Sindusk

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Posts posted by Sindusk


    • Arena-Specific Changes
      • Bash timers are now 15 seconds.
      • Destroy actions such as bashing fences and structure walls can no longer be done while mounted or driving a vehicle.
      • Mailboxes can no longer be loaded or unloaded.
      • Lockpicking now has a minimum timer of 10 seconds, up from 5 seconds.
      • Supply depots will now announce a message in GL-Freedom 60 minutes prior to spawning.
      • Messages for supply depots will now be broadcast to the #arena channel in Discord, instead of #event.
      • Messages involving the time until next HotA should now be displayed in the #arena channel on Discord.
      • Depots should now have a wider spawn area, instead of being heavily skewed towards the center of the map.
      • Fixed a bug causing Supply Depots to respawn instantly regardless of timer on server restart.
      • Fixed a bug causing certain items to bug out or not have proper interactions.
      • Fixed a bug causing players to be unable to drain deeds.
      • Fixed a bug causing spirit templars to be unable to be attacked under certain conditions.
      • Fixed a bug causing off-deed mine doors to remain open with enemy presence for longer than they should.
      • Fixed a critical bug that could cause spirit templars to target themselves or other templars.
    • Miscellaneous
      • Locate Artifact faith requirement has been reduced from 90 to the default 80.
      • Small axes now use heads smithing.
      • Staff now uses head smithing.
      • Sacrificial Knife now uses blades smithing.
      • Bless and Refresh should no longer cause a "does not accept the infidel!" error when casting it on a BL character from a WL character or vice-versa.
      • Expand success message should now display properly instead of "reducing damage taken."
      • Horses and Hell Horses can now climb up to 60 slope when mounted, from 40.
      • Kingdom Office messages will now be relayed to the Discord #event channel.
      • Sol Demons no longer spawn naturally on sand in PvE. Instead, they can only spawn off mycelium. They will continue to spawn on sand in the Arena. This change was introduced because mounts can be attacked by Sol Demons, and makes it troublesome to travel for newer players.
      • Red Wyvern hunting distance has been reduced.
      • Missions now award currency on top of the existing sleep bonus and karma. This should allow pure crafters to have a valid source of income if they're uninterested in combat.
      • The /who message from the PvE server will now only show the amount of players on PvE, to prevent Arena from knowing the amount of players online.
      • Fixed a bug causing the Discord bot to display Arena players online instead of Revenant players online.
    • Known Arena Issues - Fixes are in the works for the following, but could not make it to this update:
      • HotA action timers are being modified by server action timers. They require 1 minute 40 seconds to capture instead of the standard 5 minutes.
      • Taking command of a vehicle you do not own does not transfer ownership.


    • Revenant Arena
      • Revenant Arena, our kingdomless PvP server, is now available!
      • You can sail from any border of our PvE map to the Arena through plot course.
      • There are no starter deeds on the PvP map. On death, if you do not have a village token to respawn at, you will instead respawn at a random location on the map.
    • Supply Depots
      • Supply Depots spawn in a random location on the map every 11 hours. They are marked by a red beam of light visible from across the map (Rift light, if familiar with WO).
      • It is required to have at least 25 fighting to capture a supply depot. This is meant specifically to prevent risk-free alt captures and ensure that killing someone trying to capture a depot results in a death tab.
      • The capture has a 4 minute action timer. You must be standing still and remain out of combat for the duration of the channel. Taking damage (spells, archery & war machines included) or entering melee combat will interrupt the action.
      • Rewards: Sorcery Fragment, Enchant orb, 2-3 caches, currency, and a few other potential rewards that are not guaranteed on every depot.
    • Hunt of the Ancients
      • Hunt of the Ancients will begin at the center of the map every 37 hours.
      • The HotA is unchanged from default mechanics. Four pillars will spawn when the hunt begins, and the first alliance or village to capture all four wins the hunt.
      • Rewards: Key Fragment, Affinity orb, 5-8 caches, currency, 5 addy/glimmersteel lumps, hota medallions, and a few other potential rewards not guaranteed every victory. Moon metal weights are increased as HotA win streak increases. All items delivered into the HotA statue to the alliance capital.
      • Fixed various bugs involving HotA, including a secret where the HotA statues were supposed to come in Glimmersteel or Adamantine for groups that have extensive HotA win streaks.
    • Deed Mechanics
      • Deeds can be placed at any location on the map, regardless of influence.
      • Towers will be disabled for now. A custom system that I've outlined before is being worked on. When it's ready, I will implement it and players begin building towers to take land.
      • Kingdom titles will be obtained identically to how it's done on PvE: bidding with Kingdom Tokens purchased from the trader.
      • Deeds will be limited to 5 guards at most.
      • Spirit templars will attack anyone who is not a citizen or ally of the deed they're guarding.
    • Arena-Specific Mechanics
      • Local Range - Reduced to 50 tiles down from 80. This applies to surface-to-surface vision, cave-to-surface and cave-to-cave remains 20.
      • Mount Gear Anywhere - After leading a creature, you can equip it with shoes, saddle, barding, and similar. You do not need to have it tamed or branded.
      • One Lead Maximum - You can only lead one creature at a time. You'll have to decide between a pet or a backup horse.
      • Karma Port Disabled - Karma teleport has been disabled on the Arena.
      • Stats Tracking - Behind the scenes your stats will be tracked. Currently tracked: kills, deaths, supply depots captured. This will be used in the future, likely with the Leaderboard system.


    • Changes
      • Updated 3D placement mod. The new action is now "Put on top" instead of "Place"
      • Knuckles, Warhammer, Club, and Battle Yoyo have all undergone some significant nerfs. They should now be more in-line with the current weaponry arsenal instead of being balanced around the previous Wyvern statistcis. They are still valid weapons.
      • Deed refunds are now available. Disbanding a deed will give you the full cost of founding and whatever money remains in the upkeep. Costs for hiring a guard (2 silver each) will not be refunded.
      • Caches from treasure maps and similar now have a minimum quality and weight that their contents award.
      • Large carts and wagons can now go up to 60 slope instead of the previous 40.
      • Kingdom token difficulty has been reduced significantly.
      • Kingdom tokens now take 20 damage on failure, instead of being destroyed outright. Side note that mend does work on them.
      • Players can now build houses twice as large. This change is specific to the PvE server.
      • The week delay between converting deities has been removed.
      • All players who deal damage to titans prior to their death is awarded an affinity orb.
      • Titans now heal a single random wound every 10 minutes.
      • Fixed a bug causing titan creatures to not attack.
      • Titans now have 80% resistance to spell damage.
      • Titans can no longer be rebirthed.


  1. On 4/7/2018 at 9:36 PM, SallyIronside said:

    Tabards appear glitched with version 1.6.   Players wearing the PMK tabards further away than a tile or two appears to be wearing more like a tan loincloth than a tabard.  This does not occur with a standard freedom isles tabard.

    Can confirm the same.


    • New Spell: Expand
      • Based on Bag of Holding mod by ago, this new spell can be cast on containers to increase their capacity.
      • This spell is available at 40 faith, costs 40 favor, and has a 60 difficulty for all gods.
      • The spell also has a 1 hour cooldown. The cooldown only triggers on a successful cast. Cast wisely.
    • Minor Changes
      • Titan mechanics have been re-enabled. This was intended from the start, but I missed a check where it would poll their mechanics.
      • Wyvern speeds on carts have been significantly reduced. This was intended from the start, but missed a check where it was requiring it to be a PvP server.
      • Important discord messages will now be accompanied by map name. You will see (Revenant) if the message comes from the PvE server and (Arena) if it comes from the Arena server.
      • Creatures that are rebirthed or bred will no longer award loot or bounty. Dominated or charmed creatures will still award bounty on death.
      • Added Harden to the Vynora spell list. It can now only be cast by Vynora and Magranon.
      • The following actions can now be done while moving and doing other actions: Bank Balance, Leaderboard, Unequip All.
      • Bounty is now limited to 1 per player. Logging in 2 alts and slaying a creature will not award triple bounty anymore.
      • Fixed a bug where the Unequip All action would take items out of equipped containers (armour out of backpack, for example).
      • Fixed an issue causing Kingdom Offices to not work correctly.
      • Fixed an issue where some of my changes from last patch did not take effect.
      • Edit: Treasure maps are now more common to find and reward more currency. They also now have at least one sleep powder.
    • Known Bugs
      • You cannot gain Archery skill from firing arrows unless you are targeted on (in combat with) the enemy you're shooting. This is a side effect of afk shield training being disabled. I'm working on a solution.

    • Weapon Smithing Changes (by Nekoexmachina)
      • Weapon smithing has been reworked so that all weapons now depend on Weapon heads smithing or Weapon blades smithing instead of the parent skill Weapon smithing.
      • Improving weapons success rate will now depend on the sub-skill, and provide skill ticks for that sub-skill.
      • Weapon blades smithing: Carving knife, Butcher knife, Sacrifical knife, Shortsword, Longsword, Two handed sword, Sickle, Scythe, Steel Spear
      • Weapon heads smithing: Small axe, Large axe, Huge axe, Small maul, Medium maul, Large maul, Halberd, Steel Staff, Knuckles, Warhammer
    • Kingdom Offices (Error: One of my mods decided not to function properly, so while the tokens can be purchased, the bidding will not function for now)
      • Kingdom tokens are now available from traders for 10 copper each.
      • Kingdom tokens can be crafted into tokens used to bid for Freedom Isles kingdom titles.
      • A minimum bid of 10 tokens is required to obtain a title.
      • You must outbid someone by 5% of their tokens to overtake them in a title.
      • All token bid counts are reduced by 10% at a certain time every day.
    • Mount & Hitch Changes
      • Chargers have been adjusted:
        • I originally intended to disable chargers from spawning altogether, but overlooked something when setting up the server originally.
        • Because they have been spawned and players are using them on their carts and similar, I will not be removing them after the fact.
        • Instead, I'll be adjusting them to more closely resemble and function how I intended them to, but slightly closer to hell horses.
        • They will still have the low armor that makes them highly vulnerable in combat. They will still be slightly faster mounts than hell horses. They can still be equipped with a saddle and shoes, and have a higher potential speed than any other mount in the server. They will still have a higher seat due to size than other mounts, but their size has been somewhat reduced from previous values. Their insane 37 body control requirement will remain.
        • They will no longer pull vehicles (carts/wagons) faster than hell horses or wyverns. They can potentially be better than wyverns with gear, but will not outpace a similarly-geared hell horse.
        • Chargers will now be able to spawn naturally again at low frequency in Steppe areas.
      • White wyverns can now spawn in Tundra areas.
    • Minor Changes
      • Prayer is now limited to once per hour. To compensate, you now gain 3x as much faith per pray. This change was done with the intention of giving players more freedom to do other activites and give a longer period of time before they have to revisit an altar, without upsetting the balance of faith gain.
      • Fixed a bug where Libila followers could not absorb mycelium.
      • Armoury's dual wield combat improvements are now active.
      • Clicking "Ok" after viewing a leaderboard will now bring you back to the main leaderboard window.

    • BiggerHousesMod - attempting to plan a building will crash the server.
    • BulkTransportMod - even with the latest version, there's some ugly messages when trying to move max amount, and doesn't always function properly.

     

    I have HitchLimits on my server but it doesn't appear to be causing issues. Can you go into more detail on what is breaking with it?


    • Leaderboards
      • There is now a Leaderboards action on your body and hand.
      • Selecting this will open up a new window in which you can select a leaderboard to view, or opt in/out of the system.
      • Players will be opted out by default. Opting out means that your skill entry will still display on the leaderboard, but your name will show as "Unknown"
      • Opting into the system will allow any player looking at any leaderboard to see your name if you're in the results.
      • Leaderboards will display only the top 20 highest skilled players in each skill. This count includes anyone opted out of the Leaderboard system.
      • If you are one of the top 20 in a leaderboard, your entry will be bold. It will also display your name even if you're opted out, but only for you.
      • All GM characters are exempt from leaderboard entries. If someone has 99 in a skill and shows as Unknown, it's a player who obtained it legitimately and is opted out, not a GM.
      • Note: This system is very new and can feel a bit clunky. I'm pushing this out to get it into the hands of players to enjoy, but QoL improvements regarding window management will be implemented in the future.
    • Minor Changes
      • Fixed a bug with depositing and withdrawing items from the bank potentially causing sync issues, deleting the item.
      • Updated the in-game map to reflect the custom map. If it is still displaying incorrectly, you'll need to clear the cache of files from your packs folder in your client WurmLauncher folder. Instructions in the image below.
      • Lockpicks will now break far less often. Instead, they are more likely to simply be destroyed from raw damage on failed lockpick attempts.

     

    Leaderboard Example (all players except myself opted-out):

    Spoiler

    juYxdb7.png

     

    Resolving ServerPacks/ingame map issue:

    Spoiler

    Navigate to your client folder, open WurmLauncher/packs, then delete all jars that are not graphics, pmk, or sound.
    This will not damage your experience on other servers, as you will re-download their server packs when you connect again.
    CfhhoLA.png

     


  2. Minor update/hotfixes:

     

    • Champion Creature Loot
      • Tools should no longer drop almost exclusively at 10ql. They are now more likely to be between 10 and 60ql.
      • Enchants now roll fewer times with a lower cap. This should result in a more targeted result instead of a wide variation.
      • Small anvil has been added to the drop table.
    • Minor Changes
      • Mapviewer has been set up! Map available at https://www.sarcasuals.com/revenant/
      • Bulk Transport mod has been disabled for now. It causes some issues and we'll just use the vanilla bulk transportation method for the time being until I can work on a fix.
      • Lockpicking skill gain has been tripled.
      • Lock picks no longer require 25 minimum locksmithing to create.
      • Bounty for passive mobs is now enabled. However, they will reward significantly less than most aggressive creatures.


  3. We're 10 hours into launch and already have a highly active playerbase! Thanks for the support everyone, now to reveal what many are anticipating the most. After countless conversations with several experienced WO PvP players, the following Arena design was created:

     

    Revenant Arena Design

    • Launch Date: Estimated ~Friday, April 13th. Time TBD.
    • Unique Features
      • Arena Diplomacy - No Kingdoms
        • All players will belong to the Freedom Isles kingdom. Libila will be enabled for Freedom Isles.
        • Players will be enemies with any other player who does not meet one of the following conditions: Same alliance, same deed, on friends list, same team.
        • Player-Made Kingdoms are disabled.
      • Supply Depots
        • Spawns in a random land location every 11 hours.
        • The location will have limitations to avoid being too close to an established deed.
        • Depots will be marked by a beam of red light similar to the White or Black lights.
        • Capturing one will require a 3 minute channel and a global message will be announced saying the depot is being captured.
        • Their content will always include at least one sorcery fragment.
      • Hunt of the Ancients
        • Spawns in the central location of the map every 37 hours. The location is subject to moving in the future.
        • This will be standard HotA mechanics with 4 pillars in a no-build zone.
        • The victorious deed/alliance of the HotA will receive a HotA statue with rewards including a key fragment inside.
      • Rewards Explained
        • Sorcery Fragment - Combine 10 sorcery fragments to obtain a random sorcery with 1 charge. The fragments are not able to transfer cross-server and will drop on logout.
        • Key Fragment - Combine 50 key fragments to obtain a Key of the Heavens. The key fragments are not able to transfer cross-server and will drop on logout.
        • Key of the Heavens - When a player ascends using a Key of the Heavens, they will be able to pick 1 trait and 5 spells to apply to their custom deity. The rest will be randomized.
        • Calculated out, this means 1 sorcery charge will possibly be obtained from supply depot every 110 hours, or roughly every 4.5 days.
        • Similarly, this means a Key of the Heavens can be obtained through HotA every 1850 hours, or 77 days.
        • These values are NOT absolutely final and subject to change.
    • Deed Mechanics
      • Deeds can be placed outside of kingdom influence.
      • Alliances can be formed between deeds.
      • Deed draining mechanics will be adjusted to prevent "alt deeds" from being abused.
      • There must be a distance of at least 100 tiles between any two deed tokens.
      • Tower System (Work In Progress)
        • An initial tower for a deed can be placed within the deed limits.
        • From that point forward, all towers must be constructed within the radius of a tower owned by that deed.
        • This will result in a tower chain being required to claim territory.
        • Towers cannot be conquered, and must be bashed. A new conquer system may be considered in the future.
        • Towers will prevent a deed from having their borders extend into the radius.
        • If a deed disbands, all towers belonging to the deed will be immediately destroyed.
    • Other Bonuses
      • Reduced Local Range - The local range of players in the server is reduced to 50 tiles from 80.
      • Mount Gear Simplified - Players can equip and unequip mounts that they are leading, without the requirement of taming them.
      • One Lead Creature - Everyone will be limited to 1 lead creature at all times. You'll have to choose between having a single spare horse or bringing a pet to combat.
      • Karma Port Disabled - Karma teleport will be completely disabled for the Arena server.
      • Fighting Skill Bonus - Fighting skill gains will be slightly increased (~50% more) on Arena. Other skills will remain the same.
      • Bounty Increased - Bounty from slaying creatures will also be slightly increased (~20% more) on Arena.
      • Treasure Maps Enhanced - Treasure maps on the Arena server will have higher rewards than their PvE counterparts.
    • GM Policy [Arena Only]
      • No monitoring or actions taken against any player unless a support ticket is filed by another player.
      • Disputes between players will not have any GM intervention. If game exploitation is involved, the results of the initial incident stand. A rule will be placed to discourage exploitation of the mechanic until a patch can be written too resolve the issue from that point on. This is the policy utilized in theft incidents.
      • Bugs or exploits causing player property loss (items, vehicles, creatures, etc.) will not be refunded. Skill loss can be refunded if proper proof is provided.
      • Bugs or exploits causing player property benefit (duping, creating invincible items, etc.) will be solved on a case-by-case basis, but aimed at removal of ill-obtained property. Skill gained through exploitation may also be reset.
      • Minor issues such as a cart being stuck or a player being glitched in a door can be resolved through GM intervention assuming the player is neither in an enemy deed and enemy players are not nearby (in local range).
      • Disclaimer - These policies are meant to cover a wide variety of cases, but cannot cover them all. In these fringe cases, the best judgement of the GM team will be used.

    • New Features
      • Updated to Wurm Unlimited 1.6! See what changed here!
      • New Mod:Taxidermy by Bdew
        • This allows you to create taxidermy kits to preserve corpses as decorations.
        • Kits and preserving both use Fine Carpentry.
        • Creating animated decorations cost 1000 karma.
      • New Mod:Highway Portals by Bdew
        • You can now craft a highway portal for your deed. They are limited to 1 per deed. You begin crafting using a marble brick + mortar.
        • After the portal is built, it can be activated to become the portal for the deed.
        • Portals can be used to teleport to any other deed that is connected via a highway route instantly and without cost.
      • New Mod:3D Stuff by Bdew
        • Tables can now hold 3D objects. Simply activate the item you want to place, right-click the table, then select "place" - quick, easy, stylish.
      • New Mod:Tabard Mod by Governor
        • This mod enables the creation of kingdom-specific tabards, including Wurm Online PMK tabards.
        • This is the one and only mod that does not work properly without Server Packs client mod. Beyond that, if your server packs mod is not configured properly, the textures will not show. Please see the mod thread if you encounter issues with seeing proper textures for crafted tabards.

    • Weapon Rebalance
      • In the spirit of shifting up the meta a little, the following weapon adjustments have been made. These are intentionally done to offer more diversity in the weapons that players use without making your current favorite useless.
      • Warhammer damage reduced from 10.0 to 9.75. Warhammers became a favored unique slaying weapon with their high base damage and ability to dual wield. I'm toning down the base damage to remove them from being the optimal weapon without contest during a unique slaying, hopefully giving players a reason to revisit 2 handed weapons instead.
      • Two Handed Sword damage increased from 11.0 to 11.5.
      • Steel Staff damage increased from 9.0 to 9.5.
      • Halberd damage increased from 10.75 to 11.25.
      • Scythe damage increased from 10.2 to 10.4.
      • Large Maul damage increased from 11.5 to 12.0.
      • Steel Spear damage increased from 10.25 to 10.75.
      • Huge Axe damage increased from 12.5 to 13.8.
      • Short Sword damage increased from 5.3 to 5.5.
      • Battle Yoyo damage increased from 7.5 to 7.75.
      • Sickle damage increased from 6.0 to 6.1.
      • Small Axe damage increased from 5.8 to 5.9.
      • Small Axe swing speed improved from 2.75 to 2.65.
      • Sacrificial Knife damage increased from 4.9 to 5.15.
      • Butcher Knife damage increased from 4.0 to 4.15.
      • Longsword damage increased from 6.7 to 6.8.
      • Small Maul damage increased from 5.7 to 5.8.
      • Small Maul swing speed improved from 3.0 to 2.9.
      • Large Axe damage increased from 8.2 to 8.4.
      • Club damage increased from 8.0 to 8.5.
      • Club swing speed improved from 4.25 to 4.1.
      • Long Spear swing speed improved from 5.0 to 4.75.
    • Minor Changes
      • The Village Teleport body action has been disabled. Instead, one of the new highway portals will be placed in Holdstrong. You can use that to get back to your deed instantly if a highway is built.
      • Eternal Reservoirs are now twice as efficient, requiring half the previous amount of souls to perform its activities.
      • Soulstealing is now easier. You should steal souls more frequently and produce higher quality souls more often.
      • Difficulty of feeding souls to the Eternal Reservoir has been significantly reduced. Souls should now enter more frequently and provide more power.
      • Discord relay messages will now display a server timestamp, accurately displaying the time the message occurs.
      • Rumors of new uniques will display in the #rumors channel in discord instead of #events.
    • Arena Changes
      • Lilith has been re-enabled as a Titan. There may still be issues with her mechanics. If they pose an issue with the new update, she will be disabled again.
      • Discord will now relay death messages from the Arena server in the new #deaths channel.
      • The 10 minute and 1 minute warning messages for Arena depots have been removed. There are now messages at 60, 20, and 5 minutes remaining.
      • Supply depot respawn timer increased from 5 hours to 7 hours.
      • The /who command has been disabled entirely on Arena. It will always display the message "You cannot detect other players on the Arena."
    • Known Bugs
      • Critical strike attacks versus non-players (added by my Armoury mod) is currently not functional.


  4. The server is now online and officially launched, running Wurm Unlimited 1.6.

     

    • Starting Tips
      • Priest at 1 faith - As soon as you convert to a god and have 1 faith, you can become a priest. Select your deity from the start and don't concern yourself with having to return.
      • Load & Unload no longer have a minimum body strength requirement.
      • Horse riding no longer requires 21 body control.
      • Starter mallet is provided so you wont have to create one yourself.

     

    Things will still be getting tweaked and adjusted based on what I see from the launch. Starting area is a work in progress.


  5. 6 hours ago, Diceusinfinitus said:

    Have an issue where when dealing damage with a weapon with LT crashes the server... in the error log it says spellcraft. Anyone else have this issue?

    This is resolved with the latest version. The link should be the same as in the original post.

     

    Also, I'm moving my work to GitHub. I've just created a new release for Spellcraft which you can find at the following link:

     

    https://github.com/Sindusk/spellcraft/releases


  6. @AyesI appreciate the insight and you have good points. The server will deter players who aren't looking to stick with it for a good amount of time. I accept this, because doing otherwise and making the game faster ends up like my other server, Wyvern, where everyone is maxed out in everything. My focus is on server longevity. I intend to make this the final server I ever release, and that means sticking to game systems that are slower and avoid rapid gratification. Players expressed the desire to play with the new content and QOL of Wyvern Reborn, but at a slower pace more akin to WO. This is my one and only attempt to reach that balance.

     

    While I wish I could make the perfect server that everyone wanted to play on, it's something out of reach. Some people want a slow pace, others want a fast pace. Some want all sorts of new content and others just want to play vanilla. Pleasing everyone isn't something I can do, so I'm looking inward and asking myself, after thousands of hours on Wyvern, what type of experience am I looking for? To put it bluntly, it's the beginning. When I was one of very few people who had 80 blacksmithing and felt like it was an achievement. When people I never met or heard of would message me requesting orders to be filled in a growing economy. Where the deed I was in on the PvP server was still vulnerable and the other kingdoms were causing mayhem right outside our borders.

     

    This is my attempt to revitalize that part of Wurm. Compete for dominance in a corner of the market that no one is selling. Capture the first uniques and hold community slayings. Build infrastructure by constructing canals and tunnels. Participate in new objective-based arena PvP gameplay (more info soon). All of these are aspects which I'd like to promote. If this sounds like something you're interested in, come give it a shot. As always, my ear is to the ground and I listen very intently to what my players have to say. Most of my mods are inspired by the ideas of those who play on my servers.


  7. 8 hours ago, zCat said:

    Skill Multiplier: 10x to 1x , I think this puts some people off

    Skills start at 20, Skill Multiplier: 3x to 1x, is about the same but will not put people off

     

    Action Speed: 3x is a bit high for me, I prefer 2x

     

    Deed upkeep appears activated, but what about deed purchase? Are the first 121 tiles free or do we need to kill hundreds of things with newby skills and weapons before creating a deed. Deed upkeep helps remove abandoned deeds which is good, but deed purchase will make the start too hard/slow for many people.

     

    Can priests cast any spell?  or is it one spell group per character?

    Skill Multiplier: These are really good points, and I see your point about it being off-putting at first glance. I'm still tweaking this slightly and I'm beginning to think that 10x might be too high of a starting point, and will likely be lowering it to somewhere between 8x and 5x. In the grand scheme of things, this doesn't have much impact on the early game, as getting to 20-40 skill is relatively fast. Here's a graph displaying the current curve of the implemented system so far:

    Nd0qWCc.png

     

    Action Speed: 3x was determined as my go-to point after some testing. It requires high skill and high enchants to get spam creation down to the 1.5 second "minimim" point where players begin to grind most effectively. 5x was definitely too fast as demonstrated on Wyvern. The goal was to make it slow enough so people don't breeze through everything, but fast enough to make the game not feel sluggish when you're near the middle area of skilling. 3x is what I ended up on, and I'm going to stick with it unless there's overwhelming feedback to the contrary from the beta test.

     

    Deed Upkeep & Purchase: There will be an initial deed cost and upkeep. I understand the sentiment that getting your deed started would require too much work and put off new players, but unfortunately that was one of the hardest lessons I learned from running Wyvern Reborn. If players are all given the option to create their own deed, they will. Nobody will create villages with each other, people will become isolated, and a community will not flourish. I'd describe the atmosphere of Wyvern as "cliqueish" after everyone was established on their own deeds. My goal is to encourage players to work together and pool resources to create villages with multiple members. I'd prefer to have more citizens than mayors this time around.

     

    I know that this might not align with the goals of every player, and if you're someone who absolutely wants to be an isolationist, you'll have to settle with not having a deed very quickly, or try to work your way towards enough money to earn that privilege.

     

    Priest Spells: Spell lists will be restricted to each god's spell list. This will hopefully encourage trading and interaction with other priests. Some unique changes will likely occur in the future to make gods more desirable (Vynora more desirable in combat/PvP, Magranon more desirable for QoL/PvE, etc).


  8. Revenant Beta

    IMPORTANT: The beta server will be wiped upon full release. This is strictly for testing purposes and progress will not be saved into the live launch of the server.

     

    EDIT: The beta is over. The current server online is fully launched and will not be wiped.

     

    I've put up a server running the 1.6 beta for testing of features before launch. You'll need to set your game to the beta branch of Wurm Unlimited. To do this, go to Wurm Unlimited -> Properties and set to beta-branch in the Betas tab. You'll be able to find the server by searching "rev" or something similar in the bottom right corner of the launcher and selecting Revenant (PvE/PvP) in the list.

     

    It's not quite in the finished state I want it to be, but here's some features I'd like testing and feedback on:

    • Skill Gains
      • The custom skill gain system is in effect. This scales the skill gain rate from 10x to 1x over the course of skilling up.
      • The system functions as a smooth curve and you will not hit "walls" where skill gain drops dramatically.
      • For reference points, around 40 the skill gain is about 3x and 60 is between 1.5x and 2x.
      • I'll be taking feedback on the rate of early skill gain, and am open to adjusting it based on player input.
    • Bounty & Creatures
      • I've had to rework my bounty formula significantly to fit the new economy. I've also included some custom creatures that I can remove before launch if ill received. Here's a few questions to answer:
      • Does killing a large rat versus killing a huge spider feel worth it (both ways)?
      • Are there any creatures that are too tough yet reward too little?
      • Does the amount of money that creatures reward make sense?
      • Some creatures are typed randomly (greenish, champion, scared, etc.). Are the random typed creatures annoying or interesting?
      • Do the custom creatures feel too strong to fight? Are they too difficult to run away from?
      • Is there any new creature that is the bane of existence and the best action would be to remove it?

    These tests will be combined in junction with stability and error checking tests. I'll also be running a few quick "events" during this time if enough players online to test a few other mechanics too.

     

    Screenshots to assist in setup for those interested in connecting:

    Spoiler

    P2DsClz.png

    dpxFqwz.png

     


  9. Updated with the exhaustive list of mods that will be utilized on the server. I'm expecting to have a beta 1.6 server up for testing within the next day or two. It will be wiped before the full release. If you're interested in joining in and seeing what you'll be getting, or simply find a spot to settle before the full release, please visit our Discord server for further updates.


  10. 21 hours ago, Batta said:

    Do we have to have Sindusk Library to continue using the Starter Gear mod?

    As stated above, Starter Gear does not require the Sindusk Library. This should remain the case for as long as the mod doesn't break. Looking at the code, there's very little reason to implement the library since it only does one action. It's heavily used and I'd prefer not to change the mod if I can avoid it while it still works. It should remain relatively patch-proof unless the WU developers change starting gear itself.


  11. 1 minute ago, Zera said:

    Is it required to have a Discord channel for GL channels too?

    No. However, any messages sent in the GL channels in-game will throw an error on the server about null pointer exception. If you're okay to ignore them, the mod will function perfectly fine with just non-GL kingdom channel on Discord.


  12. Here's a new release, but it's moderately different from how the original mod handles things:

    • Only applicable to GL-Kingdom chats. Uses abbreviated kingdom names instead of full ones (#gl-hots for example. Identical to how the name is displayed in-game but lowercased).
    • Prefixes messages from Discord -> ingame with [D] to signify they came from Discord, instead of using a custom name.
    • Prefixes all messages in Discord with the server-side timestamp of when the message was broadcast.
    • Uses member nicknames instead of usernames from Discord. This means if I'm SomeGuy#7799 as my Discord login but my screen name for my server discord is Sindusk, the relay will now use the Sindusk name instead of "SomeGuy"
    • Can now be utilized as a library from other mod authors to link messages into relay. For mod authors interested:
      • Add the line "depends.import=DiscordRelay" to your properties file. Keep in mind this will create a hard dependency on DiscordRelay, meaning if DiscordRelay is not installed on the server, your mod will not work.
      • From your mod, call the method "sendToDiscord(String channel, String message)" to send messages to channels of your choice.

    https://github.com/Sindusk/DiscordRelay/releases/tag/v1.0

     

    I'll likely expand a bit further on it as well in the near future and increase the functionality, including some of what my other mods are capable of:

    • Unique mob rumours and slay event channel.
    • Death tabs relay.
    • Any other ideas that might be requested.

    Screenshots of some of the changes:

     

    Timestamps in Discord:

    Spoiler

    B6p6NPO.png

    Same messages displayed in game:

    Spoiler

    0aYq96r.png

    Upcoming - Currently using a dependent mod with the "library" usage mentioned above to accomplish this:

    Spoiler

    dQPLZfL.png

     


  13. Regarding Revenant & Wyvern Reborn

     

    I realize I was pretty quick and did not articulate why I was moving from Wyvern Reborn into the new Revenant project very clearly. It all occurred over the span of a day which makes it easy to judge it as a hasty move. However, I'd like to clear up some of the questions regarding Wyvern Reborn and the new Revenant server, and what's happening with both.

     

    As stated in my message on the Wyvern Reborn discord, I'll be focusing my efforts on the Revenant server.

    dUljZwI.png

    As you can see from the reactions, it was met with mixed opinions, and with good reason. Wyvern has been running for a solid 2 years and people have invested unwieldy amounts of time into the server, and seeing it no longer receive care can be absolutely heartbreaking. Here's a sql query for players who have invested the most time to date on the server, listed in hours.

    Spoiler

    1vuSHey.png

    These players, including myself as both a player and server owner, have invested an extreme amount of effort into making Wyvern the place it is today. As a community, players have played on Wyvern for a total of 706,001 hours - the equivalent of 29,416 days of raw playtime. When hit with these numbers, it's no small thing to announce you want to move on and take on a different project. Which brings me to the next part.

     

    Why stop with Wyvern Reborn?

     

    To anyone who has played long enough on Wyvern Reborn, the answer to this is simple: Everything is too abundant. Skills are too high. Rewards are too great. Drake and scale are too common. Rare and supremes are everywhere. For the uninitiated, I'd like to showcase a few things that exist on Wyvern that you will almost certainly not see elsewhere:

    The Atticus WMD - the results of months of mass buying and using enchanter crystals on his weapon to modify the enchants to absurdity:

    Spoiler

    99e108d33a702bc34735874f3d11ca65.png

    Collections of Rare Resources - years of hunting down treasure, uniques, and veins of moon metal have lead to stashes of unused and essentially decaying resources that nobody has use for.

    Spoiler

    RyYYpV6.pngZjD5zye.pngZdgzy2M.png

    Y73Pkf5.png

    New World Order - Village created by several players where they have basically every rare vehicle, a massive 170x160 deed which will last for at least a year with the current upkeep in the coffers.

    Spoiler

    fcgYZzT.jpg

    QZPwuet.png

    Basically what I'm trying to get across is that when it comes to Wyvern Reborn, almost everyone has everything they want, and that leaves nothing left to be desired. When you log in and see skills that look like this, it's hard to know what you want to do that day...

    SAoFaks.png

     

    Something to Strive For

     

    One of the most clear solutions to the above problem sounds rather simple: make something new that players can strive for. Create the "next stage" so to speak so that players could spend their playtime trying to achieve that. Well, when it comes to that, it's not so simple. I attempted several solutions:

    • Spectral and Glimmerscale armour: Rare and difficult to improve/repair, these were the "upgraded" versions of drake and scale respectively. These were powerful sets were sought after for a brief period, but it became apparent that the effort required to get them versus scale, and the amount of reward they gave you, was simply not worth it. Nothing in the game dealt enough damage to cause players with decent scale or drake to force them into upgrading.
    • Titans: Raid bosses which landed on the Arena server, these were supposed to be the pinnacle of difficult combat, with mechanics that would kill your mount, then leave you vulnerable to the extremely fast-moving minions that were constantly spawned during combat. Unfortunately, players became so strong that they could solo kill Titans outright through effective healing in Life Transfer, keeping your mount alive, and then kiting the boss when you needed time. Their drops generally were also sidelined as you could create better weaponry from simply using Enchanter crystals.
    • Soulstealing: Designed as an alternative to butchering, this would encourage players to raise their stealing skill, in return gaining the option of keeping their carnivorous creatures fed and forges lit permanently. However, it was undertuned, and players simply wrote it off as useless.
    • Mastercraft: Introduced to encourage players to grind further into 99 and 99.9999 territory, this gave increasing power to skills as they approached their peak. The problem here is that there was no use for these skills, as everyone has 90ql+ armor, weapons, tools, and even decorations in some cases.
    • Affinity Orbs: Required 3 gold to be spent at a trader to obtain, this would give you a random affinity. Players with enough money would essentially be able to cap every affinity in the game using enough of them.

    All of my attempts fell flat, because anything that was strong enough to warrant getting (Spectral/Glimmerscale/Affinity Orbs) was too rare to be worth their time, meanwhile anything that was a sidegrade that offered something new and unique (Soulstealing) was simply less effective than playing the game using base mechanics and their already insane skills. In the end, the only way to solve the problem was to dial things back in... which meant taking something away from the players.

     

    New Server with reductions

     

    I think what everyone wanted at this point was a new server added to Wyvern that would do a partial transfer. Take some skills or some items then reset everything else. Every person had their own unique idea of what should be taken away and transferred to the new world. I was open to listening and kept reading these comments in Discord, trying to figure out myself where the general consensus was. Was the best route to let people take a few of their favorite items? Nope, not possible. Players would make alts or use existing alts to bypass whatever restriction I had on the amount of items to transfer, and move their whole inventory. Even if they didn't, people have ridiculous items that would skyrocket them back to where they were near instantly, with 200 BotD anvils and tools existing to skill right back to 90 in everything as soon as the new server launched.

     

    Okay, so surely a skill reduction would be in order. Okay... but by how much? If I have 99 smithing... do I get 90? 70? 50? 10? If I got 10/50 I'd feel like my effort was not well spent. If I got 90 I'd already be at end-game again. But what about if I had 90? Or 95? Is 70 enough? Is 80 enough? I'm really close to endgame at that point anyway and within a week we'd just be in the same scenario as before. So perhaps a full reset of skills.

     

    But then I realized one simple fact. If I was going to fully reset skills, and fully reset items in a connected server to Wyvern Reborn... why have it connected in the first place? Beyond that, where is the starting zone? Do I keep the starting zone for new players in the existing Wyvern Twin Peaks map or in the new map? Can players go to Arena from the new map? Is there a new Arena specifically for the new map?

     

    Instead of trying to solve these ridiculous problems, the solution was pretty clear to me. I'd create a brand new server with a brand new name completely unattached from Wyvern Reborn and start fresh. I could adjust the underlying systems fundamentally, making sure skillgain would last longer than before, adjust action timers, tweak the economy so it doesn't crash instantly, and adjust rewards to better suit a longer and more durable server than Wyvern Reborn was.

     

    Future of Wyvern Reborn

     

    So the last thing to address is the future of Wyvern Reborn. Is it staying online? Is it going to receive updates? Is it abandoned?

    • Wyvern Reborn will receive an update as soon as 1.6 goes live that will include 4 new mods, a weapon rebalance, and several minor tweaks.
    • I've separated the Wyvern Reborn code into a new branch, so I can revisit the mods in the state they exist on Wyvern Reborn and bugfix accordingly.
    • The server will remain online indefinitely, and will surely run as long as Revenant is running, since they will operate on the same hardware.
    • I'm going to make my best effort to ensure Wyvern Reborn remains patched through any future Wurm Unlimited updates, and fix any critical gamebreaking bugs.
    • I am open to allowing server and mod repository access to anyone who would like to pick up the Wyvern Reborn project and take it further.
    • Alternatively, I'm open to sharing all source code and server files with anyone who would prefer to take over hosting of Wyvern Reborn, if the community agrees to it.
    • The server will remain in it's current form in terms of mods unless someone else decides they would like to make adjustments.

    I hope this addresses everyone's concerns. If you have anything further to ask, feel free to respond right here in this thread, @mention me on the Wyvern Reborn discord, or simply PM me here or on Discord regarding anything else you'd like me to clear up.