Sindusk

Members
  • Content count

    524
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Sindusk

  1. Priest overhaul testing

    People are giving me far too much credit for my work on the priest rework. As is stated above, the development team is not a single person. While I did a large portion of the overhaul, it would be false to claim I did everything. Much of the changes were a joint effort between the developers and came at the conclusion of discussions with the whole team. I was prepared to come to our next discussion with this as a topic. It would've come with a recommendation to collapse the resistances of Shard of Ice, Fireheart, and Rotting Gut into a single shared resistance. This prevents the spell spam while keeping their potency (which is well received) intact.
  2. Farewell to the greatest Dev

    I decided to resign from the Wurm Online development team. This was not due to any specific event, but instead a much longer sequence of events and general disagreement with deep-rooted policies in place for the Wurm Online team. I joined the team to make progressive changes for the game, and fix long standing issues with existing systems. The priest rework was a major accomplishment in that regard, overhauling a major system of the game into a much healthier state. However, I truly feel that the most significant issues with the game cannot be fixed through code. The common theme between everything that caused my resignation can be traced to one aspect: Communication. The first part would be development communication to the players. Certain features and development goals are kept secret with poor reason. Major changes can be implemented with players reading about them during the patch notes while the server is down. Without going into detail, Tower Chaining was one such feature that was nearly mishandled in this regard. This type of secrecy in the development leads to anxiety for players. What is the future fate of Epic? Should players continue playing there? If they place a new deed on Elevation, is there a possibility of the map being reset shortly after? How much heads up will be given? All these questions stem from the fact that there is no official statement for plans on the future of Epic. Everything is being done behind closed doors and leads the community to speculate. The players don’t know if there’s a plan for Epic at all. Making sure that content is complete before announcing it is one thing. Leaving the community in a state of anxiety without giving them something to look forward to is a whole different beast. There doesn’t need to be a set date, there doesn’t need to be a specific timeline. If something gets delayed, there was a reason. State the reason and trust the community to support it. Everyone in this community just wants the game to get better, but get kept at arm’s length due to fear of having them bark up a storm when something doesn’t get done. If you communicate clearly, and speak to your players like you’re having a conversation with a human instead of calming an angry consumer, you’ll see a much better response. The second part is an extension of the first, which is constraints imposed on staff when it comes to communicating with players. It was very recent that I received a discord PM regarding someone wondering who they should contact in order to report someone. I asked in the general staff channel if there was anyone around who could help this player. It got resolved, but not without it being made clear that type of communication to players is frowned upon. The expectation, being a developer and not someone who handles moderation, was to not respond to the inquiry at all. This is just a recent example, but this dates all the way back to when I first started. My communications with players seemed to have gone under incredible scrutiny. I remember instances where I was urged not to join specific chat channels or discord servers. I remember getting an absolutely insane amount of flak for appearing on stream without proper notification ahead of time. I remember reporting an issue and being told I shouldn’t even be bringing it up because it’s not part of being a developer. I remember having an exploit reported directly to me, bringing it up in the development chat, and then being chastised for having handled the bug report directly instead of redirecting them to the forums. These events all added up seemed to have painted me as hostile in the team. Like I was somehow breaking the natural order of things or overruling someone else’s duty. If someone comes to me with an issue, I shouldn’t have to judge whether I should attempt to resolve it or not. I shouldn’t be expected to ignore the message entirely and give the player no direction. Players have no interest in jumping through hoops to get something done “correctly” - it should just get done. These artificial restrictions, whatever purpose they serve, do nothing but harm the players in the long run and make players reporting issues excessively difficult. The final part is communication about GM actions to the general public, and even the players who are subject to the actions. This has nothing to do with GM rulings themselves. Instead, my primary point of complaint here is the communication to the players and general public when rulings are made. The lack of communication allows the players on the other end of the ruling to spin the narrative to paint corruption and bias into the decisions, even if they are not present. This dates all the way back to when Propheteer was banned and there was only the single statement made about it. From the GM team, there was no general statement as to why one of the most prominent players in the game was banned. Instead, it was handled behind closed doors and Propheteer was able to release his own statements to the player base, spinning the narrative to suit his perspective. If a clear, informative statement was made saying “Propheteer has been banned for this reason and this is the evidence we have against him” the whole situation would have gone much smoother. This translates to all decisions. When a PvP ban or raid ban is announced, it’s just announced then lifted some time later. Updates on the progress and expected timeframe would help settle the minds of players. Updates similar to “The bug has been found and fixed, and will be patched in the next update. When the update is live, we will ensure the bug has been fixed and lift the ban.” You can even provide non-committal ballparks for when that is. “We expect the update to go live later this week.” If it doesn’t happen, again, like stated before: You have a reason, just state your reason and trust the community to back it. Finally, this should extend to investigation process. Both sides should be heard during a dispute. Too many times have I heard of a player being punished without anyone listening to their perspective of events. Truth can’t be known until both sides are heard, and you can figure out the actual events that happened. For some reason, the players being accused are considered hostile and are never contacted to hear their side of events. GM’s should serve as mediators between players, not executioners of justice for those who do something suspicious. With all of that said, these aren’t the only reasons. Certain events that I’m not at liberty to discuss were also part of my decision. I truly respect the current development team and feel they have the best interests of the game in mind. However, improving the communication and winning your community back to supporting your efforts should be of paramount importance. I wish the best of luck to the future of the game, and hope players enjoy the content I’ve worked on. It’s been a great experience and it pains me to leave, but I feel that the work I do was being consistently tainted by policies and decisions outside my control.
  3. WTS Johnston - SOLD

    Sold - can close.
  4. 5 faith a day limit

    As a personal opinion, I feel limiting prayers to one per day, but granting faith equivalent to 5x what it currently offers (including up to 5 faith in a single pray), would be the ideal solution. This removes the need for players to feel chained to an altar for almost 2 hours praying every 20 minutes in order to be efficient. Instead, you'd pray once and be set for the day.
  5. Expanding End-Game

    Hi everyone. For a while now I've been thinking about how to expand the end-game of Wurm. This is primarily a problem in Wurm Unlimited where the skill gain is faster and people have 90+ in many skills. However, it could also potentially apply to veterans of Wurm Online. Here's the predicament: Assume players have 90+ of every (or many) skills. Assume they have a set of dragonscale/dragonhide, seryll, adamantine, and glimmersteel armor + weapons. Assume they have a deed with enough currency to keep it running. Basically, they have everything the game has to offer right now. What could be added to expand on end-game for these players? What would offer them something new and exciting to do to "progress" forward and achieve something new in terms of gameplay instead of asking them to set their own goals? There's a few limitations: Cannot focus on combat. It's easy to add something difficult to kill and reward something nice, but not everyone enjoys the combat aspect of gameplay. No new models/assets. New creatures, weapons, armor, and items are difficult to implement and would take a lot of time and effort to produce. A new map/server can be used. Opening a new map specifically for the new content would be fine. If it's related to the geography of the map, it will work. Skill cap increases are not an option. This would upset current playerbase if it was done, and would furthermore be extremely difficult to do because of how Wurm is coded. Some 3rd dimension to it might be an option, though, such as a "prestige" system of sorts, perhaps. Maybe someone can think of a good system with that. Just know that item QL and skills cannot be raised over 100.0. I've been looking at other games to try and find inspiration. Many of the ideas I came up with ended up leading me to instanced content (isolated in an instance outside of the "primary" world), which isn't an option for Wurm. I'm curious if anyone has any ideas regarding how to expand the end-game of Wurm through mods. I'd like to keep it to the restrictions above, especially the new models/assets one, so that it would not require a client modification. Thank you for reading, Sindusk
  6. 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:
  7. 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.
  8. Informative Errors

    Informative Errors Right now in Wurm there is a significant number of systems that do not give proper player feedback which can result in confusion for anyone who doesn't understand the intricacies of how things work. These suggestions are meant to help improve clarity by adjusting error messages to more specifically display why things aren't working. Horse Gear A new player to the game might not understand that horses need to be tamed, charmed, or branded in order to be equipped. They might try something like either of the below after creating their first set of horse gear: Notice the errors? You can't reach that. You are not allowed to do that. Why can't I reach it? Why can't I do that? A new player would be absolutely confused as to what they did wrong here. In many cases, that player would simply go to Wurmpedia and figure it out, but not everyone is that patient or dedicated to resolving issues. My suggestion is to change the messages to give more clarity of what went wrong: You can't take that. The (name of creature) must be your pet or branded to your village. You are not allowed to do that. The (name of creature) must be your pet or branded to your village. Something along those lines would solve this player confusion with extremely minimal effort. Highway System There's a google document describing how the highway system works. I assure you, not everyone has read it. While creating a new highway is somewhat reasonable in terms of understanding how it works, take a look when trying to add on to an existing highway: You don't even get an error. You just can't even plant the objects trying to expand it. Now, an experienced player will know that you need to replace the catseye in the road with a waystone. But a new player will just sit there completely confused about what they're doing wrong. My suggestion is simple: Allow there to be a "plant" option for waystones and catseyes in the road where they wouldn't work. Then, display an error message telling the player why it wont work. For example, trying to place the catseye next to the highway here would result in an error like: You cannot place a catseye here. It would create an intersection, which requires a waystone. If I were to try the waystone, it could tell me something like the following: Waystones must be planted within a deed or replaced on catseyes to create an intersection. It's not perfect, but it sure beats having no idea what went wrong. Enchants & Negating Effects This one is rather simple, and can be described in two lines, copied from my Spellcraft mod description: [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. "Something that would negate the effect" tells the player nothing about what's going wrong. Someone who doesn't read the wiki would have no idea why their enchant wont apply. Corners Can't Be Modified When trying to flatten or level an area, sometimes this will happen: Some corners can't be modified. Why not? What's stopping it? Which corner is it? The following is more descriptive: The birch tree prevents a corner from being modified. The slate bricks prevents a corner from being modified. Either one of those is more effective than what's being displayed. Overall, clarity in error messages does nothing but good things for the game. It helps people learn what they're doing incorrectly and guides them towards solving the problem instead of leaving them feeling dumb and helpless.
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Wyvern Mods

    Wyvern Mods Download (Google Drive) Wyvern Mods is the source code for basically all of the modifications that currently run on Wyvern Reborn. I've tried to make a full extensive list of what it encompasses in the first post of the server thread, but it doesn't really cover all of it. This is not a single mod by itself. This is source code for a gigantic collection of mods. Some highlights: Titan System - Raid bosses that use special AoE abilities and summon minions. Supply Depots - A depot appears in a random location with a beam of red light marking it's location for all players to see, and can award custom loot to players if they manage to successfully capture it. Chaos & Enchanters Crystals - Custom items that can either greatly enhance or absolutely devastate an item they're used on. Meant as "late-game gambling" for those who don't want to settle for anything less than perfect. Custom Bounty - Bounty that rewards based on a creature strength algorithm instead of a flat amount per creature. Beyond that, you can award players based on damage dealt, participation, or simply edit what drops on the corpse of any given creature. Custom armour & weapons - Knuckles, Warhammers, and Clubs are new weapons. Spectral armour and glimmerscale for an "upgraded" version of drake and scale to make players even more powerful if they're willing to invest in it. Treasure Boxes - A custom item which rewards random treasures. Simple by design, but ultra effective in practice. Great for rewards after unique slayings and other events. So much more... The goal of posting this My goal with releasing this source code is to give a "foundation" of sorts for other modders, allowing them to learn from what I've created so far, as it's pretty easy to see the cause -> effect in the modifications here. Beyond that, I'm hoping some of it is found useful by other server owners in creating their own custom content. You can piggyback your own ideas onto the systems I've created, making your own raid bosses with the Titan system and your own randomly placed "treasure hunting" events with the Supply Depots (perhaps even a public version of rifts!). Make your own custom creatures using mine as a template. Create your own items with fun interactions with my Chaos Crystals and Enchanters Crystals as a starting point. I think with a little bit of tweaking, other modders and server owners should be able to create some extremely interesting new content with what's provided here. The final reason I'm putting this to the public is because I feel as though I don't need to "keep" my content to myself in order to maintain a playerbase. I don't see servers as a competition of who can get the most players. Once people begin playing on a server, they are most likely going to stay there for as long as it has a playerbase. I don't feel it necessary to "entice" players to come to Wyvern Reborn because it has unique custom content. I think the server stability, community, and server setup (2k PvE map and 1k Arena) are more important than that - and those are the factors that will keep people playing. My hope is that other modders and server owners will feel similar, and share some of the content they've created as well. AntiCheat and Miscellaneous Changes If you download the archive, you'll see that AntiCheat is part of WyvernMods. It has two components: Hiding hidden ores from LiveMap and XRay, and countering the advantage of ESP by hiding players, mounts, and lead creatures from local if they do not have vision of them (this component can cause sever lagg on larger servers and is currently a "beta" form of mod). The way this AntiCheat is handled is not counterable by client-side modding. The server culls information before the client receives it, meaning there's no way to adjust your client to counteract the change. I'd like to request anyone who is up for the challenge to split this out of WyvernMods and make a public anti-cheat available. I've been planning to do it myself, but the issues with the ESP counter have prevented me from going forward with it, since it could potentially destabilize a server that isn't aware of how it might affect them. I'm hoping someone can iterate on what I've done and create something truly remarkable that all servers can use to enhance the experience a bit further. Finally, there is a gigantic class called MiscChanges in WyvernMods. This is a collection of basically a year of QoL tweaks. I was planning to merge this into ServerTweaks to make it more enticing, but again, haven't had the time to do so. If anyone would like to split some of MiscChanges into a configurable mod for other server owners, it would probably go much appreciated. Usage on other servers So by now, if you're a server owner, you're probably asking yourself "can I use this on my server, and if so, how much?" - If you're asking about consent from me, I give it fully. You're welcome to use absolutely anything provided here on your server and modify it in whatever way you like. Unconditionally. I don't need to be credited for anything or have any other conditions for use. Just take whatever looks interesting and go crazy. I'm curious to see what you can do with it.
  18. Patch Notes 17/DEC/18 Gone Fishing

    Examining the token should give a message stating if the deed is chained to kingdom influence.
  19. 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.
  20. Lost faith after sacrifice

    Would you happen to know if you had negative alignment before the update?
  21. 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).
  22. Spellcraft - Download (Google Drive) One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Compatible with Ago's modlauncher and SpellMod (including priest restriction removal). 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. I plan to expand this system to allow server owners to create custom enchant groups. You'll finally be able to make that Flaming Aura + Frostbrand sword you've always wanted! Before then, however, 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. 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 from 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. 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: Download (Google Drive)
  23. 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.
  24. ReWeathered Landscape

    The effect you see there was highly "forced" by using a GM account to apply the effect in that area repeatedly. I condensed about ~2-4 months worth of terrain erosion into that 15 second clip. Edit: a quick before/after when I was working on it. This was roughly a week of erosion being live on the server: Before After
  25. ReWeathered Landscape

    Since the mod was brought up (the one I made for exactly this purpose), I feel it's valid to provide some context. Basically, when I first generated the map for my unlimited server, it was riddled with horrible bumps and hills all over the terrain. It looked incredibly unnatural and was terrible to travel across. 10 slope up, 13 slope down, 11 slope up again. It was miserable. After some time, I managed to design a system that would naturally terraform the ground back into a more natural state by detecting severe deformities. It does this by moving dirt using logical amounts of slope differential between two sides. If you're looking at a hill that's 10-15 slope each tile up to the top, it's going to be entirely unaffected. If someone digs a 20 slope ditch on a single tile corner, the system would detect that and start moving dirt from the top down into the pit. It's actually somewhat difficult to describe how the system works, but it doesn't just "flatten" the world or make it look miserable. It also doesn't impact building sites, it doesn't work on deeds, and since its implementation there have been no complaints about the map terrain or existence of the system. The best way to describe it is probably a demonstration. This is the gif I used when I posted the patch notes to my server: