Sindusk

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Posts posted by Sindusk


  1. On 8/2/2022 at 5:52 PM, Mowglia said:

    I've been using the Old UI for stability reasons for a long time, but after a recent string of crashes and bugs I switched to the New UI and actually found it more stable now. No more in-game crashes at least.

     

    The one issue I do still have is that both clients frequently crash (usually when using multiple toons) just before the loading bar reaches the max (and at no other point during the load). These crashes literally reset my PC. I'd love to know what's causing this. Either way, the New UI doesn't seem any worse in this respect. When this happens it wipes my saved hotkey data and I have to copy/paste it in from a backup directory.

     

    So I use the New UI now (finally) as it's generally better and more stable.

     

    The problem you're encountering is likely the same one that many others experience in other games. The issue you're having is not related to Wurm. No game software should cause your computer to crash and restart. That level of severity is almost always due to hardware or drivers. If you're on an NVIDIA card, I recommend trying the following. Note that this is on Windows 10, but you should be able to find a similar button in a similar location on Windows 11. I've added images in spoilers to assist.

     

    1) Navigate to your Windows Settings, and go to the "Power & Sleep" tab. From there, there is an "Additional power settings" button that will lead you to a new window.

    Spoiler

    7VmOwJ2.png

    2) This will bring you to your Power Options. Here, the most likely scenario is that you're currently on "Balanced" - the default setting when Windows is installed. Instead, change it to "High Performance" and the problem should be resolved.

    Spoiler

    I37iBL5.png

     

    That should solve the problem where your computer resets when trying to launch Wurm, or any other game for that matter. You might be wondering why, so if you're interested, I'll leave a short explanation in the below spoiler.

    Spoiler

    NVIDIA graphics cards use a lot of power. The balanced mode that comes installed on Windows causes it to throttle your graphics card in order to conserve power. There was/are bugs in the NVIDIA drivers where if the graphics card does not receive enough power during certain operations, it causes the graphics card to reset. The CPU/motherboard detects this as a hardware issue (usually a blue screen, but not in this case) and resets your machine to try and avoid damaging the hardware. By changing the power plan to High Performance, this uncaps (sort of) the amount of power your graphics card can utilize, preventing it from ever failing to receive enough power.

     

    This is an incredibly simplistic explanation of a very complex issue. I'm not a graphics card developer, and my explanation is second-hand (explained by another and being replicated). I have, however, seen the problem described in action and have seen this fix work to resolve it.

     


  2. I forgot I made this thread 4 years ago. Money spent on gear/accounts is equivalent to what I phrased as "player strength" in the form, and I agree that it remains the largest issue for players attempting to participate in PvP for the first time.


  3. 5 hours ago, Finnn said:

    as long you get a sleep powder or two.. you'll be running over the hills and far away to 'cash' the treasure map, believe me;

    that is in no way cheap reward on it's own.. for a random inspiration while farming/digging/etc.. these things happen in thousands of actions daily.. by multiple chars by same person... this can scale and generate a lot...;

    doubt somebody's going to farm and just say.. "you know what.. I'll give these treasure maps to somebody in global or ca-help channel in a giveaway, yolo", makes no sense if you can take a small walk and turn it into something with ensured value;

    the way this works, unless there's really tiny chance to obtain a map.. this will be thA bomb content to milk for months with only comparison to it being clapping rarity creation all day

     

    clapping silvers is cool, but I see nothing engaging during the walk from A to B, etc.. checkpoints on the map.. call them clue spots if you like.. the whole content lacks lore, nothing deity related, no special random events, nothing spicy, it's just boring a->b->c->d->e.. and you're again with 3 sleep powders(for example);

    it's cool.. coins.. yay.. but at the end of the day.. do you really play to generate pixel currency or experience something more than that

    I can tell you from the rewards posted here, there is no sense of "lottery" to win. This is outright required for this system to see success. As soon as maps start having a predetermined value without a jackpot lottery, there will only be a few people engaging with them. You'll instead have a system set up where players completely ignore the content and pass that burden onto a small group of players or even an individual that will game the system and trivialize it for profit.

    • Assume every map is worth 5 silver.
    • A player now makes offers on all maps for 4 silver 50 copper.
    • That player has 20+ alts spread across the server with mailboxes nearby.
    • When the player obtains a map, they mail it to the alt nearest the location.
    • The claim the 5 silver worth of items inside the chest, since it's well known what the rough value a chest is worth. They profit 50 copper for minutes of time.
    • Anyone who is not that player now has a choice:
      • Sell the map and immediately cash it out for 4 silver 50 copper.
      • Spend up to hours exploring the map and hunting for a reward of 50 copper. This is a valid argument to make, since engaging with the system now rewards 50 copper more than not doing so.

    It's very likely this will be how the meta of maps develop anyway. However, an average player is far more likely to engage with the content for the chance at "jackpot" instead of immediately selling it. The closest thing I can relate it to in-game is cooking. Most players are not willing to go through the encumbering system of cooking to create affinity food. Instead, they pass the tip someone who has set up the infrastructure for it. That's exactly what you'll be seeing with this system as well.

     

    So, no. If you get a sleep powder, players will not be running over the hills and far away to 'cash' the treasure map. They'll be selling it to the highest bidder and ignoring the system entirely.


  4. Each map should reward some bone fragments. You put some amount of bone fragments together (100 maybe) and you get a rare bone. Some maps could contain supreme or fantastic bone fragments. These items would take minutes to add to the game and provide a much needed and stable reward that comes exclusively from the new exploration system. It fits thematically with the archaeology/treasure style of the content and ensures that there's always some value that people can appreciate in each chest.

     

    As it stands, nobody is going to open up a chest and be wowed by getting 3 sleep powders instead of 1, or 90ql iron instead of 60ql. Instead, imagine the reaction of anyone opening up a chest and finding a fantastic bone fragment. While it will be a rare occurrence that not everyone will experience, the possibility alone will provide enough reason for players to engage with the content.

     

    Credit to @Cipacadrinhofor mentioning the bone fragments idea first in this suggestion thread.

    Quote

    would give special bone fragments  and once we get like 100 of these bone fragments  can combine with a special item that could drop from an archeology cache or someting to create a rare bone?

     


  5. Player growth is stagnated until they develop some basic marketing and communication skills. They can make small tweaks and changes, but the best case scenario would improve player retention which leads to a slight growth in concurrent players. If they want significant player growth, it will require a successful marketing campaign alongside a sizable update. Preferably one that benefits new players entering the game for the first time.

     

    Communication is so lacking that we have no idea what they're aiming to accomplish anymore. Is player population growth actually something they're aiming for?


  6. 6 hours ago, elentari said:

    Does it though? Then can't we circumvent that with adding an "alliance list" similar to how the friends list works  in order to open a specific chat with all members on that list? 

     

    Unfortunately not. The friends list is saved to each individual player. The player "Sindusk" would have friend A, B, and C attached. If I go to another server, the friends list comes with that data. When the friends list gets updated (such as a new removal or addition), the server where the request came from would find what server I'm located on (via the login server, which tracks every player's current server), then send the relevant command to update the friends list for me.

     

    Alliances and villages are not so simple. Each alliance is heavily server-bound. Just because you're in an alliance on one server, doesn't mean you're in that same alliance on another. This means if an alliance changes while you are off-server, you have no information about what actually happened there. You can be kicked from an alliance while off-server, and you wouldn't know about it until after you return. You don't get a message saying "X alliance has removed your deed on Y server" or any indication whatsoever. It's only when you return to the server that contains that alliance that those messages are sent and everything syncs back up.

     

    In order to manage cross-server alliances or villages would require a fundamental rework of how that data is stored and managed. You cannot attach alliances to a single player, since it is used by more than one. In order to do it properly, you would need to synchronize the data across all servers. If you are in an alliance on one server, and that alliance kicks a deed, then you would need to synchronize that change to every server and have them run relevant checks to ensure all the proper players have their clients aware of the change. This means that, as Archaed said, servers would "need to know it all, and that's a recipe for an absolute disaster." This is very accurate, since every server would need to know about every alliance, every deed, every player within that deed, every branded animal that is allocated under that deed, the permissions set by that deed, and so much more... about every other server within the cluster.

     

    While on the surface it seems simple to just say "make it so I can chat with alliance members when on other servers" the actual task is "rework the entire server alliance/deed infrastructure so that we can have cross server interaction." Doing anything short of that would be a subpar implementation where bugs would crop up and the functionality would be limited. What happens when a deed is added to an alliance when members are off server? What if a deed kicks a member? What if roles within the alliance changes (such as capital deed) and then the deed that used to be the capital is removed while the mayor is off-server the whole time? These questions and more would need to be accounted for in a system that would require consistent maintenance with any new features moving forward. In the end, it's simply not worth it.


  7. Testing would be far more successful if done as events rather than "it's just there now." Set a date, time, and duration for the test. Load it up on the test server and have GM's around to spawn in the required items or test different configurations. Wurm's strongest attribute is it's community, and the best way to leverage that is to get people together in the same place with a common goal.


  8. 10 hours ago, Drayka said:

    HOWEVER

    A better way to do it might be to say you simply can't be the same meditation path on pve as pvp, and you get the passive abilities of your pve path when on Defiance. (And passives from pvp path when on Freedom, if it doesn't unbalance it)

     

    Not a bad option, though it just covers up the root of the problem. In this scenario, you would just have 2 paths. One would be PoK, the other would be [insert second best path here]. The problem is that PoK feels like a required choice. This method doesn't solve the problem, it simply covers it up by giving everyone the required choice alongside another option, pushing the balance concerns down to the next most powerful path.


  9. 3 hours ago, Mowglia said:

    There's only so much the devs can do though, and they can't work miracles.

     

    The change mentioned - setting all path level 11 abilities to the 25% skill gain bonus of PoK - would take about 10 minutes to implement for Defiance specifically. That's what's being recommended.

     

    3 hours ago, Mowglia said:

    Many players left Epic blaming the mechanics and "broken" PvP, but in the end that's just excuses. The mechanics might not be perfect, but they're good enough to do what needs to be done.

     

    Fixing broken mechanics "properly" and solving the underlying problems with them takes a lot of time. That's being recommended against.

     

    I don't think anyone is asking for a miracle. They're asking for 10 minutes of time for a game they pay $10 a month to play. If the development team does not want to implement the PoK bonus to all paths on Defiance, all they have to do is say so and explain why. I figure that would also take about 10 minutes.


  10. On 11/23/2021 at 4:07 PM, Mowglia said:

    The only issue regarding meditation is SotG/Insanity being overpowered in PvP, but that's easy to fix. It's already been scaled back once, so just scale it back again until players are genuinely undecided about which path to choose. Simple.

     

    It would need to be scaled back to 0% then. I would take 0.1% DR over 25% skill gain on Defiance. Because I'd just have 25% skill gain on the PvE side anyways and skill there (current problem).


  11. On 11/21/2021 at 10:37 PM, Batta said:

    I believe I am using the old version. When I do the #versions command, it says [19:35:53] TreasureHunting version: unversioned

     

    I don't see any issues with your configuration, so the maps should in theory be working properly. I'd recommend taking a look at what the console outputs when a map is attempting to be generated and go from there. I don't really support my mods anymore, but they're all licensed under MIT (and I've just added the license to the repositories missing it), so they can be freely modified and redistributed by anyone.


  12. On 11/9/2021 at 9:40 PM, Batta said:

    @SinduskWe aren't getting any treasure maps at all, though players have been out there for days trying hard to get one.  We killed 3 uniques, which I think I have set to 1:1 chance (i.e. 100%) but none of them gave a map.  Not sure what we're doing wrong here. We've kept many of the default settings, mainly adding creatures that can drop maps, plus reducing the difficulty of guardian mobs. 

     

      Reveal hidden contents

    classname=com.pveplands.treasurehunting.TreasureHunting
    classpath=TreasureHunting.jar
    depend.import=SinduskLibrary
    sharedClassLoader=true

    #
    #
    #
    # Terminology:
    #   Boolean values can be "true" or "false".
    #   Whenever "n" or "N" is mentioned, it means "a number".
    #   Options using "whole" numbers (natural), can't have decimals.
    #   Only options that use decimal points (real number) can use them.
    #   Options that have a colon (:), are groups of numbers
    #       (Example: group1:group2,group2,group2:group3,group3)
    #
    # Option values that are invalid (A number where you should
    #  use a boolean, will be ignored. The default value will
    #  be used instead. Check the server.log file and/or the
    #  server console. All option values being used are printed
    #  out there!).
    #
    # Option values that are lower than the minimum, or higher than
    #  the maximum are raised to their minimum, and lowered to their
    #  maximum values respectively.
    #
    # Maximum numbers being 2147483687 are the largest value that
    #  an Integer type value can be. If you set it higher than
    #  that, an exception will be thrown and the config will not
    #  load properly.
    #
    #
    #

    # The minimum distance that a treasure needs to be away from
    # the player who finds it, or the creature that has been slain
    # while hunting.
    #
    # Set this lower than the max distance, and not too large, or
    # map creations might fail due to not finding a random spot.
    #
    # This option was added in version 1.1.3.
    #
    # [default: 0]
    minTreasureDistance=0

    # The maximum distance that a treasure is allowed to be away
    # from the player who finds it, or the creature that has been
    # slain while hunting.
    #
    # Set this greater than the min distance, and not too low, or
    # map creations might fail due to not finding a suitable spot.
    #
    # This option was added in version 1.1.3.
    #
    # [default: 2147683647]
    maxTreasureDistance=2147483647

    # Sends orange messages to anybody who killed a creature that
    # has dropped a treasure map as loot, and also makes the "You
    # find a treasuremap!" message orange for other activities.
    #
    # [default: false]
    extraWarning=true

    # Send the "swirly" event and plays the drum roll when creating
    # a treasure map as loot, or puts it into a player's inventory
    # while digging, fishing, or mining.
    #
    # [default: false]
    extraSwirl=true

    # Should the compass take (a minimal amount of) damage when
    # reading treasure maps?
    #
    # Rare, supreme, and fantastic compasses read maps faster,
    # and take less damage.
    #
    # [default: true]
    damageCompass=false

    # Should the treasure map take 0.0015 damage when reading it,
    # to limit the amount of tries you have to locate it?
    #
    # Rare, supreme, and fantastic map take less damage.
    #
    # [default: true]
    damageMap=false

    # If you want the map to have a chance to take up to a multiple
    # of 0.0015 damage, specify a multiplier here. A multiplier of
    # 66667 might instantly destroy the map, as 66667 * 0.0015 set
    # it at most to 100.0005 damage.
    #
    # [default: 100.0, min: 1.0, max: 66667.0]
    damageMultiplier=1.0

    # The system picks random coordinates on the server when creating
    # a treasure map. If the location does not satisfy the conditions,
    # it will retry this many times.
    #
    # Conditions are:
    # - Must not be in water.
    # - Must not be on lava.
    # - Not in a steep area (see maxHeightDiff option).
    # - Must not be in a holy zone (altars).
    # - Must not be in a village, or in a perimeter.
    # All this applies to a 3x3 area centered on the target location.
    #
    # On an empty server (no settlements), on decently fast hardware,
    # one try should take about 0.003 milliseconds. And it probably
    # finds a location in the first 4 tries.
    #
    # If it fails to find a location, there simply will be no treasure
    # map created, even though the RNG gave the all clear to make one.
    #
    # [default: 100, min: 1, max: 1000]
    creationTries=100

    # Percentage chance that the treasure chests will be locked with
    # a large padlock, with a quality level relative to the treasure.
    #
    # A value of 0.0 means, chests will never be locked.
    #
    # [default: 100.0, min: 0.0, max: 100.0]
    lockChance=0.0

    # What the treasure chest's lock quality should be, relative to
    # the treasure chest's quality. The lock quality will be capped
    # from 1 to 100 QL. This is if you want even QL 1 treasures to
    # be locked with 100 QL locks.
    #
    # A multiplier of 0.01 means, the lock will always be QL 1.00.
    #
    # [default: 0.75, min: 0.01, max: 100.0]
    lockMultiplier=0.75

    # 1 in N chance for finding a treasuremap while digging.
    #
    # This means that the lower the number, when a chance is
    # a 1 in N chance, the higher it is. 1 in 1 is 100 %,
    # and 2 in 1 is 50 %, 3 in 1 is 33 %... 100 in 1 is 1 %.
    #
    # A value of 0 will disable this activity for finding maps.
    #
    # [default: 10000, min: 1, max: 2147483647]
    mapDiggingChance=10000

    # 1 in N chance for finding a treasuremap while fishing.
    #
    # [default: 500, min: 1, max: 2147483647]
    mapFishingChance=500

    # 1 in N chance for finding a treasuremap while mining.
    #
    # [default: 3500, min: 1, max: 2147483647]
    mapMiningChance=3500

    # 1 in N chance for finding a treasuremap while surface mining.
    #
    # [default: 10000, min: 1, max: 2147483647]
    mapSurfaceMiningChance=10000

    # 1 in N chance for finding a treasuremap while woodcutting (when felling the tree only).
    #
    # [default: 2000, min: 1, max: 2147483647]
    mapWoodcuttingChance=2000

    # 1 in N chance for finding a treasuremap while foraging.
    #
    # [default: 1000, min: 1, max: 2147483647]
    mapForagingChance=1000

    # 1 in N chance for finding a treasuremap while hunting.
    #
    # [default: 100, min: 1, max: 2147483647]
    mapHuntingChance=100

    # 1 in N chance for finding a treasuremap in a unique creature.
    #
    # [default: 1, min: 1, max: 2147483647]
    mapUniqueChance=1

    # Base difficulty when creating a map, used when skillchecks
    # are involved. Quality and rarity of tool (shovel, pickaxe,
    # or fishing rod) decrease the difficulty.
    #
    # AT THE BOTTOM OF THIS FILE is a rundowm of skill checks,
    # that might help you find the value you personally want here.
    #
    # The higher the base difficulty, it's less likely to get a
    # high quality map.
    #
    # Comparisons, lock picks have a difficulty of 40 to create,
    # wooden planks have a difficulty of 4.
    #
    # [default: 70.0, min: 4.0, max: 100.0]
    mapBaseDiff=70.0

    # The maximum difference between the highest and lowest point
    # in a 3x3 area centered on the treasure location, so we don't
    # spawn treasures in steep areas.
    #
    # Values lower than the default are not recommended, as it might
    # take excessively many tries to hit random coordinates where the
    # area is flat enough.
    #
    # [default: 72, min: 20, max: 2147483647]
    maxHeightDiff=72

    # Creature template IDs that can drop treasure maps (there is a list
    # of creatures at the bottom of this file).
    #
    # [default: 11, 23, 111] (troll, goblin, rift ogre)
    # [mine: 3-cow,11-troll,16-20-uniques,22-unique,23-goblin,26-27-uniques,38-anaconda,49-bull,59-scorpion,85-hell scorpious,89-92-uniques,103-04-uniques,105-fog spider,108-rift ogre,2147483640-ocelot,2147483641-zebra,2147483642-panda]
    mapDrops=3,11,16,17,18,19,20,22,23,26,27,38,49,59,85,89,90,91,92,103,104,105,108,2147483640,2147483641,2147483642

    # Spawn groups are a set of creatures that consume a certain amount
    # of weight (or spawn space) in a treasure's spawn capacity.
    #
    # 5:11,23,58
    # ^ Each creature in this group has a weight of 5.
    #   ^ This is the creature with ID 11, a troll.
    #      ^ This is the creature with ID 23, a goblin.
    #          ^ This is the creature with ID 58, a croc.
    # This group can spawn trolls, goblins, or crocodiles, and it uses
    # up 5 points of weight (or space) in a treasure chest spawn.
    #
    # In short, the syntax is:
    #  Weight:ID,ID, ... ID,ID
    #
    # You can define your own spawn groups, all that is required is that
    # they are sequentially numbers. No gaps when increasing the number.
    #
    # Example: If you want to add another spawn group with dragon 
    #    hatchlings/drakes requiring 200 weight. You would add:
    #        spawnGroup7=200:17,18,19,104
    #
    #   17 is the green, 18 the black, 19 the white, and 104 the blue drake.
    #
    # There is a list of creature IDs at the end of this file.
    #
    # [default: spawnGroup0=1:13,15] (rat, wild cat) mine: 2147483640-ocelot
    # [default: spawnGroup1=3:10,14,23,43] (wolf, mt. lion, goblin, cave bug) mine: 2147483642-panda
    # [default: spawnGroup2=5:12,25,42,56] (brown bear, spider, black bear, lava spider)
    # [default: spawnGroup3=15:38,58,59,84,106] (anaconda, croc, scorp, hell hound, rift beast)
    # [default: spawnGroup4=35:11,57,72,85,105,107,108,110] (troll, lava fiend, sol demon, hell scorp, fog spider, rift jackal,    rift ogre, rift caster)
    # [default: spawnGroup5=50:68,73,74,75,76,77,109,111,112] (rift warmaster, avenger of light, deathcrawler, spawn of uttacha, sun of nogump, drakespirit, eaglespirit, rift ogre mage, rift summoner)
    # [default: spawnGroup6=100:63,78,79,80,10] (king cobra, vynora, mag, fo, libila) (deities = avatars)
    spawnGroup0=1:13,15,2147483640
    spawnGroup1=3:10,14,23,43,2147483642
    spawnGroup2=5:12,25,42,56
    spawnGroup3=15:38,58,59,84
    spawnGroup4=35:11,57,85,106
    spawnGroup5=50:11,57,85,106
    spawnGroup6=100:69,77,85,108

    # What group of creatures will spawn for each tier of treasure
    # is defined here. There is a hardcoded number of 10 tiers,
    # tier 0 through 9.
    #
    # A total spawn weight if 0 will not spawn any creatures.
    #
    # tierSpawn4=40:15
    #          ^ This is the fifth tier for QL 40.00 to 49.99 maps.
    #            ^ There's 40 weight (or space) room for creatures to spawn.
    #               ^ The heaviest creature can have at most 15 weight (spawnGroup3!)
    #
    # [default: tierSpawn0=5:1]
    # [default: tierSpawn1=12:5]
    # [default: tierSpawn2=20:5]
    # [default: tierSpawn3=30:15]
    # [default: tierSpawn4=40:15]
    # [default: tierSpawn5=50:35]
    # [default: tierSpawn6=65:35]
    # [default: tierSpawn7=80:50]
    # [default: tierSpawn8=100:50]
    # [default: tierSpawn9=135:100]
    tierSpawn0=5:1
    tierSpawn1=12:5
    tierSpawn2=20:5
    tierSpawn3=30:15
    tierSpawn4=40:15
    tierSpawn5=50:35
    tierSpawn6=65:35
    tierSpawn7=80:50
    tierSpawn8=100:50
    tierSpawn9=135:100

    # Rare spawns: These are rare spawns that can be created when
    # the map is above a certain QL threshhold.

    # Rare spawn list:
    # - Rares -
    # Back Hatchling, Blue Hatchling, Green Hatchling,
    # Red Hatchling, White Hatchling, Goblin Leader, Forest Giant
    # - Extremely Rares -
    # Black Dragon, Blue Dragon, Green Dragon,
    # Red Dragon, White Dragon, Troll King, Kyklops

    #rareSpawnMapQuality: Minimum quality of map before rare spawns
    # can begin to occur. Set above 100 to disable rare spawns.
    # [default: 80.0, min: 0.0, max: 101.0]
    rareSpawnMapQuality=101.0
    #rareSpawnChance: Chance of a rare spawn occurring, based on
    # (QL-rareSpawnMapQuality) / rareSpawnChance
    # If this is set to 50 and the rare spawn map quality is 80,
    # an 85 QL map would have 5/50 chance. A 95QL map would have
    # 15/50 chance (95-80)/50.
    # [default: 500.0, min: 1.0, max: Float.MAX_VALUE]
    rareSpawnChance=500.0
    #rareSpawnWeight: Amount of weight to take off the rest of the
    # treasure chest spawn pool if a rare spawn occurs. This prevents
    # a single map from getting overloaded with spawns and become
    # unreasonable.
    # [default: 100, min: 0, max: Integer.MAX_VALUE]
    rareSpawnWeight=100
    #extremelyRareSpawnWeight: Same as the rare spawn weight, but
    # instead how much the extremely rare spawns would reduce the
    # weight by. If the weight is higher than the chest level,
    # then the extremely rare spawn is skipped.
    # [default: 135, min: 0, max: Integer.MAX_VALUE]
    extremelyRareSpawnWeight=135

    # Base money reward in iron coins. This will always be in the
    # chest, it will also be multiplied with the value below. To
    # increase the amount for higher quality treasures.
    #
    # A value of 0 means, there will be no money in the chest.
    #
    # [default: 10000, min: 0, max: 1000000]
    baseMoneyReward=1500

    # A random amount can be added on top of the base amount of
    # money, that can be up to (QL / 10 * mutliplier) * base - base.
    #
    # For a 52.69 quality map with 1s base, that would be up to:
    # 5.263 * 1.0 * base = 5.263 * base = 52630 (or 5s 26c 30c).
    #
    # A value of 0.0 means, the base reward will simply be multiplied
    # by the quality level of the treasure, making the reward
    # accurately predictable.
    #
    # [default: 1.0, min: 0.0, max: 100.0]
    moneyRewardMultiplier=1.0

    # Base weight of liquid source that will be put into a barrel
    # for the lowest tier treasure (200 grams = 0.20 kg).
    #
    # You drink up to 200 grams with each swallow, and you get
    # karma at a 1:1 rate by default.
    #
    # A value of 0 will disable liquid source as a reward.
    #
    # [default: 200, min: 0, max: 45000]
    baseKarmaReward=200

    # Karma reward multiplier, the quality of the treasuremap
    # will be multiplied with this, and you get a linear amount
    # of this value (e.g. 9 = 900 grams for 100 QL).
    #
    # Setting this to 0.0 will cause the base karma reward to
    # simply be multiplied by the treasure's quality / 10.
    #
    # The amount of source will always be capped at 45 kg, which
    # is the equivalent of a full barrel.
    #
    # [default: 9.0, min: 0.0, max: 45000.0]
    karmaRewardMultiplier=6.0

    # Base weight of precious metals in grams, the list of materials
    # that count as precious can be modified below.
    #
    # A value of 0 will disable this reward. The weight will always
    # be kept at the material's maximum weight (64 single items).
    #
    # [default: 250, min: 0, max: 1000000]
    basePreciousMetalWeight=0

    # Weight multiplier per tier gives the material a chance to
    # add up to (QL / 10) * multiplier * base weight.
    #
    # A value of 0.0 means, the base reward will be multiplied
    # by QL / 10, making it a predictable and static amount.
    #
    # The weight will always be capped at the material's maximum
    # weight (64 single items).
    #
    # [default: 1.0, min: 0.0, max: 64000.0]
    preciousMetalMultiplier=0.0

    # List of precious metals.
    #
    #  45 = silver lump
    #  44 = gold lump
    # 694 = adamantine lump
    # 698 = glimmersteel lump
    # 371 = drake hide
    # 372 = dragon scale
    #
    # [default: 45,44,694,698,371,372]
    preciousMetals=44,45,694,698

    # Multiplier for drake hide and dragon scale. This will
    # either increase or decrease the reward weight for scale
    # and hide.
    #
    # It's reduced by default, as sets take 3.2 kg hide and
    # 5.4 kg respectively, and can be improved with regular
    # leather, or steel lump.
    #
    # If you want to disable the drop, remove their IDs from
    # the preciousMetals list.

    # [default: 0.25, min: 0.01, max: 100.0]
    dragonMultiplier=0.25

    # The amount of sleep powders you get per treasure.
    #
    # A value of 0 will disable this reward.
    #
    # [default: 1, min: 0, max: 100]
    baseSleepPowderReward=1

    # The amount of more possible pieces of sleep powder,
    # that is (QL / 10) * sleepPowderMultiplier.
    #
    # With a multiplier of 1.0 and a map QL of 90, you will get
    # a random amount of (90 / 10) * 1 = [0 to 8] sleep powder.
    #
    # [default: 1.0, min: 0.0, max 100.0]
    sleepPowderMultiplier=1.0

    #hotaStatueId=742
    # The PERCENTAGE chance of a HOTA statue to be in the
    # treasure chest as a reward.
    #
    # A value of 0 will disable this reward.
    #
    # [default: 10.0, min: 0.0, max: 100.0]
    hotaChance=0.0

    # This affects the chance of higher tier treasures increasing
    # the chance by (QL / 10 * multiplier) percentage points.
    #
    # A 75 quality treasure map will add 67.5 % points. This means
    # that the highest quality treasures have a guaranteed chance
    # with the default values.
    #
    # (75 / 10 * 9.0) + 10 = 77.5 % Chance.
    # (7.5     * 9.0) + 10 = 77.5 % Chance.
    # (    67.5     ) + 10 = 77.5 % Chance.
    #
    # A value of 0.0 will not add any chance.
    #
    # [default: 9.0, min: 0.0, max: 10000.0]
    hotaMultiplier=0.0

    # The list auf AuxData values for HOTA statues. By default
    # there are 10 different statues with values from 0 to 9.
    #
    # A random value will be picked from this list.
    #
    # [default: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
    hotaSatues=0,1,2,3,4,5,6,7,8,9

    # Reward item groups specify a group of items that you
    # can easily include in your reward table below.
    #
    # Since a long list of IDs will get rather messy (the way
    # it was during alpha of this mod), this should provide
    # a better overview.
    #
    # You can specify as many reward groups as you want, but
    # the number has to be incremented by 1, no gaps!
    #

    # Random: Returner chest (random odd gift)
    rewardGroup0=1098

    # Misc: 480 compass, 463 lockpick
    rewardGroup1=480,463

    # Gifts: 997 valentines, 738 garden gnome, 967 green garden gnome, 972 yule goat, 
    #       1032 yule reindeer, 844 snow lantern, 791 soft cap, 700 fireworks, 
    #        654 transmutation liquid, 602 sculpting wand, 527 farwalker amulet,
    #        489 spyglass, 443 bag of keeping
    rewardGroup2=654,527

    # Trader items: 667 fork of metal detection, 509 resurrection stone,
    #               601 shaker orb, 525 farwalker stone, 524 farwalker twig,
    #               300 merchant contract
    rewardGroup3=525,524,601

    # Expensive trader items: 668 rod of transmutation, 665 small magic chest,
    #       664 large magic chest, 229 trader contract 871-884 potions (oils)
    rewardGroup4=871,872,873,874,875,876,877,878,879,880,881,882,883,884

    # Gemstones: 374 emerald, 376 ruby, 378 opal, 380 diamond, 382 sapphire
    rewardGroup5=374,376,378,380,382

    # Star gems: 375 star emerald, 377 star ruby, 379 black opalm 381 star diamond,
    #            383 star sapphire.
    rewardGroup6=375,377,383

    # Shoulder pads
    rewardGroup7=1049,1050,1051,1052,1053,1054,1055,1056,1057,1058,1059,1060,1061,1062,1063,1064,1065,1066,1092,1093,1094,1095

    # Oils: 871 weaponsmithing, 572 ropemaker, 875 tailoring, 876 armour smith,
    #       877 fletching, 878 blacksmith, 879 leatherworking, 880 ship building,
    #       881 stone cutting, 882 masonry, 883 wood cutting, 884 carpentry, 886 acid, 1296 lunchbox
    rewardGroup8=871,872,873,874,875,876,877,878,879,880,881,882,883,884,1296

    # Masks: 973 enlightened, 974 ravager, 975 pale, 976 shadow, 977 challenger,
    #        978 isles, 979 horned helmet of gold, 980 plumed helm of the hunt,
    #        1099 mask of the returner
    rewardGroup9=379,381

    # Rift jewelry: 1076 socketed ring, 1077 artisan ring, 1078 seal ring, 1079 dark ring,
    #               1080 ring of the eye, 1081 fist bracelet, 1082 huge sword bracelet,
    #               1083 short sword bracelet, 1084 spear bracelet, 1085 bracelet of inspirtaion,
    #               1086 soul eater necklace, 1087 artisan necklace, 1088 necklace of protection,
    #               1089 necklace of focus, 1090 necklace of replenishment, 1091 metallic liquid
    rewardGroup10=1076,1077,1078,1081,1084,1086,1087,1088,1089,1090

    # Odd rewards: 843 name change certificate,781 hand mirror
    rewardGroup11=797

    # Unique drops: 868 skull, 867 strange bone
    rewardGroup12=868

    # Sorcery items: 806 libram of the night, 794 key of the heavens, 795 blood of the angels,
    #                796 smoke from sol, 797 uttacha slime, 798 red tome of magic,
    #                809 blue tome, 808 black tome, 807 green time, 810 white tome,
    #                799 scroll of binding, 800 white cherry, 801 red cherry, 802 green cherry,
    #                803 giant walnut
    rewardGroup13=800,801,802,803

    # List of possible item rewards.
    #
    # You can specify a number of guaranteed items to drop,
    # a number of items that have a chance to drop,
    # the 1 in N chance for an additional item to drop,
    # and then a list of reward groups specified above.
    #
    # Syntax:
    #     tierRewardN=guaruanteed:optional:chance:group,...,group,group
    #
    # There are only 10 tiers of treasures, numbering 0 through 9.
    #
    # Note that sorcery items are not included by default, they're instead
    # included in the "extremely rare" random item below.
    #
    # [Guaranteed min: 0, max: 100]
    # [Optional min: 0, max: 100]
    # [Chance min: 1, max: 2147483647]
    # [Item list min: 1 ID!]
    #
    # [default: tierReward0=1:1:10:0,1]
    # [default: tierReward1=1:2:10:0,1,5]
    # [default: tierReward2=1:2:10:0,1,2,5]
    # [default: tierReward3=1:3:10:0,1,2,3,5]
    # [default: tierReward4=1:3:10:0,1,2,3,5,6]
    # [default: tierReward5=1:4:10:0,1,2,3,5,6]
    # [default: tierReward6=1:4:10:0,1,2,3,5,6,7,10]
    # [default: tierReward7=1:5:10:0,1,2,3,4,5,6,7,8,9,10]
    # [default: tierReward8=1:5:10:0,1,2,3,4,5,6,7,8,9,10,11,12]
    # [default: tierReward9=1:6:10:0,1,2,3,4,5,6,7,8,9,10,11,12]
    tierReward0=1:1:10:0,1
    tierReward1=1:2:10:0,1,5
    tierReward2=1:2:10:0,1,2,5
    tierReward3=1:3:10:0,1,2,3,5
    tierReward4=1:3:10:0,1,2,3,5,6
    tierReward5=1:4:10:0,1,2,3,5,6
    tierReward6=1:4:10:0,1,2,3,5,6,7,10
    tierReward7=1:5:10:0,1,2,3,4,5,6,7,8,9,10
    tierReward8=1:5:10:0,1,2,3,4,5,6,7,8,9,10,11,12
    tierReward9=1:6:10:0,1,2,3,4,5,6,7,8,9,10,11,12,13

    # Modifies the chance for a rare item to become supreme instead.
    # By default, a player has a 1 in 3600 chance to open a 20 seconds
    # long rarity window (about once per hour). A single action done
    # within that window, which can be extended by deed bonus, will
    # cause a moment of inspiration.
    #
    # Ignoring the fact that the rarity system was nerfed, to an additional
    # chance of 1 in 4 of the action actually succeeding, that's statisticly
    # a 1 in 180 (or 0.56 %) chance.
    #
    # We use that chance to open a rarity window of 1 second, and then
    # it's an additional 1 in 10000 (or 0.01 %) chance to become fantastic.
    #
    # If it's not fantastic, it's a 1 in 100 (or 1 %) chance to be supreme.
    #
    # Otherwise it's a 1 in 2 (or 50 %) chance to be at least rare.
    #
    # Feel free to adjust the rarity chances below, based upon the
    # description here.
    #
    # [default fantasticRarity: 10000, min: 1, max: 2147483647]
    # [default supremeRarity: 100, min: 1, max: 2147483647]
    # [default rareRarity: 2, min: 1, max: 2147483647]
    # [default rareWindow: 180, min: 1, max: 2147483647]
    fantasticRarity=10000
    supremeRarity=100
    rareRarity=2
    rareWindow=180

    # Percentage chance that there will be an item in the chest
    # that is guaranteed to be at least "rare". It can become
    # supreme or fantastic. The chance mimicks vanilla behaviour.
    #
    # A value of 0 disables rare item reward.
    #
    # [default: 10.0, min: 0.0, max: 100.0]
    rareChance=10.0

    # A multiplier to raise the chance, the higher the treasure QL.
    #
    # It increasess the chance by (QL / 10 * multiplier) percentage
    # points (see hotaMultiplier).
    #
    # [default: 9.0, min: 0.0, max: 10000.0]
    rareMultiplier=9.0

    # Items that can drop and that are at least rare, and can
    # be supreme, or fantastic (vanilla chance).
    #
    # There is a 25 % chance, that it will pick one from the
    # unfinished rare list, otherwise it's a normal item.
    #
    # Mostly tools.
    # [default: 7,25,27,24,215,62,63,64,185,77,82,83,84,85,86,3,90,87,80,21,81,711,710,705,707,706,97,103,104,105,107,108,106,109,110,111,112,113,120,114,118,116,117,119,115,276,275,274,277,278,279,282,281,280,283,284,285,286,287,20,139,143,93,8,135,94,152,202,296,257,259,258,267,268,290,292,291,314,463,75,350,351,374,376,378,380,382,388,397,390,392,394,396,397,413,749,747,447,448,449,480,581,65,621,702,703,704,624,623,623,623,623,640,642,641,643,647,774,922]
    rareItems=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255
    # Guard towers, carts, ships, forge, oven, kiln, smelter, loom, spinning wheel.
    # [default: 384,430,528,638,850,853,539,540,541,542,543,491,490,180,178,1023,1028,226,922]
    unfinishedRare=384,850,853,539,180,178,1023,1028,226,922

    # 1 in N chance for very rare items, specified in the list below.
    #
    # A value of 0 will disable this reward.
    #
    # [default: 10000, min: 0, max: 2147483647]
    veryRareChance=10000

    # Every tier lowers the 1 in N by this amount (scales
    # linear with treasuremap quality).
    #
    # A value of 0 will not increase chances for higher
    # quality treasures.
    #
    # [default: 1000, min: 0, max: 238609294]
    veryRareMultiplier=1000

    # Items with a very rare 1 in N chance.
    #
    # 843 name change cert, 299 trader contract, 300 merchant contract, 654 transmutation liquid,
    # 868 skull, 781 hand mirror, 668 rod of transmutation, 664 large magic chest, 665 small magic chest,
    # 655 snowman, 738 garden gnome, 967 green garden gnome
    # [default: 843,299,868,781,668,664,665,300,442,654,655,738]
    veryRare=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255

    # 1 in N chance for an extremely rare item, specified in
    # the list below.
    #
    # A value of 0 will disable this reward.
    #
    # [default: 100000, min: 0, max: 2147483647]
    extremelyRareChance=100000

    # Every tier lowers the 1 in N chance by this amount (scales
    # linear with treasuremap quality).
    #
    # [default: 1000, min: 0, max: 238609294]
    extremelyRareMultiplier=1000

    # Items with an extremely rare 1 in N chance.
    #
    # 806 libram of the night, 794 key of the heavens, 795 blood of the angels,
    # 796 smoke from sol, 797 uttacha slime, 798 red tome of magic,
    # 809 blue tome, 808 black tome, 807 green time, 810 white tome,
    # 799 scroll of binding, 800 white cherry, 801 red cherry, 802 green cherry,
    # 803 giant walnut
    # [default: 806,794,795,796,797,798,809,808,807,810,799,800,801,802,803]
    extremelyRare=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255

    # 1 in N chance for an unfinished item to be dropped,
    # that can be from a different kingdom.
    #
    # A value of 0 will disable this reward.
    #
    # [default: 100, min: 0, max: 2147483647]
    unfinishedChance=10000

    # Every tier reduces the 1 in N chance by this amount, scales linerarly.
    #
    # [default: 5, min: 0, max: 238609294]
    unfinishedMultiplier=5

    # List of unfinished items
    #
    # 384 guard towers, 850 wagon
    #
    # [default: 384,850]
    unfinishedItems=384

    # List of simple kingdom items
    #
    # 579 kingdom flag, 578 kingdom banner, 831 kingdom tabard,
    # 999 tall kingdom banner
    #
    # [default: 579,578,831,999]
    kingdomItems=579,578,831,999

    # List of kingdoms to set kingdom related items to randomly
    # (towers, flags, wagons, et cetera). Can have the same number
    # multiple times to increase the odds (e.g. 0,0,0,0,1,2,3,4).
    #
    # 0 = Same kingdom as player who dug up the treasure
    # 1 = Jenn Kellon
    # 2 = Mol-Rehan
    # 3 - Horde of the Summoned
    # 4 - Freedom Isles
    #
    # [default: 1,2,3,4]
    unfinishedKingdoms=1,2,3,4

    # For item template ID numbers, refer to com.wurmonline.server.items.ItemTemplateCreator,
    # *.ItemTemplateCreatorContinued, and *.ItemTemplateCreatorThird, or http://pastebin.com/teC3pYsD

    # Creature template IDs:
    #
    # 10 black wolf
    # 11 troll
    # 12 brown bear
    # 13 large rat
    # 14 mountain lion
    # 15 wild cat
    # 16 red dragon
    # 17 green drake
    # 18 black drake
    # 19 white drake
    # 20 forest giant
    # 22 cyclops
    # 23 goblin
    # 25 huge spider
    # 26 goblin leader
    # 27 troll king
    # 38 anaconda
    # 42 black bear
    # 43 cave bug
    # 56 lava spider
    # 57 lava fiend
    # 58 crocodile
    # 59 scorpion
    # 63 king cobra
    # 68 avenger of light
    # 72 sol demon
    # 73 deathcrawler minion
    # 74 spawn of uttacha
    # 75 sun of nogump
    # 76 drakespirit
    # 77 eaglespirit
    # 78 epiphany of vynora
    # 79 juggernaut of magranon
    # 80 manifestation of fo
    # 81 incarnation of libila
    # 84 hell hound
    # 85 hell scorpion
    # 89 black dragon
    # 90 green dragon
    # 91 blue dragon
    # 92 white dragon
    # 103 red drake
    # 104 blue drake
    # 105 fog spider
    # 106 rift beast
    # 107 rift jackal
    # 108 rift ogre
    # 109 rift warmaster
    # 110 rift caster
    # 111 rift ogre mage
    # 112 rift summoner

    # Here's a small rundown of skill checks used when treasure maps are
    # created, and a skill check is involved. Maybe this will help you to
    # find the right map base difficulty that you are personally looking
    # for on your server.
    #
    # Keep in mind that the base difficulty is reduced by skill levels
    # and tool QL (mining, digging, fishing rod, et cetera) by 1/10th
    # of their value, and by 5 for each rarity level of the tool. Or the
    # average "Fighting" skill of the players that killed a creature
    # respectively.
    #
    # If the average FS of a group of players is 60, and the base map
    # difficulty was 50, it would reduce the difficuly by 60 % of the
    # difference between base map difficulty, and the minimum difficuly
    # (which is 4).
    #
    # Difficulty = (50 - 4) * 60 % = 27.6.
    #
    # The skill check is then performed against the "Weaponless fighting"
    # skill of the killed creature (because they don't usually have any
    # other skills).
    #
    # Performing 1000000 iterations...
    # At skill level 5 with 5.00 diff, min power was -99.94, max was 99.97, average was 0.50.
    # At skill level 10 with 5.00 diff, min power was -99.94, max was 99.95, average was 4.43.
    # At skill level 15 with 5.00 diff, min power was -99.90, max was 99.97, average was 9.38.
    # At skill level 20 with 5.00 diff, min power was -99.80, max was 99.99, average was 14.37.
    # At skill level 25 with 5.00 diff, min power was -99.85, max was 99.99, average was 19.46.
    # At skill level 30 with 5.00 diff, min power was -99.04, max was 100.00, average was 24.56.
    # At skill level 35 with 5.00 diff, min power was -99.30, max was 99.98, average was 29.66.
    # At skill level 40 with 5.00 diff, min power was -95.46, max was 100.00, average was 34.87.
    # At skill level 45 with 5.00 diff, min power was -93.19, max was 100.00, average was 40.06.
    # At skill level 50 with 5.00 diff, min power was -85.32, max was 100.00, average was 45.22.
    # At skill level 55 with 5.00 diff, min power was -77.25, max was 100.00, average was 50.37.
    # At skill level 60 with 5.00 diff, min power was -80.28, max was 100.00, average was 55.36.
    # At skill level 65 with 5.00 diff, min power was -59.11, max was 100.00, average was 60.33.
    # At skill level 70 with 5.00 diff, min power was -51.38, max was 100.00, average was 65.08.
    # At skill level 75 with 5.00 diff, min power was -42.79, max was 100.00, average was 69.41.
    # At skill level 80 with 5.00 diff, min power was -41.50, max was 100.00, average was 72.72.
    # At skill level 85 with 5.00 diff, min power was -32.54, max was 100.00, average was 75.56.
    # At skill level 90 with 5.00 diff, min power was -21.93, max was 100.00, average was 78.00.
    # At skill level 95 with 5.00 diff, min power was -13.36, max was 100.00, average was 81.39.

    # Performing 1000000 iterations...
    # At skill level 5 with 10.00 diff, min power was -99.98, max was 99.97, average was -4.43.
    # At skill level 10 with 10.00 diff, min power was -99.99, max was 99.99, average was 0.47.
    # At skill level 15 with 10.00 diff, min power was -100.00, max was 100.00, average was 4.48.
    # At skill level 20 with 10.00 diff, min power was -99.87, max was 99.99, average was 9.49.
    # At skill level 25 with 10.00 diff, min power was -99.98, max was 99.99, average was 14.61.
    # At skill level 30 with 10.00 diff, min power was -99.53, max was 99.99, average was 19.67.
    # At skill level 35 with 10.00 diff, min power was -98.74, max was 100.00, average was 24.84.
    # At skill level 40 with 10.00 diff, min power was -99.92, max was 100.00, average was 30.05.
    # At skill level 45 with 10.00 diff, min power was -99.87, max was 100.00, average was 35.34.
    # At skill level 50 with 10.00 diff, min power was -86.00, max was 100.00, average was 40.54.
    # At skill level 55 with 10.00 diff, min power was -76.63, max was 100.00, average was 45.81.
    # At skill level 60 with 10.00 diff, min power was -72.00, max was 100.00, average was 51.08.
    # At skill level 65 with 10.00 diff, min power was -78.93, max was 100.00, average was 56.20.
    # At skill level 70 with 10.00 diff, min power was -59.01, max was 100.00, average was 61.17.
    # At skill level 75 with 10.00 diff, min power was -55.13, max was 100.00, average was 65.93.
    # At skill level 80 with 10.00 diff, min power was -47.13, max was 100.00, average was 70.17.
    # At skill level 85 with 10.00 diff, min power was -38.38, max was 100.00, average was 73.37.
    # At skill level 90 with 10.00 diff, min power was -27.56, max was 100.00, average was 76.14.
    # At skill level 95 with 10.00 diff, min power was -37.95, max was 100.00, average was 78.98.

    # Performing 1000000 iterations...
    # At skill level 5 with 15.00 diff, min power was -99.96, max was 100.00, average was -9.41.
    # At skill level 10 with 15.00 diff, min power was -99.98, max was 100.00, average was -4.46.
    # At skill level 15 with 15.00 diff, min power was -100.00, max was 99.97, average was 0.56.
    # At skill level 20 with 15.00 diff, min power was -99.88, max was 99.91, average was 4.56.
    # At skill level 25 with 15.00 diff, min power was -100.00, max was 99.97, average was 9.60.
    # At skill level 30 with 15.00 diff, min power was -99.68, max was 100.00, average was 14.73.
    # At skill level 35 with 15.00 diff, min power was -99.75, max was 99.99, average was 19.94.
    # At skill level 40 with 15.00 diff, min power was -97.65, max was 99.99, average was 25.17.
    # At skill level 45 with 15.00 diff, min power was -99.20, max was 99.99, average was 30.52.
    # At skill level 50 with 15.00 diff, min power was -98.92, max was 100.00, average was 35.82.
    # At skill level 55 with 15.00 diff, min power was -98.45, max was 100.00, average was 41.25.
    # At skill level 60 with 15.00 diff, min power was -79.58, max was 100.00, average was 46.58.
    # At skill level 65 with 15.00 diff, min power was -66.68, max was 100.00, average was 51.89.
    # At skill level 70 with 15.00 diff, min power was -68.55, max was 100.00, average was 57.09.
    # At skill level 75 with 15.00 diff, min power was -66.23, max was 100.00, average was 62.11.
    # At skill level 80 with 15.00 diff, min power was -54.56, max was 100.00, average was 66.88.
    # At skill level 85 with 15.00 diff, min power was -56.44, max was 100.00, average was 70.93.
    # At skill level 90 with 15.00 diff, min power was -34.65, max was 100.00, average was 74.02.
    # At skill level 95 with 15.00 diff, min power was -31.88, max was 100.00, average was 76.68.

    # Performing 1000000 iterations...
    # At skill level 5 with 20.00 diff, min power was -100.00, max was 99.58, average was -14.46.
    # At skill level 10 with 20.00 diff, min power was -100.00, max was 99.95, average was -9.47.
    # At skill level 15 with 20.00 diff, min power was -99.96, max was 100.00, average was -4.50.
    # At skill level 20 with 20.00 diff, min power was -99.95, max was 99.99, average was 0.51.
    # At skill level 25 with 20.00 diff, min power was -99.96, max was 99.99, average was 4.54.
    # At skill level 30 with 20.00 diff, min power was -99.96, max was 99.99, average was 9.71.
    # At skill level 35 with 20.00 diff, min power was -100.00, max was 100.00, average was 14.92.
    # At skill level 40 with 20.00 diff, min power was -99.69, max was 100.00, average was 20.23.
    # At skill level 45 with 20.00 diff, min power was -98.65, max was 100.00, average was 25.59.
    # At skill level 50 with 20.00 diff, min power was -96.72, max was 100.00, average was 31.03.
    # At skill level 55 with 20.00 diff, min power was -92.75, max was 100.00, average was 36.51.
    # At skill level 60 with 20.00 diff, min power was -96.17, max was 100.00, average was 41.95.
    # At skill level 65 with 20.00 diff, min power was -78.03, max was 100.00, average was 47.43.
    # At skill level 70 with 20.00 diff, min power was -70.83, max was 100.00, average was 52.78.
    # At skill level 75 with 20.00 diff, min power was -68.78, max was 100.00, average was 58.05.
    # At skill level 80 with 20.00 diff, min power was -50.92, max was 100.00, average was 63.09.
    # At skill level 85 with 20.00 diff, min power was -52.66, max was 100.00, average was 67.86.
    # At skill level 90 with 20.00 diff, min power was -46.87, max was 100.00, average was 71.74.
    # At skill level 95 with 20.00 diff, min power was -32.77, max was 100.00, average was 74.73.

    # Performing 1000000 iterations...
    # At skill level 5 with 25.00 diff, min power was -100.00, max was 99.98, average was -19.46.
    # At skill level 10 with 25.00 diff, min power was -99.98, max was 99.74, average was -14.53.
    # At skill level 15 with 25.00 diff, min power was -99.98, max was 99.99, average was -9.59.
    # At skill level 20 with 25.00 diff, min power was -99.96, max was 99.95, average was -4.54.
    # At skill level 25 with 25.00 diff, min power was -99.97, max was 100.00, average was 0.51.
    # At skill level 30 with 25.00 diff, min power was -99.97, max was 99.96, average was 4.68.
    # At skill level 35 with 25.00 diff, min power was -99.94, max was 99.93, average was 9.89.
    # At skill level 40 with 25.00 diff, min power was -99.83, max was 100.00, average was 15.18.
    # At skill level 45 with 25.00 diff, min power was -98.71, max was 99.99, average was 20.63.
    # At skill level 50 with 25.00 diff, min power was -97.18, max was 99.99, average was 26.06.
    # At skill level 55 with 25.00 diff, min power was -99.84, max was 100.00, average was 31.62.
    # At skill level 60 with 25.00 diff, min power was -93.77, max was 100.00, average was 37.18.
    # At skill level 65 with 25.00 diff, min power was -80.01, max was 100.00, average was 42.84.
    # At skill level 70 with 25.00 diff, min power was -79.05, max was 100.00, average was 48.32.
    # At skill level 75 with 25.00 diff, min power was -74.94, max was 100.00, average was 53.78.
    # At skill level 80 with 25.00 diff, min power was -76.32, max was 100.00, average was 59.06.
    # At skill level 85 with 25.00 diff, min power was -56.85, max was 100.00, average was 64.14.
    # At skill level 90 with 25.00 diff, min power was -53.68, max was 100.00, average was 68.87.
    # At skill level 95 with 25.00 diff, min power was -43.77, max was 100.00, average was 72.53.

    # Performing 1000000 iterations...
    # At skill level 5 with 30.00 diff, min power was -100.00, max was 99.59, average was -24.60.
    # At skill level 10 with 30.00 diff, min power was -100.00, max was 99.77, average was -19.71.
    # At skill level 15 with 30.00 diff, min power was -99.99, max was 99.94, average was -14.76.
    # At skill level 20 with 30.00 diff, min power was -99.95, max was 99.90, average was -9.71.
    # At skill level 25 with 30.00 diff, min power was -99.92, max was 99.95, average was -4.65.
    # At skill level 30 with 30.00 diff, min power was -99.90, max was 100.00, average was 0.47.
    # At skill level 35 with 30.00 diff, min power was -99.98, max was 99.99, average was 4.74.
    # At skill level 40 with 30.00 diff, min power was -99.99, max was 99.98, average was 10.09.
    # At skill level 45 with 30.00 diff, min power was -99.50, max was 99.98, average was 15.48.
    # At skill level 50 with 30.00 diff, min power was -99.58, max was 99.98, average was 21.03.
    # At skill level 55 with 30.00 diff, min power was -99.29, max was 99.99, average was 26.59.
    # At skill level 60 with 30.00 diff, min power was -94.05, max was 99.99, average was 32.25.
    # At skill level 65 with 30.00 diff, min power was -89.65, max was 100.00, average was 38.00.
    # At skill level 70 with 30.00 diff, min power was -82.06, max was 100.00, average was 43.71.
    # At skill level 75 with 30.00 diff, min power was -79.84, max was 100.00, average was 49.34.
    # At skill level 80 with 30.00 diff, min power was -72.40, max was 100.00, average was 54.89.
    # At skill level 85 with 30.00 diff, min power was -65.59, max was 100.00, average was 60.17.
    # At skill level 90 with 30.00 diff, min power was -51.24, max was 100.00, average was 65.22.
    # At skill level 95 with 30.00 diff, min power was -52.25, max was 100.00, average was 69.95.

    # Performing 1000000 iterations...
    # At skill level 5 with 35.00 diff, min power was -100.00, max was 99.10, average was -29.71.
    # At skill level 10 with 35.00 diff, min power was -99.98, max was 99.23, average was -24.88.
    # At skill level 15 with 35.00 diff, min power was -100.00, max was 99.22, average was -19.91.
    # At skill level 20 with 35.00 diff, min power was -99.99, max was 99.83, average was -14.95.
    # At skill level 25 with 35.00 diff, min power was -100.00, max was 99.98, average was -9.85.
    # At skill level 30 with 35.00 diff, min power was -99.97, max was 99.97, average was -4.73.
    # At skill level 35 with 35.00 diff, min power was -99.92, max was 99.99, average was 0.49.
    # At skill level 40 with 35.00 diff, min power was -100.00, max was 99.94, average was 4.84.
    # At skill level 45 with 35.00 diff, min power was -99.56, max was 100.00, average was 10.21.
    # At skill level 50 with 35.00 diff, min power was -99.81, max was 100.00, average was 15.82.
    # At skill level 55 with 35.00 diff, min power was -98.86, max was 100.00, average was 21.48.
    # At skill level 60 with 35.00 diff, min power was -97.96, max was 100.00, average was 27.24.
    # At skill level 65 with 35.00 diff, min power was -97.25, max was 100.00, average was 33.03.
    # At skill level 70 with 35.00 diff, min power was -98.14, max was 100.00, average was 38.87.
    # At skill level 75 with 35.00 diff, min power was -90.72, max was 100.00, average was 44.66.
    # At skill level 80 with 35.00 diff, min power was -78.73, max was 100.00, average was 50.44.
    # At skill level 85 with 35.00 diff, min power was -81.29, max was 100.00, average was 55.97.
    # At skill level 90 with 35.00 diff, min power was -67.93, max was 100.00, average was 61.37.
    # At skill level 95 with 35.00 diff, min power was -54.44, max was 100.00, average was 66.39.

    # Performing 1000000 iterations...
    # At skill level 5 with 40.00 diff, min power was -100.00, max was 90.95, average was -34.86.
    # At skill level 10 with 40.00 diff, min power was -100.00, max was 93.70, average was -30.05.
    # At skill level 15 with 40.00 diff, min power was -100.00, max was 98.79, average was -25.14.
    # At skill level 20 with 40.00 diff, min power was -100.00, max was 99.61, average was -20.21.
    # At skill level 25 with 40.00 diff, min power was -99.99, max was 99.78, average was -15.23.
    # At skill level 30 with 40.00 diff, min power was -99.99, max was 99.80, average was -10.03.
    # At skill level 35 with 40.00 diff, min power was -99.99, max was 99.92, average was -4.82.
    # At skill level 40 with 40.00 diff, min power was -100.00, max was 99.99, average was 0.57.
    # At skill level 45 with 40.00 diff, min power was -99.96, max was 99.95, average was 4.93.
    # At skill level 50 with 40.00 diff, min power was -99.83, max was 100.00, average was 10.53.
    # At skill level 55 with 40.00 diff, min power was -99.93, max was 100.00, average was 16.22.
    # At skill level 60 with 40.00 diff, min power was -99.32, max was 99.99, average was 22.02.
    # At skill level 65 with 40.00 diff, min power was -97.16, max was 100.00, average was 27.86.
    # At skill level 70 with 40.00 diff, min power was -96.88, max was 100.00, average was 33.87.
    # At skill level 75 with 40.00 diff, min power was -97.70, max was 100.00, average was 39.86.
    # At skill level 80 with 40.00 diff, min power was -86.10, max was 100.00, average was 45.76.
    # At skill level 85 with 40.00 diff, min power was -71.05, max was 100.00, average was 51.57.
    # At skill level 90 with 40.00 diff, min power was -76.59, max was 100.00, average was 57.17.
    # At skill level 95 with 40.00 diff, min power was -53.19, max was 100.00, average was 62.52.

    # Performing 1000000 iterations...
    # At skill level 5 with 45.00 diff, min power was -100.00, max was 94.70, average was -40.03.
    # At skill level 10 with 45.00 diff, min power was -100.00, max was 99.72, average was -35.31.
    # At skill level 15 with 45.00 diff, min power was -100.00, max was 98.69, average was -30.51.
    # At skill level 20 with 45.00 diff, min power was -100.00, max was 99.75, average was -25.59.
    # At skill level 25 with 45.00 diff, min power was -100.00, max was 98.86, average was -20.60.
    # At skill level 30 with 45.00 diff, min power was -99.98, max was 99.75, average was -15.46.
    # At skill level 35 with 45.00 diff, min power was -99.98, max was 99.98, average was -10.24.
    # At skill level 40 with 45.00 diff, min power was -99.99, max was 100.00, average was -4.90.
    # At skill level 45 with 45.00 diff, min power was -100.00, max was 99.98, average was 0.49.
    # At skill level 50 with 45.00 diff, min power was -99.99, max was 99.98, average was 5.04.
    # At skill level 55 with 45.00 diff, min power was -99.90, max was 99.99, average was 10.78.
    # At skill level 60 with 45.00 diff, min power was -99.72, max was 100.00, average was 16.61.
    # At skill level 65 with 45.00 diff, min power was -99.27, max was 100.00, average was 22.54.
    # At skill level 70 with 45.00 diff, min power was -98.05, max was 100.00, average was 28.62.
    # At skill level 75 with 45.00 diff, min power was -92.71, max was 100.00, average was 34.74.
    # At skill level 80 with 45.00 diff, min power was -96.68, max was 100.00, average was 40.79.
    # At skill level 85 with 45.00 diff, min power was -80.92, max was 100.00, average was 46.90.
    # At skill level 90 with 45.00 diff, min power was -84.61, max was 100.00, average was 52.75.
    # At skill level 95 with 45.00 diff, min power was -87.16, max was 100.00, average was 58.43.

    # Performing 1000000 iterations...
    # At skill level 5 with 50.00 diff, min power was -100.00, max was 91.38, average was -45.21.
    # At skill level 10 with 50.00 diff, min power was -100.00, max was 94.75, average was -40.57.
    # At skill level 15 with 50.00 diff, min power was -100.00, max was 93.16, average was -35.83.
    # At skill level 20 with 50.00 diff, min power was -99.99, max was 97.34, average was -31.03.
    # At skill level 25 with 50.00 diff, min power was -99.99, max was 99.52, average was -26.05.
    # At skill level 30 with 50.00 diff, min power was -99.99, max was 99.50, average was -21.03.
    # At skill level 35 with 50.00 diff, min power was -100.00, max was 99.99, average was -15.86.
    # At skill level 40 with 50.00 diff, min power was -99.98, max was 99.93, average was -10.52.
    # At skill level 45 with 50.00 diff, min power was -99.99, max was 99.92, average was -5.11.
    # At skill level 50 with 50.00 diff, min power was -99.98, max was 99.94, average was 0.46.
    # At skill level 55 with 50.00 diff, min power was -99.90, max was 99.92, average was 5.21.
    # At skill level 60 with 50.00 diff, min power was -99.83, max was 100.00, average was 11.16.
    # At skill level 65 with 50.00 diff, min power was -99.99, max was 100.00, average was 17.13.
    # At skill level 70 with 50.00 diff, min power was -99.70, max was 100.00, average was 23.20.
    # At skill level 75 with 50.00 diff, min power was -96.46, max was 100.00, average was 29.37.
    # At skill level 80 with 50.00 diff, min power was -96.28, max was 100.00, average was 35.63.
    # At skill level 85 with 50.00 diff, min power was -84.97, max was 100.00, average was 41.92.
    # At skill level 90 with 50.00 diff, min power was -91.16, max was 100.00, average was 48.06.
    # At skill level 95 with 50.00 diff, min power was -71.47, max was 100.00, average was 53.99.

    # Performing 1000000 iterations...
    # At skill level 5 with 55.00 diff, min power was -100.00, max was 78.04, average was -50.34.
    # At skill level 10 with 55.00 diff, min power was -100.00, max was 83.68, average was -45.82.
    # At skill level 15 with 55.00 diff, min power was -100.00, max was 86.10, average was -41.24.
    # At skill level 20 with 55.00 diff, min power was -100.00, max was 89.13, average was -36.45.
    # At skill level 25 with 55.00 diff, min power was -100.00, max was 97.65, average was -31.58.
    # At skill level 30 with 55.00 diff, min power was -100.00, max was 99.44, average was -26.56.
    # At skill level 35 with 55.00 diff, min power was -100.00, max was 99.61, average was -21.47.
    # At skill level 40 with 55.00 diff, min power was -99.98, max was 99.99, average was -16.18.
    # At skill level 45 with 55.00 diff, min power was -99.96, max was 99.95, average was -10.81.
    # At skill level 50 with 55.00 diff, min power was -100.00, max was 100.00, average was -5.17.
    # At skill level 55 with 55.00 diff, min power was -99.89, max was 100.00, average was 0.51.
    # At skill level 60 with 55.00 diff, min power was -100.00, max was 99.99, average was 5.39.
    # At skill level 65 with 55.00 diff, min power was -99.81, max was 99.98, average was 11.38.
    # At skill level 70 with 55.00 diff, min power was -99.96, max was 99.97, average was 17.55.
    # At skill level 75 with 55.00 diff, min power was -99.56, max was 99.99, average was 23.85.
    # At skill level 80 with 55.00 diff, min power was -97.99, max was 100.00, average was 30.30.
    # At skill level 85 with 55.00 diff, min power was -98.36, max was 100.00, average was 36.69.
    # At skill level 90 with 55.00 diff, min power was -97.41, max was 100.00, average was 43.05.
    # At skill level 95 with 55.00 diff, min power was -83.63, max was 100.00, average was 49.28.

    # Performing 1000000 iterations...
    # At skill level 5 with 60.00 diff, min power was -100.00, max was 70.05, average was -55.40.
    # At skill level 10 with 60.00 diff, min power was -100.00, max was 91.84, average was -51.07.
    # At skill level 15 with 60.00 diff, min power was -100.00, max was 77.77, average was -46.58.
    # At skill level 20 with 60.00 diff, min power was -100.00, max was 86.37, average was -42.02.
    # At skill level 25 with 60.00 diff, min power was -100.00, max was 93.49, average was -37.18.
    # At skill level 30 with 60.00 diff, min power was -100.00, max was 97.46, average was -32.31.
    # At skill level 35 with 60.00 diff, min power was -99.99, max was 91.50, average was -27.25.
    # At skill level 40 with 60.00 diff, min power was -99.99, max was 99.77, average was -22.03.
    # At skill level 45 with 60.00 diff, min power was -100.00, max was 99.86, average was -16.67.
    # At skill level 50 with 60.00 diff, min power was -99.99, max was 99.89, average was -11.12.
    # At skill level 55 with 60.00 diff, min power was -99.99, max was 100.00, average was -5.37.
    # At skill level 60 with 60.00 diff, min power was -100.00, max was 100.00, average was 0.49.
    # At skill level 65 with 60.00 diff, min power was -100.00, max was 99.98, average was 5.55.
    # At skill level 70 with 60.00 diff, min power was -99.78, max was 99.99, average was 11.74.
    # At skill level 75 with 60.00 diff, min power was -99.93, max was 99.99, average was 18.09.
    # At skill level 80 with 60.00 diff, min power was -99.41, max was 100.00, average was 24.58.
    # At skill level 85 with 60.00 diff, min power was -99.04, max was 100.00, average was 31.19.
    # At skill level 90 with 60.00 diff, min power was -95.79, max was 100.00, average was 37.76.
    # At skill level 95 with 60.00 diff, min power was -91.73, max was 100.00, average was 44.26.

    # Performing 1000000 iterations...
    # At skill level 5 with 65.00 diff, min power was -100.00, max was 56.68, average was -60.38.
    # At skill level 10 with 65.00 diff, min power was -100.00, max was 70.87, average was -56.20.
    # At skill level 15 with 65.00 diff, min power was -100.00, max was 66.94, average was -51.89.
    # At skill level 20 with 65.00 diff, min power was -100.00, max was 87.58, average was -47.44.
    # At skill level 25 with 65.00 diff, min power was -100.00, max was 85.86, average was -42.73.
    # At skill level 30 with 65.00 diff, min power was -100.00, max was 99.79, average was -37.97.
    # At skill level 35 with 65.00 diff, min power was -99.99, max was 94.08, average was -33.05.
    # At skill level 40 with 65.00 diff, min power was -99.99, max was 99.21, average was -27.91.
    # At skill level 45 with 65.00 diff, min power was -100.00, max was 99.79, average was -22.59.
    # At skill level 50 with 65.00 diff, min power was -99.99, max was 99.77, average was -17.03.
    # At skill level 55 with 65.00 diff, min power was -99.99, max was 99.86, average was -11.42.
    # At skill level 60 with 65.00 diff, min power was -99.99, max was 99.89, average was -5.53.
    # At skill level 65 with 65.00 diff, min power was -99.99, max was 99.99, average was 0.47.
    # At skill level 70 with 65.00 diff, min power was -99.94, max was 99.99, average was 5.72.
    # At skill level 75 with 65.00 diff, min power was -100.00, max was 99.99, average was 12.17.
    # At skill level 80 with 65.00 diff, min power was -99.85, max was 100.00, average was 18.67.
    # At skill level 85 with 65.00 diff, min power was -99.93, max was 100.00, average was 25.38.
    # At skill level 90 with 65.00 diff, min power was -96.63, max was 100.00, average was 32.16.
    # At skill level 95 with 65.00 diff, min power was -93.48, max was 100.00, average was 38.83.

    # Performing 1000000 iterations...
    # At skill level 5 with 70.00 diff, min power was -100.00, max was 63.85, average was -65.07.
    # At skill level 10 with 70.00 diff, min power was -100.00, max was 71.50, average was -61.12.
    # At skill level 15 with 70.00 diff, min power was -100.00, max was 70.61, average was -57.05.
    # At skill level 20 with 70.00 diff, min power was -100.00, max was 77.92, average was -52.83.
    # At skill level 25 with 70.00 diff, min power was -100.00, max was 77.99, average was -48.34.
    # At skill level 30 with 70.00 diff, min power was -100.00, max was 85.56, average was -43.69.
    # At skill level 35 with 70.00 diff, min power was -100.00, max was 90.59, average was -38.86.
    # At skill level 40 with 70.00 diff, min power was -100.00, max was 96.48, average was -33.78.
    # At skill level 45 with 70.00 diff, min power was -100.00, max was 99.57, average was -28.66.
    # At skill level 50 with 70.00 diff, min power was -99.99, max was 98.63, average was -23.15.
    # At skill level 55 with 70.00 diff, min power was -99.95, max was 99.89, average was -17.60.
    # At skill level 60 with 70.00 diff, min power was -99.99, max was 99.81, average was -11.76.
    # At skill level 65 with 70.00 diff, min power was -99.98, max was 99.96, average was -5.70.
    # At skill level 70 with 70.00 diff, min power was -99.98, max was 99.97, average was 0.47.
    # At skill level 75 with 70.00 diff, min power was -99.98, max was 99.99, average was 5.94.
    # At skill level 80 with 70.00 diff, min power was -99.93, max was 100.00, average was 12.58.
    # At skill level 85 with 70.00 diff, min power was -99.53, max was 99.99, average was 19.28.
    # At skill level 90 with 70.00 diff, min power was -99.35, max was 100.00, average was 26.20.
    # At skill level 95 with 70.00 diff, min power was -99.63, max was 100.00, average was 33.14.
     

     

    EDIT: After hundreds and hundreds of actions spent by many players, ONE map has generated while mining.  I feel like there has to be something wrong in my config. We used this mod before and got a lot more maps than this.

     

    With your settings, the new change should have no effect. With that in mind, using the older version should have no differences. If the new version is somehow causing issues, you can safely return back to the prior version without any problems.


  13. On 11/1/2021 at 4:50 PM, Etherdrifter said:

    In conclusion, magic in wurm is currently geared towards alting, it is "reasonably balanced" with regards to PvE, but it hasn't seen any new content in a long time.

     

    Priests will always be "alts" unless priest restrictions are removed entirely. Problem there is that everyone would be priests (see WU), which is also undesirable. It's up to the player to decide whether they want to interact with everything (and thus use alts), or if they are satisfied with a single playstyle - priest or not. As it stands, the magic portion of the game is "functional" and I doubt that it's even being considered for improvement in the near future, despite how simple it is to create new spells.

     

    In regards to not receiving new content in a long time, you can say the same thing about almost any aspect of the game. There haven't been new weapons in an extremely long time. Warhammers are still unavailable to PvE players in spite of taking up a slot on the skill list.


  14. Definitely a positive step in the right direction. However, as a minor criticism of the most recent patch, it was released on a Thursday. There's a reason that most major MMO's patch early in the week (Tuesday is the most common). This allows any issues with the patch to be resolved during the middle of the week, when most working people are occupied. Having hotfixes and downtimes during a Friday - or worse, during the weekend - is generally bad practice.

     

    In addition to what you're currently doing, I'd recommend aiming major patch days for either a Monday or Tuesday.


  15. On 9/11/2021 at 8:14 PM, RainRain said:

    kind of amazing how they pop in "sorry for no updates, hope you guys are ready for what you've been waiting for.......... VR support!" and then just disappear all over again

    like, is this a prank? am i getting pranked? who in god's name thought adding VR support would be a good idea, who thought anyone would want to do this? why is there any effort being put into that on an official capacity? why would anyone think playing wurm on vr is a good idea?

    i can't even comprehend it. it's not like there's voip to speak in local either, you're just mute and staring at progress bars in vr? the menu wouldn't be hard to do but it's still just like. why?

    this is surreal. this had to be some sort of weird wacky dimension where the devs are just pranking us or using the game as a project to learn how to program random stuff instead of actually working on the game.

    what???????????

    what a bloody joke of a game

     

    Not a single line in the original post was committal. Read the language carefully.

     

    On 8/17/2021 at 7:40 AM, Samool said:

    Obviously we’re not too happy with the current state of animal husbandry, and we’ve got multiple tweaks pending for the next update we release, including large changes to how traits are passed down (more likely to be passed down rather than replaced with random ones), lowering the chance of passing down negative traits as we’ve decided it was a bit too harsh, as well as significantly reducing the chance of getting traits not relevant to the animal, such as resource yield traits on animals that don’t produce any resources.

     

    Does pending mean it's locked in? Or does it mean that it could potentially be changed and removed from the update?

     

    On 8/17/2021 at 7:40 AM, Samool said:

    We’re planning to release a smaller update next month, before the exploration update, and that will include those animal husbandry tweaks as well as some content additions.

     

    Planning to release, not going to release. Update might not happen this month.

     

    On 8/17/2021 at 7:40 AM, Samool said:

    To fix the communication issues we’ve been having here a bit, we’ll be looking at getting some extra Community Managers on board to help with things, and until that time I’ll try to keep you all updated a bit better than how we’ve done recently.

     

    Looking at getting, not getting. There's no assurance that a new community manager will be coming and that communication issues will be resolved.

     

    Try to keep you updated. Not going to keep you all updated.

     

    On 8/17/2021 at 7:40 AM, Samool said:

    Lastly, while this might be a bit of unexpected news, it’s something we’ve teased in the past, long long ago, in one of the news posts - we’ll be starting development on adding VR functionality to Wurm, and while we can’t release any further details on it yet, we don’t expect it to derail development on the content features we’ve announced. Other than this feature, the last roadmap we posted is still relevant, and so there’s more exciting stuff to look forward to.

     

    This is the only committed language in the post. VR starting development is the only statement that carries weight. Everything else is just well crafted hot air.


  16. Ease of use comes first. You build depth on top of easy to use features. If you do it in the reverse, you end up with a complex system that only a select few understand, ending up "niche" in style.

     

    In the case of Wurm, many features are built with significant depth, but are difficult to use. Combat is a great example of this, where there are so many micromechanics and calculations that determine the result of a battle. Instead, what we end up with is people standing in front of a creature because actually managing those micromechanics is too tedious or unrewarding to make it worthwhile.

     

    Present a clean foundation, then build on it. Don't build on a haphazard foundation. You wouldn't build a deed without terraforming first. The same should happen for features in the game. Terraform, then build.


  17. Update to Treasure Hunting:

    • TreasureHunting v2.2 (Download)
      • Fixed a bug with treasure map distance calculations. (Credit to Tyoda in this pull request)

    The pull request happened about a year ago, but I didn't notice it until it was closed and re-opened. Whoops. Anyway, it solves a bug where distances were always shorter than intended except at a perfect diagonal. It would use the minimum value between the X distance and Y distance, sometimes becoming zero in worst case scenarios. For example, if the player is at 10, 10 and the map would generate at 20, 10, it would assume the distance is zero (because the Y distance is 10, ignoring the X completely).

     

    This method was used to determine the distance a treasure map was to generate away from a player when one was made. The relevant configuration options are minTreasureDistance and maxTreasureDistance which were compared to the result. Essentially, this update resolves a problem where it was not using those configuration settings properly.

     

    Special thanks to Tydoa for not only fixing the bug and putting in the pull request, but also for generating the release which is now available.


  18. 5 hours ago, WittleBunnBun said:

    Why does everything have to be so secretive--very honest question. Why does wurm development have to be masked in mystery.  

     

    It's because of ancient history from 5+ years ago. People got into bad habits from bad situations and haven't been able to break those awful habits ever since.

     

    Quote

    Does anyone remember Sparta? I wasn't there, but boy do I remember the fallout from it. We try very hard to not do anything unilaterally and to ensure our communication channels with players are public and open to ensure another Sparta doesn't happen.

     

    Source: 

     

     

    Sparta was a settlement on Chaos in 2014 which was raided. When that was first mentioned (2 years ago), I had no idea what Sparta was nor any of the "fallout" that was mentioned. In fact, the only story of it online comes from an obscure Life is Feudal forum thread talking about Wurm. Posted by Arowhun in that thread:

     

    Quote

    The recent problem that Cndo mentioned has to do with the Chaos PvP server. Basically, the Jenn-Kellon stronghold of Sparta was destroyed by Mol-Rehan raiders. Using a game mechanic that has been around for a long time (Ever since it was added in 07 or so), Jenn-Kellon secured their gear inside Sparta's mine. Suddenly, Rolf appears and claims that the mechanic is actually a bug, and he opens up the mine for Mol-Rehan. MR then went in there and took the 250e worth of gear that was left inside there. People got mad and talked with Rolf. He decided to compinsate them by giving them lumps of rare "moon metals", which were worth about 50e. The reason this has gotten people so angry is that Rolf has allways had a policy of never intervening in a PvP situation, especially when it involves such massive amounts of money as this. It appears to me that something fishy was going on here between Rolf and Mol-Rehan.

     

    Of course, players who were directly involved with the event at the time have much stronger opinions of the events that unfolded...

     

    However, that's ancient history. It was 7 years ago. Discord didn't even exist in 2014. These communication policies are old and spoiled. The fact that they haven't been revised and improved is mindboggling. They should stop using ancient history as a foundation for how they communicate, and instead use more recent history like the past year since Steam launch.


  19. Feels like a lot of people are overthinking things. Speculation about what the parent company is doing, the motives behind the decisions of those running the game, and what the future holds. I feel like I was victim to that same mindset not long ago. At some point you just need to decide if the game is worth it for you or not.

     

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    Additionally, if people think that volunteers cannot maintain the game well, I would respectfully disagree. It's very much the people in charge who are gatekeeping progress on the game's development.

    • I provided a detailed summary of everything I had concerns about regarding my time on the development team to the new CodeClub CEO prior to the Steam launch. I didn't receive a response.
    • I offered to become a volunteer developer in 2020. It was declined. Twice.
    • Several other programmers put in applications to become volunteer developers for Wurm Online in 2020 and early 2021. None of them even received a response.
    • Myself and others contacted the CEO of CodeClub with concerns about the current state of the game. Nothing came of it.
    • I posted several weeks ago that there were strong indicators that development had halted. That became reality in the patch notes the next week where nothing was changed.
    • The update on development post was made a week ago. In that time, no development has been done for Wurm Online.

    All it would take to turn the game around is someone at the top who actually gave a damn. Right now, there appears to be none. Not a single person fighting for the future of the game. Wurm will be living in the present and stay there indefinitely unless something changes. If you're satisfied with that, be happy and continue playing. If you're not satisfied, cancel your subscription until they decide to show that they care.