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Everything posted by Sindusk

  1. Priest overhaul testing

    Still reading through all the comments, but not enough time to write up a full response to everything. However, the back-and-forth over the LT change has spiraled out of control. While I appreciate the concern, the LT change was one that was hotly debated internally when the change was made. Many of the arguments stated here have been discussed among the dev team already months ago when we were first working through this change. I ended up making the decision to push the change, then requested testing of the change to determine whether or not it would stay. In the end, after testing, it was determined to have insignificant enough effect on normal play that we opted to continue along that development path. We even had questioned whether the resistance was being calculated correctly because the resistance time was so low after each hit. This is also an important note. The examples I presented are very weak examples of abuse cases for the current state of LT and that's on me for not making it clear. While I understand players seeking more logic behind the change than what's been given, doing so would simply be stating existing exploits that are present in the game that players could currently use on the live servers. All that said, if the change turns out to be impacting player's gameplay negatively, we can make changes such as increasing LT's healing done, reducing the healing resistance applied specifically by LT, or any number of other changes to make it better. However, those changes would be done in response to testing results. If you're concerned, then go give it a shot on the public test server and share your findings. That's what this thread is here for, after all!
  2. Priest overhaul testing

    I can't write a full response to everything right now but as a quick comment: @Oblivionnreaverhit the nail on the head with this. Basically, players were capable of using livestock as a "healing source" during unique fights and similar. Instead of using actual healing spells through a Fo priest or similar, I've seen situations where a group of players would have the player tanking the unique target nearby horses, pigs, or whatever that were brought along. Each time the player was hit by the unique, they would heal up through a big hit on a low-armour target. Personal experience says that an LT longsword hit on a pig can heal the player for upwards of 10-15 damage on a wound. Given proper armour, shield, and skill, a tank could effectively hold a unique indefinitely due to LT never having healing resistance, with the life pool of the neutral creatures becoming an extension of the player's HP. When I'm talking about abuse cases regarding LT, it's situations like that which I refer to. This is one example, but there's a few others that this change also shores up.
  3. Priest overhaul testing

    Lots of comments to read through. I'll be working on some changes next week based on feedback, so now seems like a good time to roll through some of the newer comments and respond to everything. However, to follow up on my post last week, we've discussed Bloodthirst internally and have some changes planned for it. Also, I appreciate the change in tone from the comments. This is feeling more like proper constructive criticism and discussion, which is highly productive. Let's get right into it. Confirmed through testing that the attuned isn't working. That was something that actually ended up happening on Emoo's stream which was a pretty funny moment. "Libila now makes monsters passive!" as he casually has his face torn off by a troll. I'll bring up the Libila farming restriction and see what the team thinks. The acid/frost/fire salves do change the glance rates of the weapon. For example, a weapon enchanted with the salve of frost will use the cold damage glance rate and damage effectiveness against the target's armour. Venom should never glance but judging from another comment it appears it may not be working as intended. I've got a note to investigate that interaction and ensure it's working properly. My work in several different versions of the combat system makes it really hard to keep track of what's doing what in the current iteration. Really interesting question. My current knowledge states that enemies for guards are determined by kingdom, not by religion. If there's a WL priest in a BL kingdom, the guards should not attack the WLer simply because it's a BL kingdom. Maybe I'm mistaken, but that should be how it currently works and if it doesn't, then it probably needs to be looked at changing. Agreed. I've got a note to bring this up. Seems reasonable enough, but I'll make sure to get it confirmed by the team and then implemented. In regards to the comment about Rebirth, while they share the same mechanic, they're actually fundamentally different in their use. Dominate can only be used on monsters. Charm can only be used on animals. Rebirth can be used on anything. Also, it can make for an interesting utility during combat whereas dominate and charm are more of a pre-planned function. I remember an encounter with a player in a 1 on 1 where we dehorsed eachother. The fight was looking pretty poor for myself, so I began to run away and formed a decent distance. Instead of chasing after me on foot, he resurrected his horse, equipped the gear, and ran me down. If rebirth is changed to auto-equip gear from the corpse, that changes a bit of the meta-game around rebirth being used where dead horses and players would have their gear remain inside of them instead of being extracted and the corpse being thrown on the ground again. There's probably some changes coming to Rebirth, but it's up to a discussion with the team to determine the direction it should go. This is something that's been mentioned many times. However as of the current situation I can't code this solution in. It requires a database change which is out of my hands directly. I'll poke again and see what we can do. Since I was the one who mentioned it in the video, I'll try to clarify my thoughts here. What's holding Libila back from being brought to Freedom isn't entirely down to the code, but there is some concern there. While you can look at Wurm Unlimited servers and say "hey look they can do it why can't we?" - it's not exactly that simple when it comes to Wurm Online. There's other factors at play that Wurm Unlimited servers can shrug off as being a "minor bug" which could cause major issues on the live realm. For example, most of the servers are using the public available fixes for Libila on Freedom. However, there's very rarely a case that they cast Zombie Infestation or Land of the Dead because the players don't actually use it. When they do, the server owner can step in and clean up the situation. Just as a reminder, I've personally coded some of the "fixes" that allow Libila to be played on Wurm Unlimited servers and been on the receiving end of some of those massive bugs that are caused when players start messing with things that weren't designed to function that way. You can always counter with "okay then just fix those spells too" - to which I would counter "what else is broken?" While I'd love to investigate that and potentially work towards this goal, the dev team has decided that it was outside the scope of what we want to accomplish with this specific update and that the option remains open for sometime in the future. Retrograde echos this statement in the video linked. Good question. I haven't actually looked at what would become of the Artifacts since their demise is essentially a hidden attribute. On first thought I imagine their functionality would change to the new demise instead, but it's a topic for conversation. Thanks for mentioning it. The jewelry buffs are planned to be added to spell effects. In fact, the visuals for them were already done a while ago but I entirely forgot to actually code it in for the public testing version. My bad. I'll get to it in the near future. I also am a firm believer that the spell effects window should show everything affecting you. It was mentioned that the way the jewelry stacks is kind of unintuitive. It was a solution I quickly thought of while piecing things together. To directly answer your question: Yes you would receive the full effect from each individual enchant. 7.5% from frost and fire in the 100 Blaze/Glacial scenario. The above rule also applies to the protection enchants. Your math is correct. It should be 133.3% effectiveness of the 7.5% (7.5 * 1.33... = 10) with two 100QL/100 cast items equipped, and 150% (7.5 * 1.5 = 11.25) with three 100QL/100 cast items equipped. The Life Transfer "nerf" is being terribly overstated. I'd like to see some actual testing done on the test server and tell me what's wrong with the current iteration of it. Give some details about how much damage your taking, what the buff is going up to each hit, how much health you're being healed. Give it an honest attempt on the public test server. This is one change that looks like a huge hit on paper but in reality is just shoring up some abuse cases. I touched on Rebirth in a previous response so I'm picking out Oakshell here. The oakshell change was worded weirdly. It's damage resistance got reduced, yes, but it is still equivalent to dragonscale with a 100 cast. Previously, it was better than dragonscale by a factor of 33%. You would take 33% less damage with a 100 cast oakshell than you would with dragonscale. Now, it's been brought in line with the best armour of the game to make combat more easily approachable. This change had to happen due to the difference in how dispelling creatures works now. Players will be able to potentially cast and keep an oakshell on themselves in PvP. This drifts over to "nerf" the PvE version of the spell, but calling a free dragonscale set useless seems a bit overboard. The wording of the oakshell change makes it seem like it's a PvP-only spell but it's been untouched on PvE. You can still cast it on both players and creatures in Freedom. It's just a really awkward phrasing for how the change was made because it was written hastily. I wrote it by the way, so don't flame Retrograde for copying over my horrible phrasing! That's a lot. I wrote my responses in bullet form as a response using purple text instead because trying to play "match the bullets" wasn't working for me on my initial draft. Again responded in the quote itself due to bullet matching problems. On my WU server I run mods that improve natural favor regeneration. I'm all for the change, so I'll spark a discussion about it in the dev chat and see what they think. Ouch, that's a pretty scathing review of Fo. Let me try and defend our nature-loving overlord. Fo has Cure Light, Cure Medium, and Cure Serious. The new spell rolling has guaranteed that Fo will be the only deity among all of them to obtain all three of these healing spells. This makes him uniquely attuned to be the most favor-efficient healer. Due to the QoL changes, you can now cast Cure spells directly on a target and it will auto-target the highest valid wound and heal it. No more opening someone's equipment, finding the wound, and casting the proper heal. Just point-click now. Cleanse was a requested spell due that has uses for changing dirt to grass. You can now force grass to grow after completing a construction project and wanting your lawn back on PvE. There was also no easy way to remove Mycelium from PvP servers, which this spell now does. With those points out of the way, I'm actually struggling to find other ways to defend Fo. So in essence, aside from the above, you're basically right. I will, however, mention that a spell or two is pending a rework that Fo has access to. Hopefully those reworks will make him more appealing. That said, what changes would you like to see that would bring Fo to the forefront? Do you think that allowing Fo to have a unique passive that reduces the healing resistance penalty might be a good idea? Just throwing out an example, maybe inflict only half the healing resistance penalty when the spell is cast from a Fo priest? In essence, you've hit the nail on the head. We've got the shape complete, but it's just a bit off. We're looking for player feedback to help finalize it's form before pushing it to live. What situations has the healing resistance from LT been impacting your play on the testing server? We don't want players to sit there healing their wounds with cotton. And the healing resistance on LT, as stated a million times already, is not as severe as everyone is painting it right now. When actually in use, the effects are hardly felt. Life Transfer is just as good as it's always been outside of abuse cases. Responded to the previous comment but I want to mention here that there is nothing the dev team is pushing as an agenda. There will be an offering of full faith switches to every player in the game when this update goes live. Nobody is aiming to make their priest better than the rest. I would mark success from this update being dependent on an equivalent ratio of players taking every god. With 10 deities in play, that'd be 10% of priests on each deity. It's probably not going to be perfect, but it's something we're aiming towards. Your concerns aren't falling on deaf ears, and as mentioned in my earlier post - I'm reading everything posted here.
  4. Priest overhaul testing

    That sounds like it's not working as intended. It should be removing 1% of your stamina per 1% of health healed. Looked briefly at it and it seems body stamina is affecting it in a weird way. I'll have to look further into it.
  5. Priest overhaul testing

    Late to the party. Unfortunately, my internet was out for most of yesterday and by the time I got it back, I was already ready to get to bed. There's common consensus about several of the changes, which I'll dive into shortly - but first I want to state two points. First, as mentioned, this is public testing and things are subject to change, especially regarding numeric adjustments. That also doesn't mean these changes are set in stone. One common topic is the Bloodthirst change. It's something we'll discuss based on feedback and review again. Secondly, why some of the changes seem weird, off balance, or not true to the identity of Wurm. For that, the simple answer is that there's just an outrageous amount of changes here and we were ambitious enough to try and tackle absolutely everything. It should be easy to connect the fact that the notes are almost 10 pages long (in the document we're using) and that there will likely be something we didn't get just right. That's literally why this public test is happening. Players will call us out on what we did wrong, and we'll pivot and adjust based on that feedback. That said, as my own personal comment, I'd like to request a bit more civility when criticizing the changes. It's easy to take constructive criticism and suggestions. It's hard to take outright flames with comments such as it being the worst change ever or that the devs have no clue what they're doing with this or that or the other thing. These changes are bound to cause some anxiety considering the gravity of what's changing. I encourage people to speak their mind, just remember manners when doing so. With that out of the way, I'll dive right into some responses to some of the comments here. If I missed a few, don't think it's ignored. There's just a lot and I'm picking out the ones with really focused points that I can address directly instead of ones with multiple thoughts. The spell rerolls are, in my eyes, a necessary evil. This is our one opportunity to change the spell lists of the demigods and get them correct. That's not to say they're now perfect. It's also not to say it's better than before, either. It might not be. But at the end of the day, this is the one and only opportunity we have to shift everything into a healthy game state through spell list changes to avoid a situation where a single one becomes the "best" under all circumstances. See Smeagain on the PvP servers as a good example of this. Since this is the time we'll be offering a full faith switch, it's the only proper time to adjust spell lists to ensure balance. That said, there's no reason the formula cannot be adjusted more than what it already has been. There's also logic behind making special cases for the existing gods and allowing them to retain what makes them unique. To do that, however, we would want a really good reason to do it. So, to anyone who would like to see a spell added or removed from a god list, answer these questions: Why does the god deserve the spell (or not)? Is it simply because they had it before? Does it allow them to fill a niche where the god would be capable of doing something unique instead of being bland and boring? What are the pros/cons compared to their base god? One of the major efforts was to balance them closer to the base gods while the base gods obtained unique benefits and spell combinations. Why would you choose X over Y, and why would you choose Y over X? There should never be a case where X is completely better than Y, or vice-versa. These are going to be some of the more deep conversations to have in the future. Spell list changes are likely to be a hot topic as people play with the changes and see how all the pieces fit together. In regards to disintegrate, it's actually on the list of things to touch on but haven't gotten around to it yet. I'd say about 90-95% of the priest rework "content" is complete. There's still a couple things on the list that still need to be done, and touching on disintegrate would be one of them that we still need to review. This is regarding the Bloodthirst change to now work identically on Freedom as it does on Epic. There's been a lot of comments directed at this change in specific, and even mention of players selling BT weapons for cheap because of these notes. In fairness, I believe the players are spot on about this, and Bloodthirst loses its identity and edge with the change. We'll have to have a discussion on what else we can do to adjust Bloodthirst to make it more unique. Can't really say what that might be, but don't get too up in arms about it. We hear you on it, we'll work on it, and get back to you when we have a plan. It's been mentioned many times before that the LT change integrated with the healing system doesn't have a huge amount of effect. The only suggestion I have is to actually try it before you knock it. Players who aren't being abusive with the system will hardly notice it. This comment is in regards to "damage ignores armour" on spells. By armour, we mean specifically item armour. For example, iron plate, dragonscale, studded leather, etc. I believe your question is whether or not the damage effectiveness on the piece of armour applies, such as casting a cold spell on someone wearing cloth would normally reduce damage taken. The simple answer to that question is that it will just simply ignore the cloth armour being equipped. The wound applied doesn't pass the "armour" itself and instead hits the target. Resistance from tomes, spell effects, and enchants would apply. Damage effectiveness from armour is ignored, as well as glance rate and DR. SotG still affects spells. Maybe it shouldn't. Probably a topic for discussion. AoE spells now deal very small wounds but more frequently. The calculation for interrupt is based on damage taken. Since each damage instance is very low, the calculation almost always favors the player getting attacked and makes it so they don't get interrupted. There's definitely a possibility to add an "interrupt" sequence when the cast initially goes down as a surprise factor for enemies caught off guard. That's something that could be worth investigating and trying out. Yes, resurrecting a troll will prevent it from being able to use its club since it cannot be equipped. There's a chance we could move the items from the corpse onto the resurrected unit instead (it actually makes sense now that I think about it). This would cause the rebirthed unit to drop the gear when it dies. This is something I could definitely see changing in the future, but I'm concerned about abuse cases (rebirthing someone you don't have permission to loot). We'll have to discuss it and see what happens. In regards to resurrecting players, the code for that is extremely old and has so many safeguards and checks for abuse that it's kind of hard to digest. I think there may be a situation where we could make some adjustments to make it a bit more viable to resurrect enemy combatants or fallen foes on the battlefield. How interesting it would be if a very strong player died in combat, his corpse was taken by an ally, then they resurrected him and had two of him for the next fight. Really curious what type of interesting interactions could happen there. Finally, the concern about the non-priest players being useless is a bit over-exaggerated, I believe. I don't think it's shifted to "priests are mains and crafters are alts" with the amount we reduced the restrictions by. Instead, I believe that it's shifted to "do I want my priest or non-priest to be my main." There's now a choice - a decision to make - about how you want to play the game. That type of decision is left completely up to the player. If you feel that the restrictions aren't limiting to the point where you'd like to play like that... by all means, do so! That's a good thing! You'll have more tools available to you and perks other players wont have. In my opinion, being able to choose how you play and decide what you're willing to sacrifice for further benefits is just outright better than before. However, that's only my opinion. If you still feel otherwise, go a bit deeper and explain the thought process. I'm interested to hear predictions of how these restrictions being reduced will change the atmosphere of the game. Yikes. Sorry about that phrasing. Sometimes I write notes quickly and don't articulate the change properly. As a clarification: Oakshell can still be cast on players and creatures on PvE servers. However, on PvP servers, you can no longer cast on creatures (horses etc). Hopefully that helps with the understanding of the change. Well, I guess this all boils back down to how the gods are viewed. Fo is considered a healer, and not a main damage threat. Venom has been changed to make it more viable not as a "damage" increase but instead as a different style of utility that could be useful in certain situations. This is because armour has no effectiveness, DR, or glance rate versus poison type wounds. Venom is now essentially the Wurm equivalent of "true" or "chaos" damage. Vynora is considered an enchanter. However, it was also balanced around being the highest top-end nuker in the game too. Her spells have the largest power scaling based on cast power. High channeling vynora priests will do more damage per spell cast than Magranon and Libila priests. This sets her into a unique role where she can be a useful backline nuker, supports with buffs such as Excel, yet doesn't heal. Then she's also extremely good in PvE and outside of combat. It's not going to float everyone's boat, but calling her useless in PvP is shortsighted. She also is the only god with two AoE nukes on separate cooldowns. Play around with her spells on the test server. Nuke some people and see how she really feels. The improve bonus is just a leftover from extremely old code. I'm not sure why it's there, but it is. Maybe we could do something more useful with it such as reduce the faith requirement to non-priests? Not sure here, would be something to discuss. Magranon was set to be the primary combat god against Libila. Since Libila received significant changes with Scorn of Libila and Essence Drain being applied, Magranon was left with no in-combat sustain. The decision was made to apply a healing spell with a significant downside (trading your favor and stamina for health). Players familiar with combat should know that stamina is crucial during combat and trading it for health can sometimes be worse than leaving your health as-is. That said, I don't personally have any issues with applying some form of healing spell to Vynora. Just not sure what that might look like. ----- That covers all the comments so far that I wanted to address directly. Keep posting your thoughts and discussing the changes. I'm personally checking in every few hours to see what else was posted and the team is also looking through the thread. Huge thanks to the people posting up spell lists and spreadsheets with comparisons (see @Oblivionnreaverimgur album here and @Wargasmspreadsheet here) I was going to post up all the spell lists once it went to public testing but unfortunately I got hit by a storm. So again, thanks for taking up the slack and making the effort to inform the community.
  6. Download (GitHub) Requires SinduskLibrary version 1.5 or higher. DUSKombat is a full system rewrite for combat in Wurm Unlimited. It eliminates CR for combat calculations and replaces them with new calculations focused on increasing the meaning of fighting, weapon, and shield skills. Installation of this system is not to be taken lightly, and should be considered carefully before implementation. This dramatically changes how combat is done in the game and may not be applicable to existing servers. D.U.S.K Overview The D.U.S.K system is a full combat redesign with the intention of making combat more active and engaging. The secondary intention of this new system is to open up new strategies and tactics for combat, rewarding proper preparation and execution for each encounter moreso than simply having the "best" gear and stats. Finally, this improves the combat log to increase clarity. The colors able to be used in the combat log were fairly limited, but I've done the best I can with what I have available. New Combat Flow The previous combat flow was as follows: Swing -> CR Hit/Miss -> (Shield Block) -> Parry -> Dodge -> Glance -> Damage The new combat flow is now: Swing -> Accuracy -> Dodge -> Critical -> (Shield Block) -> Parry -> (Secondary Parry) -> Glance -> Damage Swing - The beginning of an attack The swing step is mostly unchanged from the previous combat system. However there are a few details that should be noted. Swing timers for secondary weapons no longer only applies after the first combat round. Secondary weapons now swing at 40% of their standard rate, down from 50%. This includes headbutts, wingbuffs, etc. from creatures. Stamina loss when swinging a weapon (hit or miss) has been adjusted. There is now a base stamina cost, instead of being entirely dependent on the weight of the weapon. Weapon weight is now less of a factor in stamina loss than previously. Total stamina cost is now modified by fighting stance. Aggressive requires 20% more stamina per swing, and defensive requires 20% less stamina per swing. This should make aggressive a high stamina cost way to deal lots of damage quickly, while defensive is more oriented towards lengthy combat or draining the opponent of stamina. Creatures now turn towards the target when they attempt a swing. They will only turn when they attack, meaning that getting behind a creature after they swing for a bonus is now a more viable option. This improves Web Armour's effectiveness because after they land a hit, their next attack is further delayed, giving you a larger opportunity to obtain backstab attacks. This will make identifying the target that a strong creature (unique etc) is attacking much easier. Accuracy - Hit/Miss Whether you hit or miss is no longer a pass/fail based on Combat Rating. Instead, each successful swing will create an "accuracy" for that attack. This accuracy check uses the weapon skill. The accuracy will help determine how effective some defensive measures are, and also give additional bonuses for extremely accurate strikes. Failing the accuracy check will result in a miss. Players with very low skill (less than 20) in their weapon will likely notice about a 60/40 rate of hit/miss. Players with mediocre skill (around 50) in their weapon will likely see about 80/20 or 90/10 rate of hit/miss. Players with high skill (more than 70) in their weapon will almost never fail the accuracy check, and generally have high accuracy rolls on their attacks making defensive measures less effective. Positive Factors:Weapon Skill, Fighting Skill, Height Advantage (above opponent), Flanking (behind opponent), Focus, Mounts Negative Factors: Height Disadvantage (below opponent), Vehicle (cart/wagon/etc.) Beneifical Buffs: Truehit, Nimbleness Dodge - Avoid the attack as a defender Dodge is no longer a rare RNG-heavy occurrence, and instead a core mechanic of combat. The defender checks their fighting skill against the accuracy of the attack in order to determine their chance to dodge. The defender body control also plays a critical role. Dodge chance is highly modified based on current stamina of the defender. If the defender has no stamina, they are extremely unlikely to dodge. All creatures (including NPC's) have stamina and can be affected by this change. Uniques, titans, rare spawns, and some other creatures that used to have extremely high combat rating are immune to this effect. Positive Factors:Fighting Skill, Body Control, High Stamina Negative Factors: Attack Accuracy, Low Stamina Beneficial Buffs: Willowspine, Excel Critical - Double Damage & Defensive Bypass Critical strikes are now available in both PvE and PvP, on both sides of combat. Players can critically strike creatures, and creatures can critically strike players. Critical strikes instantly 1.5x the damage being dealt, and bypasses all further defensive checks (parry & shield block). Only a dodge will prevent a critical strike. Factors at play can raise critical strike chance under very specific conditions up above 10%. Truestrike (from the sorcery) grants a guaranteed critical strike. This comes with the benefits of bypassing defensive checks. Critical strike chances aren't in a very good spot (using default calculations) and I'd like to adjust how they function before diving into specific factors. Parry - Block damage via your weapon Parry no longer has a "cooldown" based on RNG and the weapon skill now plays a larger factor in determining whether you parry. Instead of a cooldown, each parry will incur a low duration debuff that reduces your chance to parry. The debuff for parry is called "Clumsiness" - you can ignore the description saying it reduces combat rating. The duration of the clumsiness debuff is determined by the amount of damage parried. Parries on very light attacks will incur very low duration clumsiness, and high damage attacks will incur higher duration clumsiness. Duration is tied entirely to the amount of penalty to parry you have. Longer durations will incur higher penalties, and as the debuff wears out, your chance to parry increases. Clumsiness caps out at 25 seconds maximum. This cap should only be reached through excessive parries of high-damage attacks. Most common attacks will only incur a few seconds of parry debuff. Swords have a bonus that applies only half the duration when parrying. This makes skilled swordsmen extremely effective at parrying. This debuff applies to NPC's as well as players. Parry chance is moderately affected by stamina. As your stamina decreases, your chance to parry also decreases. Fighting skill now plays a significant role in assisting your parry rate. Higher fighting skill will allow for much easier parries. Parry is directly affected by the attack accuracy. High accuracy attacks will be very difficult to parry. Parry rate per weapon has a direct effect on the difficulty of parry. It will be extremely unlikely to parry with a weapon that has a low parry rate, unless the wielder is extremely skilled with it. Positive Factors:Weapon Skill, Fighting Skill, High Stamina, Weapon Parry Rate Negative Factors: Attack Accuracy, Low Stamina Beneficial Buffs: Excel, Nimbleness Secondary Block/Parry - Block damage via your offhand or shield Blocking with a shield works similarly to the new parry. The debuff is instead called "Exhaustion" and works identically to the parry debuff, but for shields. Parrying with an offhand is modified by the same systems that govern primary weapon parry. However, there is an important note. Clumsiness with a weapon is based on the weapon type, and not the actual weapon. For example, dual wielding warhammers will share Clumsiness between the two of them. However, if you were to wield a warhammer and medium maul, their Clumsiness debuffs would be applied individually when each one parried. This gives the option to focus on obtaining high skill with a single weapon type and giving yourself two rolls to parry (while sharing the penalty), or to diversify your weaponry and give yourself optimal defenses without sacrificing offense. Offhands have double penalty from the Clumsiness debuff. This will not affect the duration applied when they are used to parry, but will affect their rate of parry when the Clumsiness debuff is active. Blocking with shields is now heavily affected by stamina. As your stamina decreases, your chance to block also decreases. Glance - Doubling Down Armour DR Glance does not work like how it used to. Instead of completely avoiding damage, it mitigates damage significantly. Glance rates are identical to before, meaning a glancing blow can occur as often as the previous glance rates would against the same incoming damage types. Damage reduction for glancing attacks is scaled linearly based on QL of the armour, from 0% at 0QL to 2/3 (66.6%) damage reduction at 100QL. This is 0.66% reduction per QL. This means an 80QL armour will reduce damage by ~53.3%, and 90QL armour will reduce damage by 60% on glancing attacks. Damage - The step towards death Damage calculations are mostly the same with some minor optimizations and efficiency changes. Chance for a wound to stack on top of an existing wound at the same location has been increased from 70% to 80%. This should cause less total wounds throughout combat. Damage calculations for Frostbrand and Flaming Aura have been adjusted to 0.35% damage per power, up from 0.333%. Elemental Immunity from Path of Power is no longer pure immunity to elemental damage. Elemental Immunity now grants 20% additive reduction to elemental damage per level after 8 (20% at 9, 40% at 10, 60% at 11, 80% at 12, and full immunity regained at level 13). This change was made due to how many creatures are now utilizing elemental damage types in combat, including Titans. Players were able to fully ignore the damage of Ifrit by activating Elemental Immunity while fighitng him. This included immunity to his Smite spell. Incoming PvP damage will be reduced by half the amount at each level (10% per level after 8). This caps out at 50% reduced damage while Elemental Immunity is active at Path of Power level 13. New verbs have been added to the vocabulary for combat damage messages. They are now as follows: Strength: unnoticeably, very lightly, lightly, hard, very hard, extremely hard, deadly hard, brutally hard, fiercely, viciously, savagely, +2 more to find. Damage: tickle, slap, irritate, hurt, harm, damage, injure, cripple, maim, mutilate, +2 more to find. Miscellaneous All combat messages have been updated with new and improved multicolor lines. These contain more information about combat and try to distinguish important information through color. Special moves are now available to use as soon as you enter combat. Weaponless secondary attacks no longer occur for players if they have a weapon equipped. Secondary attacks for NPC creatures are fully unlocked. Creatures with many secondary weapons (such as dragons) will now utilize their whole weapon arsenal without holding back when attacking. Armour now takes roughly double the amount of damage in combat from before. Missing with a weapon will now play a miss sound. Gone is the awkward silence of diceroll combat. Focus now reduces incoming damage slightly at every level instead of only at Supernatural stage. Total damage reduction has been reduced. Salves/potions that change damage type now override Venom's damage type change. However, Venom will still apply it's poison to the wound, allowing fire/cold/acid wounds to be poisoned. Critical attacks now have a new message stating that they were critical strikes. Bug Fixes Wind of Ages/Blessings of the Dark no longer overrides Frantic Charge for increased swing speed. Thornshell now reflects damage when used on NPC creatures. Weapons now take damage when used by creatures (shod clubs etc. will now drop damaged from the troll using it in combat). Damage from elemental enchants now ignore the damage threshhold. They now deal full damage regardless of the armour of the enemy. Aura of Shared Pain and Web Armour now both apply their effects if they exist on an armour, instead of Aura of Shared Pain taking priority. Stacking infection on a wound no longer randomizes it's value twice. It instead only rolls the random value once. Dominated creatures dealing damage now counts as PvP for the purposes of damage reduction from body strength and similar.
  7. Revenant - Modded PvE/PvP (3x Action, New Skillgain)

    We've updated to Furthermore, a minor patch is being deployed to solve a few issues: Miscellaneous Repaired and re-implemented Armoury, with armour changes removed. This will bring back material modifiers, weapon statistics, and similar. Added new Wiki/Documentation to the Server tab, created by our CM Mashhiven. Significantly reduced the XYZ dimensions of the Battle Yoyo. It should now fit into more containers. Kyklops now have 80 fighting skill to make them function properly with DUSKombat. Uniques have been slightly adjusted to make them a little more difficult. Eternal Orb price reduced from 20 silver to 10 silver. Affinity Orbs no longer restock on traders. This is a temporary bandaid solution to a problem until a proper fix can be created. Fixed a bug where eternal reservoirs would not keep their fuel after a server restart. Fixed an issue where some creatures were exceptionally difficult in combat due to DUSKombat. Fixed a bug where titans and rare spawns would sometimes not die properly.
  8. Sindusk Server Mods

    Armoury - v3.0 - Download Removal of all Armour-related options. I'll try to get these working again in the future, but for now the update to WU 1.8 has broken them in a way that makes it incredibly hard to adapt without starting over. Effected options: Armour damage reduction Armour glance rates Armour effectiveness Armour reduction overrides Armour movement Material damage reduction Material movement modifiers Material effectiveness Material glance rates Armour limit factors Removed options for fixArmourLimitSpellEffect and fixArmourLimitBuffBug. These options have been fixed in vanilla Wurm Unlimited and are no longer necessary. Note: All configurations you previously had set in your file should still be applicable in the same way, unless it was one of the properties listed above. There is no need to remove anything from the properties file, either. Any configurations set that no longer apply will simply be ignored with no harm done. If you are using your old configuration: Change the line "classname=mod.sin.armoury.ArmouryMod" to "classname=mod.sin.armoury.ArmouryModMain" - I had to change the class main to fix an issue I was having.
  9. Sindusk Server Mods

    Server Tweaks v1.3 - Download Removed the option useEpicArmourValues that was causing a crash with WU 1.8. This can now be configured through the feature management in vanilla Wurm Unlimited. DUSKombat v1.2 - Download Removed the DUSKombatOld file to reduce jar size. Updated to WU 1.8 armour system. Armoury is not currently updated. Due to a very significant rewrite of the armour system in Wurm Unlimited, it will take some time to update Armoury to get it into a working state again. I will try to get a new release out that simply removes all the armour options within the next few days, followed by a version later on that re-enables that functionality. For the time being, I would recommend removing Armoury from your server. I've had to do this on my own server unfortunately, and it's sadly the best option for now. Also, as a side note, I want to thank those who donated to me over the past week to help me out. It's been deeply humbling to receive support from this community while in a time of need. Members of the community have gone out of their way to give advice and encouragement over the past few weeks. Sincerely, thank you. Many people have asked me directly how they could donate, so here's the paypal link that I have set up for my Revenant server: Paypal I'm setting a personal goal to have a working version of Armoury within the next two days. Check back at that time and hopefully I'll have some news. Sorry for the inconvenience.
  10. Valrei International. 068

    The example I gave was specific to Cure Light because it's extremely easy to visualize. LT is affected because I've also seen it used to "cheese" combat in some situations. On my Wurm Unlimited server, I implemented mobs that were designed to be taken down by a group of 3-5 players. Instead of encouraging hunting parties (my intended design), the players instead opted to take an LT weapon to the fight. They'd combat with the mob for ~1-3 minutes until they were on low health. Afterwards, they would disengage the creature and begin healing by attacking nearby horses, cows, and similar to heal back up to full in a short time period. They'd then re-engage with the creature and take it down in 3-4 consecutive skirmishes, despite being no match for it individually. This extends to similar encounters such as uniques. I've witnessed players get hit by AoE attacks from uniques then disengage to heal on nearby cows & horses before rejoining the fight. In the end, the decision was made to apply the healing resistance to all sources of healing that were magic-related. The primary reason is that magic is essentially "free" - especially in the case of Life Transfer. When using first aid, you are consuming cotton, and are limited by how much cotton you bring along. By implementing a healing resistance to magic-related healing effects, it puts a cap on how rapidly you can accept combats. Again, I'll reiterate that if you're playing normally and not entirely outside the bounds of how you should be playing (fighting trolls with no armour equipped for example), you're very unlikely to notice the change to Life Transfer. It's honestly so negligible that during my own testing when I was coding it, I actually checked the math several times over and even wrote debugging messages to ensure it was actually applying the proper values because it was so unnoticeable. I ended up having to test against two trolls while wearing no armour to get the healing resistance to become noticeable enough for me to confirm through eye-test that it was functioning as intended. I understand the frustration that comes with changes that look bad on paper. It happens very frequently and players do a great job of calling out issues before they get implemented. These types of discussions are critical to ensuring that the game development proceeds in the right direction. However, Life Transfer feels just as good as it did before if you're using it as it was designed (preventing using cotton during hunting). If there really is something wrong with healing resistance being applied to Life Transfer, it will come out in public testing and be changed at that time. To those wondering when the public testing will begin: My estimate would be a couple of weeks before it's ready for public testing. My personal timeline was actually a few weeks ago but unfortunately real life kicked in and got me at a bad time. I'll be back to coding this week and going through all the bugs that have been found in the meantime. I know people are anxious to get hands on and see it all for themselves. Truthfully, I might even be more anxious to just get it up and running and out there. This will be the first major project that I've worked on as a developer, and I'm really excited to see what people do with it.
  11. Valrei International. 068

    This is about as accurate as it gets. The simple truth is that combat, especially PvE combat, in Wurm is very one-dimensional. You walk up to a mob, target it, and proceed with waiting as dice roll and you watch the fight play out. Without LT, you end the fight at low health and need to perform maintenance (healing your wounds with cotton). Maintenance isn't fun. The current existence of LT makes it so you end the fight at near-full or full health. This removes the maintenance, and makes it less obnoxious to participate in combat. It was a very specific target to make the changes to healing only affect extreme healing scenarios. Furthermore, existing healing spells have been buffed (especially for high channeling and high casts) to make them more powerful and counteract the new healing resistance. It's pretty much fine for you to fight a troll over the course of a minute, take 30% damage, and heal it back up through Life Transfer. The healing resistance debuff isn't going to impact you that much (capping out at ~15% resistance, and dropping over ~3 minutes under those circumstances). However, if you are for example fighting a Goblin Leader and using LT and spamming Cure Light using your alt to ensure that the target of the goblin leader never dies... that's the targeted change. In the past, I've watched a player tank a dragon indefinitely through the use of a Fo alt constantly spamming Cure Light on every wound that was inflicted. Whenever the dragon would land a hit, the wound would be healed 10 seconds later without penalty. The new healing resistance system incurs exactly the penalty required to mitigate this case. This also has a profound effect on PvP combat and specialization, giving credence to utilizing Path of Love and a more healing-oriented priest rather than a fully-armoured frontline Path of Insanity SOTG priest. TLDR: If you're playing the game normally and not doing some silly strategy to make it so you're taking no damage in extremely short time frames, you're not going to notice the difference. This will come out more clearly during public testing.
  12. Sindusk Server Mods

    Not really. I'm currently broke, unable to find employment, and losing mostly everything in my life. I no longer have car insurance, and the car itself is going to be sold just to keep me afloat for a brief while longer. Unless I can find a source of income within a month or two I will end up homeless.
  13. Sindusk Server Mods

    I wont be updating my mods due to issues in my real life. If any other modders are willing to update them you have my full permission to do so.
  14. What has made you hate Wurm?

    Interesting thread. Brings up a lot of really interesting points. I'll try my best poking at issues that I believe I can touch on. Yikes. That's a rough one. So after reading this, I decided to do a bit of digging on Wyvern, the long-lasting Wurm Unlimited server with over 700,000 player hours played. Fun fact: there was someone who achieved 99.9999966521108 fishing skill! I decided to look up his achievements and found that he had caught 17,521 fish to achieve that (faster skill gain server, by the way). However, I then looked up the achievement for catching the big fish. Not to be found. In 17,500 fish, not a single one was over 175kg. His magic chest had 99.9QL and higher quality fish. It had rares over 95QL. It was quite a spectacle of fishing, but through the whole time, not a single fish was 175kg or higher. So, I dug a little deeper. I tried to figure out why this might be the case. The truth is that the fish must be a marlin or white shark of over 87.5QL in order to qualify for the achievement. This isn't easy to do, but it's still possible. However, now that I've fully investigated why that happens, perhaps it might be time to change the qualifications to be a little bit more relaxed. Obtaining such a high QL fish of such a specific type seems a bit overboard. Bugfixes are near and dear to me. In all my time playing, being interrupted by hitting a bug was some of the most frustrating experiences I've ever had in Wurm. In the case of PvP, it can cost you everything. They need to be addressed in a timely manner and I'm doing my best to ensure that happens. In the cases where they are not addressed, I try and give the explanation as to why it's so difficult to fix instead. PvP is a wild project to tackle. There's so many viewpoints on how PvP should be played and what should/shouldn't be allowed that it's really hard to iron out what PvP should actually look like. That said, I've had productive conversations with a lot of existing and former PvP players, and a plan is in place that should put us on track for PvP becoming easier to create and maintain. Can't really go into detail on the specifics yet, but there are indeed plans. A lot of the mentality for PvP players being so hostile tends to stem from the stakes. A death can be extremely costly, and that creates a pattern of behaviour similar to a blowfish where they puff up and make themselves look dangerous. In the case of the blowfish, it looks a little weird and is effective. In the case of human beings chatting online, it makes them looks like jerks. Reducing the stakes and giving more reason to play at low risk is something I'm working towards. While having expensive stuff should give you a significant upper hand, it shouldn't invalidate the rest of the players entirely. I've watched Deathangel's videos recently and really enjoy the amount of respectful combat that's seen there. Working towards encouraging more of that is a personal goal I've set. No comment on personal goals. A lot of this is the byproduct of shifting times and a code base that wasn't built for long-term maintenance. Ideas sometimes sound bad (or impossible) when first proposed. As time goes on, it starts to become more and more apparent that it's necessary to fix whatever the problem is. Work gets done to make it happen, and the change comes through despite all the previous opposition against it. For example, the armour changes recently were actually tooled as a "hot toggle" of sorts, where they can be turned off and on without a server restart. We now have the option, due to the code refactor, to implement more toggles like that and create changes that can be implemented to live with far less risk if something we didn't predict begins to happen. This type of long-term thinking will make it much easier to adjust how things work in the future. All of my work follows this guideline and is aimed at making it as flexible as possible to adjust to the new atmosphere as the game evolves. I understand the concerns behind map resets and legacy items. I'm unsure as to the philosophy on those items (I only joined recently, after all). Someone else would have to touch on that point. I once got hit with a filled boiling cauldron of water. I died instantly with 80QL glimmersteel plate. Good times. My comment above to whereami touches on player mentality. However, you mentioned time zones which has plagued me in the past. It's sometimes extremely impossible for European players have a difficult time handling an American assault because of the time zone difference. When Europeans' attack, the American players are generally at work and can at least do something, especially if they get off work quickly after the assault begins. In the reverse, however, the American group is attacking after midnight in European time, and the European group would need to make a choice between living a healthy life and getting some sleep or defending their deed from an attack. As an American player, I'm familiar with both sides of this and seen how it affects people. Europeans accused me of attacking at off times out of weakness, though we had all just eaten dinner and were at our peak time. I can't really think of anything off the top of my head that would be suitable to solve this problem. If you have any ideas, I urge you to post in the Suggestions & Ideas forum with whatever you can think of. I'd be interested to discuss potential solutions to the problem and, if all goes well, begin working on making it happen. My personal gripe So now it's my turn to answer the question at hand. What bothers me most about Wurm. It's not something specific, and it's not an idea either. It's a single system that has bothered me since I started playing, and I've actively made an absurd amount of changes to it including a full replacement for my WU server. Combat. The whole thing. I dislike the concept of CR as a whole. I dislike the amount of random elements during combat that you cannot control. I dislike the meta where 1/5th of the content in the game is considered viable for combat. I want to see more diversity in strategy and tactics beyond gate hopping and spamming heals & shield bash. I want to see special moves have an important place in combat both for PvE and PvP. I want to see mobs stronger than trolls on PvE servers, bridging the gap between trolls and uniques (allowing small hunting parties to be productive).
  15. One hand spear please

    I really like the 1 handed spear idea, but I feel like that would just be more of the same. I would really rather see the "knife" class of weaponry be used for pierce damage. Items like the butcher knife and carving knife already exist, but currently have too low of damage output to be viable. They even have their own unique special moves! Seeing these weapons rebalanced to be viable in the current meta would probably be a better approach to introducing piercing weapons into the 1 handed class.
  16. Valrei International. 066

    Ah sorry, I missed that question. Yes, the new jewelry enchants affects all outgoing or incoming damage while equipped. That includes damage from Frostbrand and Flaming Aura. The protection versions will reduce all incoming damage of that type. For example, with fire protection, it will reduce fire damage whether it's from another player's Fireheart spell, Flaming Aura enchant, or even just a Hell Horse kicking you in the face.
  17. Initial PvP changes Starting with the next update, a new change to Locate Soul will be introduced to Chaos. PvP Change: Chaos server now has a maximum Locate Soul range of 500 tiles. This change is specific to Chaos and will not affect Freedom or Epic. Locate Soul’s intended usage is to give a general idea to the caster where their target is. This information can be used to track down a player off deed, identify that reinforcements are unavailable to assist them, and similar. These intentions are pure, and meant to encourage roaming to new places with the opportunity to find opponents in local, then track their location via Locate Soul, pendulums, etc. Locate Soul’s actual usage is to triangulate exact positions of players using multiple reference points, keep tabs on opponents from halfway across the map, and spamming the spell to guarantee reliable information as to whether a target player is online through their Nolocate. These two extremes are the result of a spell that has remained untouched for years. The problems with this paradigm is a meta of priests spamming locates from anywhere on the map and getting reliable intelligence with no cost. Hence the reason for the change. This is step one in a larger shift for Locate Soul and locating players in general. Limiting the range should alleviate some of the problems with the current metagame, but not all. Locate Soul and Nolocate are still undergoing iteration and will have other, more dramatic changes in the near future. This update will also include warrior god priests (Nathan, Smeagain) getting the double disintegration bonus equal to Magranon. The aim of this is to level the playing field for priests of all kingdoms and reduce the frustrating scenarios with RNG and safemines. Background and future works Along with this, in the next update, is a reworking of armour mechanics. This will make armour values easier to adjust in the future. Existing armour values are not being changed, but the background work is intended to make them easier to modify and adjust down the line. After this update, the next focus will be on the long promised priest and spell overhaul. This overhaul will feature a balance pass on all 98 spells available to priests and review of priest restrictions to improve gameplay for solo and PvP priests. There’s more to it than just that, and we’ll be sharing more details over the coming weeks. Once the priest and spell overhaul is live, we’ll begin looking at addressing other concerns within PvP such as tower capping and meditation. We know there’s a long road ahead of us to get PvP where we’d like it to be, and we know it will take time to get there. Our focus now is taking one step at a time, making sure it’s the right step, and then taking another step forward. We’ll continue to use the feature feedback forum for discussion on specific topics to allow for adjusting and improving our current plans if necessary, so please keep it all on topic and constructive.
  18. Valrei International. 066

    Stacking identical jewelry applies with diminishing returns. Wearing two identical ones will incur a 33% penalty to both pieces (~133% effectiveness total), and wearing three will incur a 50% penalty to all pieces (150% effectiveness total). Swapping the jewelry out during combat is possible (and probably efficient). However, the maintenance required to do so and the significant penalties towards effectiveness when stacking should push players more towards various jewelry being equipped. Beyond that, the power of the enchant works similar to Nolocate, where it takes the average of the cast and QL of the jewelry. This means that players are going to want high quality jewelry in order to be the most efficient. Welcome, jewelry smiths. You're now relevant.
  19. Patch Notes 14/AUG/18

    The devil is in the extreme details. While you're not getting hit as often with studded due to high glance rates, you're actually taking the equivalent of wearing plate when you do get hit. When you're damaged in drake, you're actually taking 82.3% of the damage you would from studded. This concept applies across the board for dragonscale with the exception of crushing. It's really great that people are spending time thinking about the new possibilities, and I can't imagine it's going to be well understood overnight. The armour system is a complex beast that I've spent countless hours analyzing. All of the numbers that you see here are also assuming identical quality at 100QL. This is unrealistic, and taking into consideration the resources and skills required to improve certain items (moon metal especially), it's not quite as cut and dry as it's made out to be. It'll be a while before the meta truly settles down and people figure out the optimal strategies again. When that happens, we can make further tweaks to spice things up and solve any issues that arise.
  20. Patch Notes 14/AUG/18

    Chain takes 3/5 of the damage from slashing compared to studded. Studded takes 3/5 of the damage from crushing compared to chain. Plate takes 1/3 of the damage from piercing compared to chain. These are not minor differences. The armours still have unique identities.
  21. Patch Notes 14/AUG/18

    While studded and chain have the same base damage reduction now, there's a significant advantage to wearing chain: material. You can make chain and plate out of steel or moon metals to increase the DR further than what's presented here. If we were to keep leather and studded at lower DR values they would never be useful. It's also key to note that a 2.5% difference in DR is not "2.5% less damage taken" - these values need to be compared to eachother. 100 damage versus 62.5% DR is 37.5 damage. When it's 65% DR, it's 35 damage. You divide the two and end up with 37.5 / 35 = 1.07, or a 7% damage increase when going from plate to studded. What Retrograde mentions about the damage effectiveness, combined with glance, is exceptionally important now. Here's one of my spreadsheets (which was available from my datamining spreadsheet before i was a developer) that should demonstrate the difference rather clearly: The "Evaluated" section is the key point here, which demonstrates a full evaluation of each armour against all damage types, including the glance rates and damage effectiveness. It's also important to note that chain and plate are iron in this chart. Steel and moon metal materials will change them to potentially be better defensively than drake or dragonscale, but that's when the movement speed penalty kicks in. At the end of the day, every single armour that wasn't drake or scale got a buff. This means every player that doesn't own a set is going to be better off than before.
  22. When you...

    I understand now that a few lines isn't going to cut it. So let me get into the details here. Meditation In General Meditation as a whole has been one of those gigantic issues that plagues the game from every direction. Many of the changes made to the game affect some path in some way. Make stamina regeneration faster or give players a higher pool? Path of Power players are affected. Make it easier to feed animals or heal wounds? Path of Love players are affected. Change literally anything involving combat, DR, or similar? Path of Hate & Insanity are affected. It's actually hard to think of changes to mechanics that don't affect a path in some way. Now, I realize that this is well known, and the problem here is that it impacts the most useful part of Path of Knowledge. This is just a fact. I'm not denying it. As you said, I'm justifying it. It's clear that my justification so far was not enough, so I'll try again. My goal with development is simply to make the game better. Just pure, raw upgrades on existing mechanics. I'm not trying to "give the shaft" to any player base in specific. The goal here is to add QoL and make the game more enjoyable for the vast majority. Sometimes, these changes come with negative implications, such as this impact to Path of Knowledge players. It's just part of the gig. When you want to improve everyone's game, then others get affected negatively. If we added new armour above drake and scale, everyone who owned a set would have reason to be upset. If we implement upgraded versions of tools like a pickaxe, everyone who had bought a rare+ or highly enchanted pickaxe would have a reason to be upset. New content comes at a cost to the existing content. No new content leads to a drought which will chase more players away than what you're suggesting. Providing A Counterbalance So onto the point about providing a counterbalance to Path of Knowledge in return for this change. There's some merit there, and I wont deny that it'd be nice to see Path of Knowledge improved. However, the simple truth is that it's already planned. There's a meditation rework scheduled. It's not just going to be a couple number changes and a path switch like the SotG changes a while ago. It'll be tackling the issues that meditation currently has and fixing the design to be more versatile. If you don't like how Path of Knowledge looks after the rework, by all means switch at that point. The Can Of Worms To make a bandaid adjustment to Path of Knowledge in light of this very QoL change (which affects a very small portion of the community) opens up a can of worms. At the start of this post, I mention that it's hard to make a change without affecting some meditation path in some way. We adjust the Body Stamina calculations and we'll get demands to compensate Path of Power. We change combat so certain things apply in different order, we'll get demands for Path of Hate & Insanity to obtain compensation. In conclusion, Path of Knowledge is not being adjusted because of this change.
  23. When you...

    This only excludes fighting skill, as that could create an abusive skilling method by killing others in PvP. That fighting skill is also ignored by this new mechanic. 99 fighting will not be saved under any circumstance, PoK or otherwise. As for PoK, it prevents you from losing body stats on death. That's the major perk which this change does not cover. You can still lose 99+ body strength (even if someone had that much).
  24. When you...

    Code's done. ETA next patch.