implementation was bad. I've been flamed for releasing a free, open-source public mod here on these very forums, calling it shoddy work and a disservice to the community. The perception of the general public comes from how you handle pressure and respond to getting flamed. Frankly, and sorry if this comes off as flame; you're not doing a very good job of that. First of all, agree with people when they say something correct. When someone mentions an issue that's valid, such as priests being a sore spot in PvP, just admit it's a fair point. Now they know their issue is recognized and you're on the same side. When you're on their side and agree with them, you can then correct their points. Follow that up with information about how you would address it, or just tell them it's something that will be addressed later. Secondly, learn to take a knee and apologize when mistakes are made. If you recall this incident, you can notice very clearly there's no official statement saying something along the lines of "Sorry we banned over a dozen people who weren't even online at the time. Here's why, and we'll do better in the future." It's actually remarkable how looking through so many public statements, the only one that even resembles an apology is when horses turned gray. Even then, the lines are remarkably unapologetic. Third and finally, make clear official statements regarding popular issues. If you hear something enough times (cough epic cough) you should be willing to put your foot down and make a clear, official statement regarding that topic to set the record straight. Not here in this thread, not even in the one asking for it. In the City Hall with a thread of it's own, addressing the topic in the most clear manner you can. I know the argument to this will be "there is nothing to say" which, while false, can still be worked around. State in an official manner that there's no plan, or some plan, or a plan in the works, or whatever - and that it will or will not be coming out any time soon. Say that epic will remain open or not for X amount of time. Take questions you see a lot regarding the topic and answer them. You don't need a release date. You don't need a roadmap with a sequential plan. You don't even need a plan. You just need go get over this stupid policy of leaving your customers theorizing potential futures and wallowing in the unknown.
  17. [WU] Datamining

    Disclaimer: The information posted here is based off data gathered from the Wurm Unlimited code and Wurm Unlimited gameplay, and has not been confirmed in Wurm Online. Some information posted below may also be off to some degree so, please, be aware and take this information with a grain of salt. Hello everyone, I am an avid Wurm Unlimited player and experienced java programmer. I've been playing for nearly 6 months (never having played Wurm Online before) and been doing a lot of datamining in the Wurm Unlimited server code during this time. I've made large strides in discovering the darkest mysteries of Wurm, and in doing so, created several spreadsheets, mods, and even a standalone simulation program to analyze how Wurm works. I've noticed that not much of the community has been sharing their findings throughout the code with the rest of the players. People ask many questions and receive answers from people simply skimming the code looking for the fastest answer. It leads to misinformation such as this weapon damage list that I see pop up every now and then. I'm here to put my foot down and officially reveal (almost) everything I've found so far. Let's get started. Information Spreadsheets Forge Burning Time (on full fuel) Note: There are other factors involved in how long forges last. Consider this a "maximum" value for time. Prayer Chart Deity Bonuses Weapon Stat Table Miscellaneous Information Creature Statistics [multiple images] Super Important Note: "Est Combat Power" is a dumb value! It is a formula I made up to calculate "X is better than Y" - the value itself means nothing! Please do not look at it and assume an anaconda is over 10x stronger than a huge spider. Armour Reduction Table True Weapon Damage Note: The total health pool of a player is 65565, reduced by armour, body strength, etc. The values listed are expected of a 90 skill player wielding the listed QL weapon attacking an unarmoured new player. Meditation Messages Note: This is a list of messages that can appear after "You fall into a trance." - using this message can give you a good indicator of what type of tile you're on. Okay, now that those are out of the way, let's move on to some spell casting simulations. Spell Casting Religious spell casting power is based almost entirely on channeling skill. Here are some simulations to assist in gaining a better overall picture of how channeling affects the results. I'm going to use Blessings of the Dark as the spell of choice, but all 60 difficulty spells should function identically. Each image will increment the channeling skill by 5, and show the new results. Each test runs 1 million casts on a single item, then prints statistics on the results. Well then, that's out of the way. Just to illustrate the amount of difference that difficulty makes a spell, I'll give a reference point by comparing 50 and 70 channeling to the 20 and 40 difficulty spells, Courier and Dark Messenger Excellent, so I think that gives a pretty decent idea of how channeling impacts spell casting. I can run further simulations and try to answer any questions you may have on the topic. Let's move on to mining. Mining Mining has a ton of factors. The first are obvious, QL of pickaxe and mining. Then there are less obvious factors. Maximum QL of the vein, whether it was transmuted or not, type of vein, and mining oil imbue. Here, I'll show the results of a few simulations against a transmuted iron vein, with normal - fantastic pickaxes in use, then followed up by increments of 10 mining oil imbue power. Now to get onto the juicy bits that I've been asked about in so many private messages. Combat! Combat Combat is such an incredibly intricate topic. Having spent months looking through it, writing a simulator, and getting down to the nitty gritty details of how each individual system operates, I feel I have only still just scratched the surface. Knowing how each system works does very little if you don't understand the whole picture. I've spent so much time on this, and I'm pleased to say I have some information that I think a lot of players will find useful. Combat Rating & Hit Chance Let's start from the top and work our way down. The first thing to understand is hit chance. Hit chance is determined by the following formula: float chance = (float)((double)(this.normcr(myCR) / (this.normcr(oppCR) + this.normcr(myCR))) * m * (double)parryBonus); A simplified version: chance = (myCR / (oppCR + myCR)) * m * parryBonus); The major factors at play are your CR, your opponents CR, the modifier (m), and parry bonus. I went through the combat rating method and all it's sub-methods, then translated them to English (sort of). Calculating Your Combat Rating Next step is the modifier. But I'm going to ignore that for now. It's a little complicated and not worth the trouble of diving into just yet. Finally, the parry bonus. It can equate to 0.8, 0.9, or 1. It depends on where you and your opponent are targeting. If they are in defensive targeting (the little shield buttons) in the direction you are swinging, then it is 0.8. If they are targeting the other side (horizontally) of the body compared to where you are swinging (for example they are upper right, you are upper left; or you are middle left, and they are middle right), it resolves to 0.9. In all other cases, it resolves to 1.0. Shields So that's the rundown on hit chance. Let's move on to shields. When you attempt to block with a shield, a value from -100 to 100 is obtained. There are 3 different ways a shield can resolve: a full block (50-100 roll), half block (0 - 50 roll), and fail block (-100 to 0 roll). A full block stops the attack entirely, no damage is dealt and that's the end of it. A half block reduces the hit chance of the attacker, by up to 50%. This helps resolve it to become a miss, parry, or evade, yet it's still possible the attack goes through and deals damage. Finally, the fail block is when your attempt to block fails and you do not block at all. Keep in mind you can only block 2 attacks per round of combat. Because of how many factors are at play, I am running my simulations with both players having equal combat rating. The attacker will use a 70ql medium maul with 70 skill in it, and the defender will have their shield skill and QL changed over the duration of the simulations. Here are the results. Shield Blocking Simulations Shield Type Testing Note: Increased sample size to 100,000 from 10,000 to improve accuracy. Added shield material to the output. Shield Rarity Testing Note: Prepare for extreme disappointment. Reading the code indicates that rarity is not a factor, and these simulations back up that claim. I have a few other things I can share - mostly involving combat - and will continue in the future. Hopefully you like what I've shared and can glean useful information from it. If you have any questions or would like to request an addition to the Miscellaneous Info spreadsheet (by asking a question about how a certain thing works), just ask and I will do my best to answer your question.
  18. 3x server - Homeage to Wurm Unlimited

    The last time a new server was released on the Freedom cluster was Xanadu, in June of 2014. This was roughly a year and a half before the release of Wurm Unlimited. For five years the game has been without a new server. Literally since the time I started playing and interacting with this game, there has never been a new place to play. Anyone who was introduced to the game via Wurm Unlimited has never had the opportunity to join Wurm Online through a new server.
  19. WyvernMods Configurable

    Thanks for the suggestions. I understand it looks really heavy on the requirement front, and truthfully it is. SinduskLibrary and Bdew Server Mod Tools will always be required for this mod, since it uses features from both in order to function. Both are very lightweight libraries that don't increase server stress at all. It will always require DUSKombat because of the way it interacts with the DUSKombat systems for tracking creature damage. There is no way to properly have the bounty module and custom creatures interact without having it required. I specifically added the enable check so that server owners could disable it completely. If the option is toggled to disable DUSKombat, the mod runs no code aside from the initial configuration (where it figures out that you have that setting toggled) and thus shouldn't have any impact on the server. DiscordRelay is a mod that I cannot imagine would be removed as a requirement. There are far too many announcements made in the mod that I'd like to relay through Discord for it to be feasible to remove it as a requirement. TreasureHunting is a requirement I could definitely change. The reason for it's implementation was to create Sealed Maps and use their ID as a reference for drops as loot (from rare spawns specifically). Now that configurations are available and I'm the one maintaining the TreasureHunting mod, I can move the Sealed Map item into the TreasureHunting mod itself, then use a configuration to add the ID to WyvernMods. There's no doubt that having every module split into it's own mod would've been ideal so it could be selected at will. I never thought I'd ever be releasing this version of WyvernMods. However, this prevents the features from each interacting with each other. So many of the edits and tweaks from this actually have an impact on another part of it. For this reason, keeping it all together in one mod makes the coding so much easier and allows a significant reduction in setup time to make everything work. In the example above with TreasureHunting, it would require the server owner to obtain and input the ID of the Sealed Map to make it work properly. For many this wont be an issue, but I know there will be difficulty for others. I wont pretend that requiring 6 mods to be installed just to start using this is a simple task. It's not easy and I don't imagine it's something everyone would want to do. There's a lot of good features here, but the requirements for setup match the complexity of the mod.
  20. Sindusk Server Mods

    Both errors listed seem to be from previous versions of the mods. For example, all code for Summon Soul was removed in Spellcraft and it no longer exists. Updating the mods to their latest versions (downloaded from GitHub) should resolve those issues.
  21. Valrei International. 083

    The reason the game can't handle a world as large as Xanadu cleanly is due to a couple factors. First of all, pretty much the entire server runs on one thread. That means any additional load that gets added on by new features that are computation-heavy during polling will cause everything to slow down instead of using another CPU core to handle the processing. When you add an item, like was mentioned, it is polled every now and again for decay. As each item is added, the "main" server loop has to handle that. When it polls that item, it has to wait until it's done doing that poll until the next "loop" can occur for processing. When you have several thousand, it's no problem. When you get a million items that need to be processed on every loop and checked for decay, you get in a situation where it's spending more time decaying items than handling the actions for players. This is why you can run into situations where the server will stop responding and everyone will be "Refreshing..." until the server catches up. Secondly, there's a ton of really poorly implemented processes in that server loop. One of the most expensive operations in Java is handling exceptions. Exceptions are used in a ton of places in the code where they could easily be handled in a faster manner. For example, whenever a function needs to find an item on a creature/player it uses an exception. This runs when you are swinging in combat (to find your weapon), when you get hit in combat (to find your armour piece), and in some extreme cases, even when some creatures are moving. A prime example of that would be when you saddle/shoe a horse, it checks all the gear it has when it's moving so that it updates how fast it goes. Each one of these operations is an expensive check that, if it fails, can be extremely expensive. If I recall correctly, this check occurs on every single creature that's either mounted or hitched to a vehicle. Anyone who is using horses without gear on a vehicle is adding quite a bit to the processing required during server polling. This problem has been seeing some work recently and exception catches are becoming less frequent. However, they're so common that it still makes up a significant portion of the server loop. Third, there's systems in the game that are designed in a way that makes them very difficult to process when the volume becomes too large. Decay is currently designed in such a way that it requires collecting and polling every single item, structure, and wall in the game constantly. These are by far the most difficult problems to solve. They're not impossible, but implementing the solution is extremely difficult and would take a significant effort to mimic previous behavior. As an example, I once pitched a zero-polling decay solution. Instead of polling every item in the game, their decay would update when the item was observed. If you drop a pile of 100 wood scrap in the woods in a corner of the map and nobody is even in local range for 2 years, the server is still polling those items up to the point where they are deleted - on every loop of every server tick. Instead, the idea would be to tag the item when it was last observed. When a player enters local and can see the item, it would then update the damage (and/or QL) of the item relative to when it was last viewed. If that was 2 years ago, then obviously the wood scraps would take so much damage to be destroyed. If instead it was a week after they were initially left on the ground, they would take a week worth of damage. This whole system would allow complete removal of polling items for decay. So why not do that? Because it's really difficult. It involves adding data to every item that exists in the game and transitioning that into a brand new system. It would involve removing a ton of complicated code and re-writing it in a new way to be handled with the new system. It would involve updating the client-server communication so that the server would know when an item needs to be updated. All of these problems translate to solutions to other problems. Avoiding updating creature locations and data in un-loaded parts of the map would probably introduce new bugs. When a creature dies of old age in an unknown place on the map, it would drop a corpse and the corpse would start decaying. If the server stopped updating the age for creatures it could not see, then when it was finally viewed, it would drop a corpse with no decay introduced. Furthermore, it would be in the exact same location as when it was previously observed. TLDR: Server slowdown isn't because the hardware isn't good enough or that the database checks are slow. It's because the code for the game didn't have expansion in mind when it was originally created.
  22. Sindusk Server Mods

    It does not. That update is at the top of my list after I finish with WyvernMods. Most of the updates to the mods here were because of fixes or features I needed on my server.
  23. Devlog thread closed?

    Just going to quickly confirm this is true. Gary wrote multiple pages worth of documentation outlining the work needed for the priest update. I took that outline and expanded on it slightly, which then went through revision with input from the rest of the development team. Without Gary's efforts, the priest update would not hold the shape it currently does. While I'm proud of the changes that occur and feel they've made Wurm healthier on both PvE and PvP, credit needs to be given to Gary. I may have gotten the ball rolling, but Gary designed the ball.
  24. Devlog thread closed?

    I disagree. I believe there's a plan that would help Epic immensely and make it one of the best places to play. All it would take is to explain that plan and then commit to making it happen. It wouldn't come anytime soon, and would draw quite a few questions, but I truly believe that plan is one of the best ways forwards for Epic. At the very least, you'd see more players there. That's for sure.
  25. Sindusk Server Mods

    Make sure to have the latest version of SinduskLibrary installed on the server (Download Here). The method which is causing the error is trying to reference the library and not finding it.