Sindusk

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Everything posted by Sindusk

  1. 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.
  2. Sindusk Server Mods

    I actually haven't tried, but in theory yes. The karma spells use the same array as the religious spells. You should be able to modify them by using the name that appears in the context menu (example: "Karma Missile"). Cost would then refer to the amount of Karma the spell cost instead of the favor cost.
  3. Sindusk Server Mods

    Armoury v4.1 (Download) Repaired the functionality to adjust armour limit factors. Configuration syntax has changed to be similar to the new damage reduction syntax, and properties files will need to be updated to reflect the new style: Old:clothArmourLimitFactor=0.3 New:armourLimitFactor-1:cloth,0.3 Note that each change must have it's own unique number attached. Re-using the same number will result in only one of the configurations applying. DUSKombat v2.1 (Download) Added new option enableDUSKombat: Enables the DUSKombat system entirely. This is implemented so server owners using WyvernMods configurable can choose to disable DUSKombat while keeping WyvernMods configurable operational (since DUSKombat is a required mod). Added functionality for Bloodthirst infection wounds. Added bonuses to the hit check phase for non-player priests with 70+ faith to resemble the bonuses from the priest update. Server Tweaks v2.1 (Download) New Feature: Fatigue skill gain multiplier. This system allows you to modify a player's skill gain based on their fatigue. enableFatigueSkillGainMultiplier: Enables the fatigue skill gain multiplier system. fatigueMaximumMultiplier: Maximum skill gain multiplier for having above the maximum threshold of fatigue. [Default: 1.0] fatigueMinimumMultiplier: Minimum skill gain multiplier for having less than the minimum threshold of fatigue. [Default: 0.2] fatigueMaximumThreshold: Maximum threshold in seconds of fatigue remaining for players before they begin gaining less than the maximum multiplier. [Default: 39600 (11 hours)] fatigueMinimumThreshold: Minimum threshold in seconds of fatigue remaining for players before they lock to the minimum multiplier. [Default: 21600 (6 hours)] Spellcraft v4.3 (Download) New Feature: Enchant Decay Enables the ability to decay enchants by a percentage towards a maximum every day. The configuration should be documented well enough for usage. To disable the system entirely, simply set enableEnchantDecay to false. This is it's default setting. Added new option crossFaithLinking. This allows players of any faith to link with players of any other faith, regardless of template deity. Added new option fixHighPowerEnchants. This fixes an issue where improving high-power enchants (such as 199 -> 200) could cause the power to decrease (down to 195 in the former case). This option fixes that, and increases the bonus for improving by up to 50. This can result in 1-3 power increases over former maximum values. Fixed a bug where Replenish could sometimes fail to cast on valid containers. Fixed a bug where Expand could not be cast on magic containers. (Thanks Bdew) Treasure Hunting v2.1 (Download) Added option logMapDrops: Determines whether or not to print a server log line when a creature is slain with information about whether it should drop a map. Thanks to Revelation, who also added some great new options: mapTiles: Send the map tile distance based on locate soul after the default map reading message. i.e The marked spot is pretty far away in front of you. The marked spot is 500-999 tiles away. destroyLock: Destroy the lock when guardians of the chest are defeated rather than lowering the ql of the lock by a specific amount. Coming Soon: WyvernMods Configurable I'm still hard at work making WyvernMods configurable. I've pushed the code changes for the first phase of adjustments a few days ago. If you're eagerly awaiting this, you can take a look at the preview of the configuration file as it currently stands here. It's currently over 500 lines long with over 100 configurable options, including many multiple-configuration settings. While browsing the configuration file, you may notice some "TODO" comments that I've placed. My priority is getting the mod available as soon as possible in a configurable state. It will lack some options for some of the more complicated systems. This is all possible due to the generosity of my patrons from my Patreon. Once the WyvernMods configurable is released, I'll be posting a thread on my Patreon where patrons can request which "TODO" settings they would like to see prioritized for implementation. Thank you to everyone who has supported me, and I'll have more news to share hopefully by the end of this week or early next week with a working version of WyvernMods configurable.
  4. Explanation required: what is wrong with epic?

    I've never played on Epic, but this is what most players who are upset with the state of Epic state when asked what's wrong. If a merge is planned to Freedom, why bother skilling on Epic? You'll just end up on Freedom anyways. If a map reset is planned, why bother building deeds on the existing one? If it's being closed, why do anything there at all? Right now, players who are looking at Epic are just waiting for word as to what it's fate will be. Epic has had it's time in the past where it was an active PvP environment with lots of people. Will it return to that status, or will it change into something new? Honestly, if there was official word that Epic was to remain untouched and remain the way it is for 5 years, people would probably feel a lot better about playing there. Unfortunately, there's been a situation where public statements claim that changes will occur... but due to the policy of the WO development team, they don't want to say anything "too soon" in fear of being bashed if it doesn't happen. Maybe one day it can be realized that no matter how hard you try or how well you do, you'll always be bashed for something, so they can work to satisfy their customers (the players) instead of protect their public image.
  5. Devblog: Dev & Update Cycle

    A public statement isn't a binding contract. You can just say what you're planning and if it doesn't happen for a long time or ever, oh well. There were reasons it didn't happen. But at the very least, stating what you're aiming towards will remove the contempt from players and allow them to make goals in preparation for what comes next. If you announce something for epic, the people playing there will feel a lot better about spending their time on it. Some people might even come back for a bit in anticipation of the next update. You don't need to set timelines or give release dates. You don't need to give specific details about what's planned or the technical specifications of how it will work. You don't even need to give an order about which will be completed first. All you need to do is simply tell everyone what the future of the game looks like. I find it crazy how it's so hard to simply say what you're planning.
  6. Wyvern Reborn (Modded PvE / PvP) [3x/5x]

    Wyvern Reborn is now officially closed. Today I've officially shut down Wyvern Reborn for the last time. I will no longer be hosting the server. As such, in order to keep my previous promises, I've spent some time over the last few days going through the server files to prepare for a public release of the files so players would be able to host their own local server or rehost the server altogether. Today, I feel confident that I've done my due diligence to ensure that no harmful information, such as twitter authentication keys or the discord bot authentication key, is released with the files today. There are two different maps available for download. One is a backup from April 25th, 2019. This is the databases that existed directly before taking down the server. The alternative is from July 4th, 2018. This file is the one which had been most recently updated to Wurm Unlimited 1.7. The reason I'm providing both copies is because there has been very little activity on the server since that update. There has also been over 50 deeds disbanded on the login server due to upkeep since that update. 75 deeds existed in the 2018 version. 18 deeds exist in the 2019 version. Other than the maps, there are two downloads for the mods. The first is the full compiled modlist that was being run on the servers prior to shutdown. This includes mods that I did not write. The second download would be the sources for mods that I edited personally. There may be minor adjustments compared to the one released by the author. These are sources and would need to be compiled before being used as actual mods. Their compiled form is included in the compiled mods download. July 4th, 2018 Map Download (~400 MB, 3 servers [pve, pve2, arena]) April 25th, 2019 Map Download (~400 MB, 3 servers [pve, pve2, arena]) Compiled Mods (40MB, compiled mods compatible with WU 1.7) Mod Sources (1.4MB, contains source code for all mods that I personally edited) These files are compatible with 1.7, and will not run with the current set of compiled mods on the existing 1.9 version. Mods will either have to be removed (causing errors, but potentially running) or updated to allow the server to run properly. Important Disclaimer: I make no promises to assist with the download or running of this server. These files are provided as-is and I cannot guarantee assistance in helping run them or update their mods. Note to potential server rehosts If someone seriously takes the time to update the mods and rehost the server, I am willing to cooperate with that process and grant the new host ownership of the Wyvern Reborn discord server and the existing Discord bot for DiscordRelay. Despite inactivity, there are still 141 people connected to the Wyvern Reborn discord, and if a new host is found then a mention there would likely bring back some of the playerbase. Fun Facts A total of 14,280 players are registered in the database. Players had a total of 708,552 hours played on Wyvern & Wyvern Reborn. That's 29,523 days or 80.88 years of raw playtime. Combined with the previous statistic, the average playtime of a single person on the server is 49.6 hours per player. Players accumulated a total of 5,309,776 total karma. Players earned a total of 6,223,098 skill points. On average, a player would have 435.7 skill points. The largest structure created on the login server is Kykroldo Castle by Aliko. The player with the most total skill points was Ricepirate with 7645 total skill points. The player with the highest single skill was Plopper with 99.9999977044354 Blacksmithing. Runners up with over 99.995 skill: Alexiaselena with 99.9999971675258 Leatherworking. Ricepirate with 99.9999967992854 Warhammer. Delfos with 99.9999966521108 Fishing. Mashhiven with 99.9999654121842 Digging. Geschirre with 99.9998053011467 Weapon Heads Smithing. Uubucks with 99.9997725526481 Masonry. Kaliaukko with 99.9996954573891 Weapon Heads Smithing. Kaliaukko with 99.9996745581135 Woodcutting. Cynnthia with 99.9994160217687 Staff. Ricepirate with 99.9963800145037 Farming. Mootred with 99.9950017518288 Warhammer.
  7. Revenant - Modded PvE/PvP (3x Action, New Skillgain)

    There's been a lot going on recently, and I'd like to give a bit of background on where we stand, what's been going on, and what the near future looks like. However, first, the patch notes of today: New Mod: Fishy Tweaks (by Bdew) Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing) Caught fish can be automatically stored When fishing from the ground this will try to store the fish in any keep net that the player has open When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold When fishing with a net and none of the above apply the fish will be moved from the net to player inventory Added passive skill gain ticks during fishing actions Spear fishing no longer misses if you click too far from the fish. Instead - if you click close you will get a bonus to your skill check Nimbleness cast on spears makes fish with them easier Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster Timers for various stages of the fishing and lore actions can be changed Lore action will display a detailed report on all that you can currently catch after 40 skill After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances Enchant Decay Once per day, there will be an enchant decay tick for items with casts over 250. This excludes Bloodthirst. If there are casts over 250 (that are not Bloodthirst) on the item, the system will remove 3% of the difference between the current power and 250. For example, a 400 cast would have 4.5 power removed. Arrows have a special exception which causes them to decay down towards 150 instead. This system is temporary and intended to be removed after some amount of time (likely a few months). Miscellaneous Changes Updated Bulk Sorted mod (thanks Bdew) Crate sorting has been disabled. This was originally an unintended side effect of bulk separated which I wanted to fix, but never got around to. With this update, there is a configurable option for it and crates will no longer be able to be sorted. Existing crates with sorted contents will retain their sorted items, but items added to them will probably not sort correctly. Bulk objects with a plural name will now always use their singular name. For example, it will always be "lump" instead of "lumps" - this prevents an issue where the sorting would create two separate groups if there was only one of a certain quality and multiple of another. Faster transfer has been enabled, which makes bulk-to-bulk transfers faster. Moving objects out of a bulk container is no longer limited by player strength. Hopefully fixed a bug where crates would sometimes randomly change to unsorted after a server restart. Cross Faith Linking has been repaired, and priests can now link with any player regardless of faith. Added the item Statuette of Reevi. Reevi priests will continue using the Fo statuette until the next update to give players who have converted a chance to make their new statuette before the change occurs. Armour Limit Factor functionality has been repaired. Armour Limits for all armour should now reflect pre-1.8 values. Added Bloodthirst infection wound functionality to DUSKombat. Priests with over 70 faith in a non-deity will get bonuses in combat similar to those from the priest rework. Bug Fixes Fixed an issue where high-power enchant casts would sometimes reduce the resulting cast. Additionally, channeling has now been added to the calculations, and improvements to casts will be more impactful with higher channeling. Arrow Packs are now tagged as weapons and should properly accept weapon enchants again. Fixed a bug where Replenish could not be cast on certain containers. Fixed an issue where planted objects could not be moved or stolen on Arena. Fixed a bug where Expand could not be cast on magic containers. (Thanks Bdew) Communication to the Players I've been doing a poor job communicating to the playerbase of the server recently. I'm sorry for that and I'll aim to do better in the future, starting now with everything stated here. I try to respond to personal messages as much as I can, but sometimes there's more than I can manage to respond to. If I ever failed to respond to a message, please don't take it as a personal insult or me ignoring you. I get many messages and sometimes get distracted and forget to respond to some. Enchant Decay A couple months ago it came to my attention that an exploit has been created through a series of my mods that allowed players to obtain unreasonable enchant power on their items. Due to some miscommuncation, this was abused to a significant degree and created super items that were far beyond the intended scope of the mechanics. I've addressed this in a previous post, and patched the exploit quickly to prevent further abuse. However, I failed to implement a system to remedy the problem quickly. At the time, I expected 1.9 to come out within a few weeks, and was awaiting the priest rework to avoid having to write the system twice (once before, and then a fix/repair after the priest rework came out). In hindsight, this was a poor decision. The 1.9 update did not come out as quickly as I anticipated and we were left with players using these exploited tools for several months. I should have responded far more quickly and implemented the enchant decay, despite having it break or require a rewrite with the 1.9 update. Next Steps The next additions to the server will include a hunting map, custom improvements and additions to the journal (such as titan slaying objectives & rewards), adjustments to large-scale combats (legendary creatures, titans, etc), and the Gem Augmentation skill (which I've been waiting to complete for nearly a year). I've been eagerly awaiting the ability to move away from bug fixes and adjustments towards creating new content for the game. However: The next few weeks of my time will be largely devoted to a few other game-related objectives outside of Revenant. Wyvern Reborn As many of you know, Wyvern Reborn has been largely neglected in favor of Revenant's development. So much so, in fact, that it still runs on Wurm Unlimited 1.7. This was not a problem until the 1.9 patch, when downgraded clients could no longer connect to the server. While I'm unwilling to update the mods and revive Wyvern Reborn, I feel it would be neglectful to wipe it away and remove it forever. In that vein, I'll be doing an identical process to the previous owners of Wyvern. As the next task, I'll be working on taking Wyvern Reborn offline and publishing the server files to the public for others to potentially update & rehost the server. This will take some time, as I don't want to release information that should not be released in the databases, such as twitter authentication keys, passwords, and chat logs. I also need to organize and release the source code for all the mods that were active at that time, since they have undergone significant changes. Configurable WyvernMods Due to the generous contributions of patrons on my Patreon, we've reached the stretch goal of making the WyvernMods collection configurable. This is already partially in progress with some of the changes made today, but it will take more time before I'd feel comfortable releasing it as a mod for any server to use. Players on Revenant might not be seeing the benefit of doing this, but there are actually significant improvements that will come along with making the mod configurable. Staff members would be able to assist me with updates to the server. Custom titles could be created for events with a single configuration line. Adjustments to creatures and balance could be made through configurations instead of having to be coded. Development speed would accelerate as the configuration becomes more robust. For example, making item recipes configurable will allow faster implementation of new items. I expect to have a prototype or working version of the configurable WyvernMods within the next week or two. Conclusion While we're in a bit of a transition period from 1.9 still, progress is being made at a steady pace. I'll do better to keep everyone updated as time goes on.
  8. The "new" Food mechanic is horrible as well

    Yeah the food fill mechanics weigh far too much on the QL of the item instead of the actual quantity eaten. Here's the % of food fill for a given QL of food (blue line). This is identical whether it's a meal, raw meat, whatever.
  9. [RELEASED] (Client) Cave Vision

    I guess I've probably held onto this privately for a bit too long, considering how relatively harmless it is. Here you go. Before After For use with Ago's Client Modloader. Download (Google Drive)
  10. 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)
  11. Revenant - Modded PvE/PvP (3x Action, New Skillgain)

    1.9 Update Bug Fixes Fixed a bug causing horses and some vehicles to not be able to be embarked. Fixed a bug causing Expand to not be able to be cast. Updated Taxidermy to resolve an issue with animated corpses not being able to be selected. Fixed a bug causing Enchant Orbs not to work properly. Fixed a bug where Essence Drain wounds were not being applied in DUSKombat. The damage dealt from these wounds will not be calculated for loot assistance. This will be fixed at a later time. PvP Damage Multiplier in DUSKombat has been reduced by 30% on Revenant Arena. This does not solve all issues with the patch but hits most of the extreme problems. More fixes will come shortly.
  12. Sindusk Server Mods

    Better Combat Log has been outdated for a long time and is no longer being updated. It's safe to remove from any server. It was abandoned after the Wurm Online development team added multicolor combat logging.
  13. Sindusk Server Mods

    Spellcraft v4.1 (Download) Removed option showCreatureSpellEffects. This was implemented in the Priest Rework and no longer necessary. The option improvedEnchantGrouping now simply enables the changes to the enchant groups from the configuration. The Priest Rework updated all spell effect descriptions and the full functionality is no longer necessary. For compatibility reasons, I'm keeping the name of the setting the same, but it now only enables the custom enchant groups. Updated the system used to determine negating enchants to hook into the new vanilla system instead of overwriting it. Updated the onlyShowValidSpells system with the new vanilla jewelry enchants. It should also function better in regards to the custom jewelry enchants. With the new functionality from the Priest Rework identifying which items a spell can be cast on, I'll be further expanding on this in the future and make it even more accurate across all spells. Updated default configurations with proper spell groups using the new spells from the priest update. As a side note, due to my Patreon hitting it's latest stretch goal, WyvernMods will become configurable. I'll be working on this over the next few weeks, so keep an eye out for when that becomes available.
  14. Revenant - Modded PvE/PvP (3x Action, New Skillgain)

    Revenant has been updated to Wurm Unlimited 1.9 Full details of the Wurm Unlimited update can be found here: https://forum.wurmonline.com/index.php?/topic/169510-patch-notes-1915/ Updated the following mods from other authors to be compatible with the latest version: Spellmod (Ago) Betterdig (Bdew) HotSFixes (Bdew) Archeotweaks (Bdew) Second Player Demigod: Reevi Congratulations to Reevi on collecting the 50 key fragments required to obtain a Key of the Heavens and ascend to demigod. On Revenant, when a player uses a Key of the Heavens, they trigger a global GL-Freedom event, which allows them to modify their resulting deity. Here's Reevi's responses: [02:03:02] <Fo> I offer the following: Life Transfer, Oakshell, Light of Fo, Charm [02:03:05] <Fo> Choose, Reevi: Which power do you select? [02:03:11] <Reevi> Light of Fo [02:03:35] <Fo> I hear you, Reevi, and grant you the power of Light of Fo. [02:03:52] <Magranon> I offer the following: Flaming Aura, Frantic Charge, Efficiency, Dominate, Strongwall [02:03:55] <Magranon> Choose, Reevi: Which power do you wish to wield? [02:04:15] <Magranon> Are you still there? Reevi, you must choose. [02:04:18] <Reevi> Flaming Aura [02:04:25] <Magranon> I hear you, Reevi, and grant you the power of Flaming Aura. [02:04:42] <Vynora> I offer the following: Wind of Ages, Circle of Cunning, Aura of Shared Pain, Excel, Opulence [02:04:45] <Vynora> Choose, Reevi: Which enchant power suits your needs? [02:04:50] <Reevi> Circle of Cunning [02:05:15] <Vynora> I hear you, Reevi, and grant you the power of Circle of Cunning. [02:05:32] <Libila> I offer the following: Web Armour, Truehit, Rebirth, Drain Health, Drain Stamina [02:05:35] <Libila> Choose, Reevi: What shall be your strongest power? [02:06:05] <Reevi> Truehit [02:06:05] <Libila> I hear you, Reevi, and grant you the power of Truehit. [02:06:15] <Unknown Entity> Upon ascension, you will receive Light of Fo, Flaming Aura, Circle of Cunning, and Truehit These spells were then added to the god, alongside randomly rolled other spells. Some of the randomly rolled random spells were removed in order to keep balance. The resulting spell list is available below, alongside the full log of GL-Freedom when the event was occurring. Thelastdab Spell Adjustments Due to changes in how demigods obtain their spell list and passives, Thelastdab's spell list has been modified. The new spell list and passives for Thelastdab are available below. Additional Changes Significant code changes were made across most of the larger mods (Spellcraft, DUSKombat, and WyvernMods) to get them compatible with 1.9 changes. I failed to keep a proper list of changes that I made during this process. None of my changes should have significant gameplay impact. They were focused around compatibility and ensuring that systems would work properly after the update. As a final note, some mechanics may break down due to the large amount of changes the occurred. If you find anything wrong, please report it via ticket or directly to me over Discord and I'll do my best to get it fixed in a timely manner. GL-Freedom Chat Log from Reevi's Ascension
  15. Sindusk Server Mods

    Thanks for the report. This is a conflict between the Bag of Holding spell and Spellcraft. Because Expand functions identically, they try to do exactly the same thing. You can either disable the Expand spell entirely through the Spellcraft configuration or remove the Bag of Holding mod.
  16. This, but marketed as an expansion. Full title upgrade: Wurm Online: Some Expansion. Focus the new area on community gathering and overcoming challenges as a group. Offer incentive to F2P players while they're there. Make it rewarding for existing players to join, whether they're just getting started or seasoned veterans.
  17. Sindusk Server Mods

    Updated the mods that required it to Wurm Unlimited 1.9. DUSKombat v2.0 (Download) Updated to Wurm Unlimited 1.9. Various effects from the 1.9 update have been enacted in DUSKombat: Life Transfer now operates on healing spell resistance and heals the highest damage wound. Web Armour now operates on the same principles as described in the priest rework. Wind of Ages and Blessings of the Dark now affect swing speed in the same way as the priest rework. Frantic Charge now affects swing speed in the same way as the priest rework. Server Tweaks v2.0 (Download) Updated to Wurm Unlimited 1.9. Removed the option removeInfidelError and the bugfix itself. It is no longer necessary as of the priest rework. Spellcraft v4.0 (Download) Updated to Wurm Unlimited 1.9. Removed spell Summon Soul - Spell was added as part of the Priest Rework. Disabled the option reduceScornHealingDone. It was no longer functioning and probably not necessary due to the priest rework changes. Disabled the option healingRedone. All of it's functionality was done in the priest rework and I'll be adding options to edit how the default system works in the future. Disabled the option increaseFranticChargeDuration. This was done in the priest rework and is no longer necessary. Treasure Hunting v2.0 (Download) Updated to Wurm Unlimited 1.9. Extra Notes All of these were updated to the point where they will allow the server to load. There may still be issues. If you find anything wrong with any of my mods, please let me know and I'll fix it. Spellcraft has some really strange bugs right now with the Priest Rework changes. I'll be putting out another update to fix the issues it has in the near future. The existing version will at least enable it to run on a server to edit spells/configurations/etc.
  18. Is it legal?

    This is the one Wurm problem with no real solution. Since most of the actions in Wurm are repetitive, the difference between a macro/bot and a human being blurs a lot. For example, most modern keyboards will allow you to edit the repeat "interval" when you hold down a key. If you set it to 1 minute and put a rock on your key, is that a macro? How would anything detect that is what's happening and not a person pressing the key every minute?
  19. Devblog: Movement & Desync

    So like this?
  20. In Memoriam - Seleas(Edward) - 02/18/2019

    Seleas frequented my sever on Wurm Unlimited. He was always helpful to new players, answering questions in global chat and being a positive influence in the community. I remember him for his witty comments, especially this comical exchange. I'll miss his banter. Rest in peace, Seleas [Crazy Cat Lord].
  21. Epic, Complete 180°

    It would involve ensuring that every player had a specific client mod installed, or some form of patcher/launcher that would be used to launch the game instead of Steam. While a mild hassle for the players, it would be an effective anti-cheat solution.
  22. Poll to gauge Player perception of the GM team

    Kind of wish I could select 3 different options. In regards to the everyday cases, such as items or players being stuck and getting them out, I'd select the first option: Good confidence in GM's. These cases are generally handled really well and pleasantly. The systems in place to support helping players in these situations are rather good and the staff executes their duty in that regard very well. Then you get to the sticky situations: player disputes. These cases are not pure white like the ones listed above, and generally involve two or more players interacting with each other where one side will always lose out, regardless of intervention or not. Since uniques are a hot topic, an example: Player A hosts a dragon slaying. The dragon is off deed. Player B does not participate in the slaying at all, but knows it's happening. Once the unique is slain, player B takes the corpse from the ground. They proceed to butcher the corpse then sell the bone to Player C and the tome to Player D. What happens? Obviously Player B is being a ######. But is that enough to warrant a punishment? Or does it come down to "deed it or lose it?" If they are punished, does Player C need to return the bone and Player D need to return the tome? What if they were already used? Are new items spawned in? Or do the items just stay as-is, Player B gets banned, and Player A gets nothing out of organizing the slaying? There's a significant amount of gray area in these situations. In regards to the outcomes of these situations, I'd select the second option in the poll: They're doing a good job but there's room for improvement. Obviously, decisions are subject of opinion and everyone is entitled to disagree with the outcomes. From my own experience, the actual outcomes of these disputes are generally reasonable. However, there's an aspect of these situations where I would select the fourth option: I have little faith. That aspect is how these situations are communicated and the accountability of the outcomes to previous cases. When disputes are handled, the communication to the people involved is generally atrocious. Sticking to the example above, assume that Player B would result with a permanent ban. They'd try to log in the next day only to see the message that they're banned. If they felt their actions were not against the rules, there's no indication as to why they were banned. What if they were a new player that just recently started playing and didn't understand what a public slaying was? Can they argue against the ban? Shouldn't "deed it or lose it" apply? Not only is there no official way to appeal a case (aside from E-Mailing an address, which to my knowledge is not in any official statement), but the responses received far too often don't actually represent an explanation of why the player was punished. There's far too many cases that exist where the situation is nearly identical, yet the rulings have gone different ways. That should never happen. Players are currently banned permanently from playing where players who have broken the same rule are still playing. If a case was ruled in the past, it should stand as a precedent or a public statement of change of policy should be made to void that case from being used as a comparison. Finally, I take significant issue with how it's impossible to tell how the Game Masters will act until after the fact. For example, answer how a GM will respond to the following hypothetical situations without reading a staff response on how it would play out: Hypothetical One: Player A sets his cart to "all kingdom members" can command and logs off. Player B comes and takes the cart, then parks it inside a locked house where only he has access. Player A comes back online and tracks the cart back to the locked area. Player A cannot retrieve their vehicle, but removes the permissions to command the cart. Player B logs back in and notices he can no longer use the cart, but it's in a bad position with hitched animals so he cannot move it. Player A puts in a support ticket to get his cart back. Player B puts in a ticket to get the cart moved to a different location in the locked area because he cannot move it. Questions: Does the cart get returned to Player A? Is the cart rightfully claimed by Player B through game mechanics? Would no action be taken and both players be dissatisfied? Hypothetical Two: Player A plays the game for a long time, and obtains a set of dragon scale armour. They place it in a wagon on their deed that only they have access to. They become inactive for a long time, and their deed disbands. When they log back in, Player B has claimed the area and built a fence around their border, completely cutting off access to the wagon that Player A had. Their intention with the deed was to make sure they would obtain the items in the wagon once it decayed. The wagon is close to decaying, which would drop its contents. Player A puts in a support ticket to get his wagon back. Questions: Is the wagon moved outside of Player B's deed back to Player A? Does Player A lose his dragon scale that is still retained in an object only he has access to? Hypothetical Three: Player A joins deed of Player B. Player A places a house and locks it. Over time, he stores all his items in the house. After some time, a dispute erupts which causes Player B to kick Player A out of the deed and put them on KoS. Player B then builds a fence around Player A's house to prevent him from accessing any of their items. Player A puts in a ticket to get their items back. Player B puts in a support ticket to remove the house he doesn't have access to on his deed. Questions: Is Player A allowed to get their items back? Is the house now a black mark until it decays on Player B's deed? Hypothetical Four: Player A wants to create a new deed. In order to do so, they cannot be the mayor of their existing one. Instead of using an alt, they instead hand their deed to Player B for safekeeping until they can get their second deed built and an alt transported to hold the writ. Player B gets permanently banned. Player A puts in a support ticket to get their deed contract back from the banned player. Questions: Should items from a banned player be given to other players ever under any circumstance? If so, what circumstances? To experienced players, many of the questions above could be answered. However, to someone who isn't as familiar with previous outcomes and standard operating of the Game Masters, how is anyone supposed to know what is and is not accepted? Every situation above is just gambling in actions which game mechanics allow. Even after reading the rules, it does not account for some of the gray area situations above. Wurm is an incredibly deep and complex game that has many different scenarios which can occur. It's unreasonable to expect every scenario to be accounted for. However, there doesn't even seem to be any standard procedure available to the public to reference before acting in many situations. This leads to a situation where every action you take and every word you say is subject to interpretation from a council of GM's that determine if you're at fault. Trust in their operation currently resides on a rough list of rules and blind faith.
  23. This is an open reply to the Abuse of Power claims public letter, specifically directed at Enki. To preface and clarify, I’m not the one who made all of the claims that were mentioned, nor do I pretend to represent the players or staff who did so. This is more of an opinion piece from myself with mild additional information granted by the players and staff who did report these claims. Enki, The public letter you made is an exceptional step forward. This statement here is something so critical, yet was obscured information that was difficult to find: Designating a clear chain of command is important, and letting the players know who to contact if they have concerns about a staff member helps immensely. Previously, when players had witnessed something questionable, they had no idea who to turn to. This statement clarifies that perfectly, so thank you. I do have one question, though, mostly brought out of my own knowledge. What prevents a staff member from deleting relevant logs and information in regards to activities? There is at least one person not mentioned here who would have the ability to do so. I’m not making an accusation, I’m just asking for clarification about the safeguards in place to prevent “evidence tampering” so to speak. Would you be willing to further clarify the “chain of access” beyond the chain of command? Who has access to what, and what can they do with it? I’d understand if not, but I felt it’s a question worth asking. Now onto the actual events themselves: A classic player dispute where neither party was fully at fault. Player A gets impacted by forces beyond their control, and loses items to Player B because of it, without being subjected to proper in-game mechanics. There’s already a precedent set by previous GM actions that these types of situations are to have the “corpse” of the incident returned to Player A. In this case, the actions taken were warranted, and clarifying that it was done by the GM team instead of by a friend of Player A makes it much better. Thanks for the transparency. This one is an issue. While the accusation was that normal procedure was skirted in order to obtain the item, the fact that the item was obtained at all is an issue. There are restrictions on the items that are to be given out to staff on events like Christmas. One such restriction is the ability to craft the item. This restriction was not adhered to in this case. Other staff members are rightfully upset that one person requested an item that was essentially “restricted” from being given out as a gift, and then was granted that item. For reference, there are only a handful of summer hats currently in the game. These items have a very significant value because of this limited supply. While never officially declared, it was assumed that no more would ever be produced, granting them value. Players have spent hundreds of euros on this specific item, under the assumption that it was one of a very limited supply. By introducing a new supply (even just one), you have essentially diminished the value of all of these players investments. I recall a discussion when armour changes were being considered, and the topic of summer hats being nerfed because they were no-drop came up. The consensus were that they were rare enough, and expensive enough, to not warrant additional changes to balance them. Furthermore, it was important not to devalue items that players had invested in. This line of thinking applies to all facets of the game. If scale was suddenly the worst armour, players who had invested in owning scale would be incredibly dissatisfied. The actions taken to introduce a new Summer Hat goes directly against these philosophies, and have devalued the investment of players into the other summer hats that exist in Wurm Online. It also creates new questions: Will more summer hats become available over time? Are other items that were deemed “limited” going to become more common as well? What prevents a staff member from requesting a Bag of Keeping and getting it approved? The important question to answer: What policies are in place for what items can and cannot be created? What type of reference point do you use to approve or deny requests for items? Is it simply off your own judgement, or is there a process of checks for what type of impact the creation would have before it’s creation? While essentially just a lighter version of the summer hat situation, many of the same concepts apply. While the act was with good intention and does not signify any abuse of power, the optics of the situation create concern for other players. This event leans much more towards favoritism than abuse of power. What prevents the ability to give a supreme pickaxe to someone “in an event?” When someone spends their time creating a supreme pickaxe legitimately, that act is devalued through events like this where an identical creation is made at the flick of a wand. Along this line of thinking, I’d like to make a suggestion. Some of the most tempting rewards are items which cannot be obtained yet have no additional function over their natural counterparts. A great example of this is renamed items. They are identical to their normal counterparts, but have an additional flair added for the purposes of the event. You can take the reciprocal approach by adding rarity to items that are naturally unable to be rare, such as a magic chest, yet serve no additional purpose by being rare. The ability to obtain a shiny magic chest would be exceptionally tempting to players. Obviously, magic chests are on the more expensive side of examples, but hopefully the point is conveyed. The creation of items by GM accounts is always going to be something that’s difficult to defend. I recognize that the best efforts are being put forward to keep things fair. However, putting policies in place in regards to their creation will be far more effective than defending the action on every single instance. Also, making those policies public. When a player breaks a rule, you point to the rule and tell them they broke it. When a GM creates an item, you should have a policy and be able to point at the policy and say it doesn’t break any of those limitations. Whenever a play account gets used in something that has the possibility of being impacted by GM account information, the accusation will always rise. As an unlimited server host, I know these accusations all too well. I also know that there is generally sufficient evidence behind the scenes to know if a malicious action was taken. Checking these actions like you have and releasing that information to the public builds trust that GM accounts are being held accountable for their actions. Thank you. This one is a bit tricky. On one hand, everything stated here is accurate. I know that only you have the authority to place a member on the GM team, being the Head GM. This is a fact. However, it gets into a light conversation about bias and how relationships between people can increase their standing. Did you feel pressured at all into making the decision? Were any of the others who recommended the promotion influenced by other actions? What were the key points which lead you to the decision you made? Of course, all of that is hypothetical and nobody knows what actually happened. What did happen, though, and is plain to see, is yet another lack of communication between the staff team and the community in regards to the operation of the staff. Let’s paint a picture here. Assistant community relations officer applies to become a GM. The application goes through, and is approved. The assistant community relations officer is made to be a GM. The community is not informed by either the GM staff or community relations that this happened. Where’s the announcement that the person was made to be a GM? Why is this all being done hush-hush? If this person is going to be ruling over incidents in the game, shouldn’t the community at least be aware of what’s going on? I’m not saying you need to announce every GM, but surely you can see how weird it is that the community relations assistant being promoted to GM has nothing but silence? Imagine how the optics would look if you announced it in public: “Due to X contributions to the community and their ability to Y and Z, we are happy to announce X as our newest addition to the GM team!” You explain why they were promoted, you inform the community as to what’s going on, and you now have a platform of public approval and appreciation instead of gossip. Sorry… starting to rant a bit - I think we both know my stance on that topic. I’ll try to get back on topic. In conclusion, I believe you (Enki) have been doing a great job at increasing the transparency of the team recently. The addition of the gallows is something that I had been pleading for since the ban of Propheteer last year. Posting a public investigation into one of your own staff is a risky move, and I commend you for it. It helps show that the staff is being held accountable, and improves the faith the community has in the actions of the team. Of course, I do not agree with every decision made, but I believe you’ve done the best with the hand you were dealt. I hope to see this trend continue moving forward, and the trust in the staff from the Wurm Online community be rebuilt. Thanks for taking the time to write the post you made. Sindusk
  24. Open Reply to Abuse of Power Public Letter

    I apologize for getting that wrong. I don't know the exact progression taken through staff. Obviously, I was given poor information and it's my fault for assuming it factual. Sorry. I do however stand by the point of what I mentioned, which is to make a more public statement and introduction. If you mean to be a relay between the community and the staff, it would be wise to give yourself a bit of a background. Also, I doubly apologize if any of my post came off as an attack towards you. My primary point of issue is the policies in place which cause these events and drama, not the events themselves or the people associated with it.
  25. Sindusk Server Mods

    New updates to most of my mods. It's recommended to have the latest SinduskLibrary even if you don't use Armoury, though not required. Sindusk Library v2.2 (Download) Update to support new armour class design, allowing Armoury to reference armours properly. Addition of the EnumBuster supporting class, which is used by WyvernMods to create custom titles. Armoury v4.0 (Download) Requires SinduskLibrary v2.0 or higher. Repair armour modification code. This re-enables the use of the following properties: armourDamageReduction-## - change the base DR values for an armour. armourEffectiveness-## - Change the armour effectiveness value against a specific wound type or set of wound types. armourGlanceRate-## - Change the glance rate of armour against a specific wound type or set of wound types. DiscordRelay v3.0 (Download) Added support for relay between CA HELP and #ca-help. Added support for relay between MGMT and #mgmt. Both of these features can be enabled or disabled in the configuration. Server Tweaks v1.6 (Download) Added feature that allows an adjustment to the power of the epic curve. Fix an issue where uncap GM enchant maximum power was set to 999, causing GM's to be unable to properly set the power of Bloodthirst. The new maximum is 99,999. Spellcraft v3.3 (Download) Items with QL 99.995 or higher are now considered to be 100QL for the purposes of damage modifier calculations. Fixed a bug where placing an item on top of a container would prevent Replenish from functioning. (Thanks Xype) Fixed a bug where casting Heal on a zombie would cause the server to crash. (Thanks Carl for crashing the server by casting on a zombie chicken) TreasureHunting v1.3 (Download) Added a feature where the quality of the lock on a chest would be significantly reduced if all ambushing creatures are slain. Fixed an issue where maps would not drop from hunting due to an invalid code hook. On a more personal note, I'd like to share something else. Over the past several years that I've been modding Wurm Unlimited (and for a short time, working on Wurm Online), I've done so completely out of passion for the game. Ever since I started playing the game in 2015, it's really captured me in a way that very few other games have. I believe I'm not the only one to share this feeling. There's other server hosts and modders which show similar passion in their projects to the benefit of everyone else. Sometimes I forget how much I take for granted, such as BSB's being sorted or horses going up more than 40 slope. However, I'm now in a financial situation where I could use your help. For this reason, I've set up a Patreon page. With your support, I'll increase my efforts to give back to the community in meaningful ways. My stretch goals include making WyvernMods fully configurable and increasing my efforts towards a valid anti-cheat solution. Beyond that, I'd be making additional mods with the input of patrons. Hope everyone likes these new updates. It's taken some time to get back into the swing of things, but I've got some big plans for after the next WU update!