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Everything posted by Sindusk

  1. 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): Resolving ServerPacks/ingame map issue:
  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 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.
  4. 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.
  5. 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.
  6. 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:
  7. @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.
  8. I'm planning to officially launch the server tomorrow, shortly after WU 1.6 goes live. It will be running the 1.6 patch.
  9. 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: 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).
  10. 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:
  11. 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.
  12. 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.
  13. 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.
  14. New release v1.1: Fixed a bug involving users without a nickname showing up as "null" Add support for non-GL kingdom channels. New "@" annotation instead of "[D]" for discord-to-ingame messaging.
  15. 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. 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: Same messages displayed in game: Upcoming - Currently using a dependent mod with the "library" usage mentioned above to accomplish this:
  16. 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. 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. 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: 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. 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. 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... 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.
  17. Website - Discord - Mapviewer - Server Data Revenant is a spiritual successor to Wyvern Reborn, taking the most successful ideas and mods then providing a fresh start and economy. Attached to an Arena-style server that takes heavy influence from what Desolation v3 did right, this will provide one of the most fleshed out and modded PvE/PvP experiences available in Wurm. A new skill gain adjustment will provide a quick way to medium skill levels, but tapers off as you approach mastery to provide longevity. A carefully controlled bounty mod will balance the economy with deed upkeep being drained out of the economy entirely instead of going back into the King's Coffers. The most successful items added to Wyvern including the Arrow Packs and Affinity Orb have been ported to the launch for Revenant. Direct Connect: (or Revenant (PvE Map) Ruleset Automated/Looping macros and bots are prohibited. Flyhacks and speed hacks are prohibited. All other client mods, including the public ESP mod, are allowed. Primary Features Treasure Hunting - Treasure maps are able to be obtained and tracked down using a compass, spawning a treasure chest and guarding mobs. You can even get ambushed by a unique when attempting a difficult enough map. Custom Skillgain - Skillgain will starts high, then slowly decreases to a lower multiplier as you rise in skill, down to around 1x when you reach ~90. Leaderboards - See how you stack up to other players in our specialized leaderboards. Skill Leaderboards - Select a skill and see the top 20 players in any given skill. Achievement Leaderboards - Achievements such as how many bears each person has slain and how many knarr's they've built are also tracked. See who has created the most supreme items or cut the most trees. Unique Leaderboards - New leaderboards for unique tracking. See who has built the largest structure, has the most affinities, slain the most uniques, and more. Discord Integration - New unique rumors, GL-Freedom, and death tabs are all integrated into discord channels that work both ways. Talk in GL-Freedom from your phone! Mastercraft - Achieving 90+ skill has more benefit than usual, providing a curved increase to the power of your rolls as you gain skill closer to 99, which then doubles in power during the curve from 99 to 99.9999 Bounty - Bounty mod calculates reward based on the combat strength of the creature, and not some static number. The bounty comes from the king's coffers to keep the economy stable. Spellcraft - Adjustments and bugfixes to spellcasting to improve the overall feel of spells and faith gain. Armoury - Weaponry tweaks will occur over time, buffing weaker weapons to make them viable in the meta over time. Priest Settings Priest restrictions removed. You can build, improve, farm, etc. without penalty regardless of which deity they decide to follow. Maximum Faith 150. Prayers have been re-scaled to work up to a new faith cap of 150, allowing high faith priests to cast complex spells without needing to link. Prayer once per hour. You now only need to pray once per hour, instead of the standard 20 minutes. In return, each prayer will offer 3x more faith. This allows exploration after prayer without having to feel chained to the altar. Libila Enabled. Anyone can play Libila on any server, with full access to the Libila spell list. Minor inconveniences like Mycelium being overgrown by grass and animals requiring Bless before being tamed have also been removed. New Spells Harden (Vynora/Magranon) - Enchant that reduces the amount of damage taken by items through use. Keeps your equipment in top shape. Replenish (Vynora) - Enchant that automatically refills containers with water over time. Useful on items such as waterskins, barrels, and even fountains (without requiring a water source). Summon Soul (All) - Summons a player to your location. Has a long cast time, high favor cost, and is blocked in PvP if there are enemies nearby. The player being summoned also must accept the summon to avoid abuse. Expand (All) - Increases the size of a container. The container will remain capped at 100 items, but it will store larger/heavier objects. Allows forges to store up to 100 ores, mailboxes to fit longbows, and chests to fit saddles. Efficiency (Magranon) - Reduces the difficulty of skill checks with that item. This applies to many different actions, allowing players to mine higher average quality of ore, succeed in improvement more often, and similar. Has negating interaction (does not stack) with Circle of Cunning and Blessings of the Dark. Quarry (Magranon) - Casted on a pickaxe, this makes surface mining more likely to adjust the terrain. Higher casts give a higher chance of ensuring the rock level changes after mining. Titanforged (None) - Obtained on items only by slaying a Titan, this acts as a stackable Wind of Ages, Circle of Cunning, and Efficiency buff at half effect. Jewelry Enchants - Only one of these enchants can be on a single jewelry item. You can wear one of each enchant. Multiple of a single enchant on multiple items will not stack, and instead only use the highest value. Prowess (Magranon) - Increases Combat Rating while the jewelry is being worn. Industry (Vynora) - Reduces difficulty of skill checks while the jewelry is being worn. Endurance (Fo) - Reduces stamina loss while the jewelry is being worn. Acuity (Libila) - Reduces favor cost of spells while the jewelry is being worn. Uniques, Titans, and Rare Spawns Uniques have been reworked significantly. Static Regeneration - No longer are unique fights limited to sub 10 minute battles where it's simply a gear check of if you can do enough damage in time. Uniques now heal at a static rate (X% health per second). This generally makes fights take somewhat longer, and also become more tactical, giving players a chance to back out and regroup without the unique fully healing while they're regrouping. Improved Loot - Each unique drops an Affinity Orb and several other items of interest when slain. More loot is available for distribution. Moon Metal Blessing - When uniques die, they bless the world with several veins of moon metal (adamantine and glimmersteel). These are placed randomly and could potentially be near or in a deed. Loot Assistance - At the end of every slaying, player names are randomly generated into a list, allowing randomized distribution to all participants without having to use /roll or alternatives. Rare Spawns are a new type of creature where only one can exist on the map at a time. Small Group Balance - These spawns are designed to be handled by a small group of 3-5 skilled players, or 2-3 veterans. This makes them ideal targets for small hunting parties, while not being the target of "unique slaying" size groups. Rift Rewards - Every player who participates in slaying one of these creatures is awarded a rift cache, which opens up into rift crystals, rift wood, and rift shards. Treasure Map - On the corpse of the slain creature is a guaranteed medium-high quality treasure map. Titans are my take on raid bosses in Wurm Unlimited. Combat Mechanics - Titans obtain unique abilities including AoE attacks, target smites, add phases, and similar. These are not your standard "attack until dead" creatures. They require tactics, attention, and reaction to the mechanics they perform. Titanic Rewards - Titans have the best rewards of anything in the game. All participants receive an Affinity Orb and Titan Cache which provides a guaranteed Titanforged item. The titan corpse contains multiple different sorceries and several other items of intrigue. Material Overhaul Materials have been completely reworked from the ground up to offer new and unique bonuses. Creating items from certain materials has a variety of special benefits and, in some cases, penalties. Iron is used as the baseline with no changes, meaning the system can be ignored entirely by using iron tools. However, if you seek to truly maximize your effectiveness, you'll want to start seeking new tools made of alloys or moon metals. More information can be found on the spreadsheet below. Custom Creatures Forest Spider - Common spiders that deal poison damage. Giant - Large giants found rarely in forests with clubs that deal acid damage. Avenger - Ethereal guardian found in tundra that deals frost damage. Spirit Troll - Ethereal troll found in snow biomes that is capable of dealing crippling frost wounds. Wyverns - Multiple different colors of small drakes that can be tamed, dominated, mounted, hitched, etc. Custom Items Affinity Orb - Grants the player a random affinity when consumed. Eternal Orb - Sold at traders. Consumable item that allows players to move enchants from one item to another. Book of Conversion - Sold at traders. Consumable item that allows players to switch their deity at only a minor faith loss instead of a full faith reset. Enchant Orb - Can come with a random enchant. The enchant can then be transferred to an item without risk of shatter. Depth Drill - Drills a tile corner, revealing the amount of dirt until you hit rock. Beyond that, it can also locate nearby ores. Disintegration Rod - Sold at traders. This removes 1000 hits from any vein (no ore is provided), or instantly destroys a cave wall (like the Disintegrate spell). PMK Wagons, Banners, and Flags - Art from PMK's in Wurm Online can be crafted specifically. Like the art from The Crusaders? You can make it here, then mix and match that with an Ebonaura wagon. Chaos Crystals - This is a volatile crystal that can be infused on items for a variety of outcomes. It can increase rarity, or destroy the item outright. Uses the Soul & Mind characteristics. Enchanters Crystals - This crystal can adjust the enchant properties of an item. Uses the Soul & Mind characteristics. Mass Storage Unit - A massive storage unit designed to hold multiple BSB's, FSB's, chests, and crates, all in one neat window. Arrow Packs - Craft 40 arrows and a quiver into an arrow pack. Improve the arrow pack, then unpack to receive a quiver with 40 arrows of the QL of the arrow pack. This also transfers any enchants from the Arrow Pack to all 40 arrows. Meditation Reworked The timer between Meditating skill gain has been changed from 30 minutes to 1 hour. With this change, I've also corrected a bug/issue (existing in Vanilla WU/WO) where players could go on cooldown and not receive their skill gain tick. Skill gain for meditation has been significantly increased overall. Meditation tiles no longer require a flat area under conditions such as near water, rock, etc. Instead, you can meditate on any tile for the following paths to advance or obtain your path: Insanity: Any tile in a mine. Knowledge: Any sand tile. Power: Any rock or cliff tile (on surface). Hate: Any mycelium, infected tree, or infected bush tile. Love: Any grass, tree, or bush tile. Beyond this, the following changes have been made: Path of Insanity's Shield of the Gone has been removed. Path of Insanity now grants a permanent action timer haste starting at level 7. Action timers are reduced by 2% for each level after 6. This will grant a total of 12% reduced action timers at path level 13. Path of Hate's 50% damage against animals and humans ability has been removed. Path of Hate now grants a permanent scaling increase to walk/run speed starting at level 4. Speed is increased by 1% for every level after 3. This will grant a total of 9% increased movement speed at path level 13. Path of Power's hidden body stamina bonus now scales from level 7 onward instead of being locked to level 11. You now gain 5 hidden body stamina per level after 6. Path of Knowledge skill gain bonus now scales from level 7 onward instead of being locked to level 11. You now gain 5% increased skill gain per level after 6. Quality of Life Fatigue Action Override - You can now make fatiguing actions from vehicles and mounts. Improve from a horse. Build from your wagon. Sow from your cart. You no longer need to "be on solid ground" to do that anymore. Vehicle Auto-Deposit - While performing gathering actions from a vehicle, you will automatically store the results in proper containers in your vehicle. This applies to mining, woodcutting, and digging. It will deposit bulk items into Bulk Storage Bins that are loaded into the vehicle if they exist and have space. It will deposit bulk items into crates if there are no valid Bulk Storage Bins to deposit them into. It will deposit any items that do not fit in the above directly into the hold of the vehicle. This includes gems. Sorcery items can now be split into their individual charges. Inventory groups can now have sub-groups for further inventory organization. Logs now take up significantly less volume in bulk containers. Leather and Logs can now be combined, allowing you to save a good enchant. Rarity system has been significantly improved. Fantastic items are now more attainable. Shields can take less than 0.01 damage when you block. Added a "Receive all mail" button to mailboxes. It will automatically accept up to the first 100 non-CoD mails that were sent to you and place them directly into the mailbox. Added an "Unequip all armour" button when interacting with equipped items. It will... well... unequip all your armour. Food and drink timed affinities are now universal. If you get a Fletching affinity from a drink you make, so will everyone else. Furthermore, food affinities have been improved from 10% to 30%. Cooking is a valid profession. Damage taken by items over 90 have been re-scaled. An item improved to QL100 is immune to damage and will never decay. Loot Assistance messages are broadcast when a unique creature is slain, randomly ordering participants for loot distribution (if it's wanted by the slaying group). It also displays rough estimates of how much damage each player did to the creature. Creatures born on enchanted grass have a random trait removed immediately on birth (like an auto-genesis). Mailboxes, Trash Heaps, Altars, and Bell Towers can be loaded for transport. Body action to check your bank balance. Exhaustive Mod List Armoury - Bugfixes and adjustments to weapon, armour, and combat. AshProduce - Forges now produce ash while burning. Better Digging - Dig directly to your cart or wagon. Dropped on the ground if not on a vehicle. Better Farming - Perform farming actions in a small area as skill increases. Bulk Items Separated - Items are sorted by quality levels when deposited in bulk storage bins. Careful Harvest - Allows you to replant your crops automatically upon harvest. Craftable Pauldrons - Create unique pauldrons using various skills. Crop Mod - Fields do not wither. DiscordRelay - Allows server chat and events to be broadcast to Discord, and vice-versa. FireBurnTime - Shows the remaining burn time more accurately on lit containers. Harvest Helper - Minor adjustments to improve harvesting. Hitching Post - Item that allows you to hitch your animal in place. Hitch Limits - Improvements to creatures hitched onto vehicles. HotS Fixes - Bugfixes for Libila. Highway Portals - Create portals to instantly transport to deeds connected via the highway system. Inbreed Warning - Warning message when attempting to inbreed. Increase Merchant Items - Merchants can now hold up to 90 items. Kingdom Offices - Bid for kingdom titles in a PvE environment. Kingdom Stuff - Allows creation of kingdom and PMK-specific items for player use. Meditate Mod - Guarantee meditation success, no 10 tile movement. Move Mod - Adjustments to movement speeds of vehicles, mounts, and boats. Move To Center - Provides an action that allows you to move items directly to the center of a tile. Mycelium - Minor fixes to the spread of mycelium. No Holy Ground - Allows construction within the vicinity of white and black light. Server Packs - Allows custom graphics to be displayed from the server to clients. Server Player Counter - Corrects the server player count on the server list. Server Tweaks - A suite of various bugfixes and tweaks for Wurm Unlimited servers. Sindusk Library - Required for various other mods. Spellcraft - Various bugfixes and gameplay adjustments involving deities, faith, and spellcasting. Spell Mod - Priest restrictions removed. Stable Master - Allows conversion of creatures into tokens that can be redeemed. Starter Gear - Adjusts the starting gear of new players. Tabard Mod - Allows players to create kingdom-specific tabards to wear. Taxidermy - Players can create kits to keep corpses as decorations. Three Dee - Tables and other decorations can now have items placed on top of them. Timer Fix - WoA/BotD function properly with increased action timers. Trader Mod - Adjusts items stored on traders. They will now hold 50 sleep powders at all time. Treasure Hunting - Treasure maps that can be hunted down and opened for great rewards. Wyvern Mods (Adjusted) - The collection of mods designed for Wyvern Reborn. This will be adjusted and tweaked heavily to work with the new server. Revenant Arena (PvP) Revenant Arena The arena is seamlessly tied in with the Revenant PvE map. Items and skills will transfer from Revenant to Arena. You can sail from any border of our PvE map to the Arena through plot course. Alternatively, you can use the Arena teleport to enter and retreat from the Arena server. More details below. 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. You can also opt to respawn directly to the PvE server. Zero-Risk PvP Players do not drop their items upon death. Instead, any repairable items take heavy damage. This excludes items without the ability to be "repaired" such as food, ropes, cotton, etc. Resurrection stones now protect players from losing skills or affinity on death. If the killing player does not get an affinity because a resurrection stone was used, they will instead get silver for killing the target (from the King's Coffers via the amount paid for the Resurrection Stone). These changes make it very minimal risk to participate in the PvP server. The spoils of victory is the objective you're after, and not the loot of the opponent. 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 (40-80 power), 2-3 caches, currency, seryll/sleep powder, 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, sleep powder, seryll, 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. Arena Teleports There are two body actions that can be performed: Arena Teleport and Escape the Arena. Arena Teleport can be used from the PvE server. It requires 1 minute of uninterrupted channeling to perform. During the channel, the command will display messages that you should absolutely read and interrupt the action if you don't like what you see. Upon completion, the teleport will transfer you to the Arena server. Where you end up depends on a few conditions. If you are a citizen in a village, it will transport you to the village token. If you are not in a village, it will select a random location on the map to transport you to. The random teleport is conditional. You will not end up in water, you will not end up on a cliff, and you will be outside of local range of any existing villages. Otherwise, the location you end up in is completely randomized. On the other side, we have the Escape: Escape the Arena can be used from the Arena server. It requires 3 minutes of uninterrupted channeling to perform. Enemies entering within 80 tiles of your location will interrupt & block your escape. When successful, the escape will transport you to the PvE server. The location, again, depends on a few conditions. If you are a citizen in a village, you will again be transported to your village token. If you are not in a village, you will be transported to the token of the starter town. Any server-bound items, such as artifacts, sorcery fragments, or key fragments, will drop where you escaped from and remain on the Arena. Important: These teleports are being added as an experiment. If they begin to cause more trouble than they're worth, they will be removed. Arena Respawn Respawn has been completely reworked on the Arena server. Upon death, you will now get a new screen asking you where you'd like to respond. In all cases, you will have 2-3 options. The default option selected is the token of your PvP village, if you're a citizen of a village. This will obviously not be an option if you have no village. The second option, which is default if you are not part of a village, is a random location. This will select a random point on the map to spawn you. This will not be in water, on a cliff, or within local range of any existing villages. Finally, there is a button to return directly to the PvE server. Selecting this will transfer you back to PvE and give you the default respawn window, allowing you to select to spawn at the starter deed, your village, any existing allied villages, etc. Sorcery Fragment Combination Sorcery fragment combination is now available. To start combining your sorcery fragments into a sorcery, you must visit the White or Black altar on Arena. You're required to have at least 2 fragments in your inventory to begin. Right-click the altar and select "Combine sorcery" to begin the process. This will start a 5 minute action timer and announce to the server you are beginning to combine fragments. You cannot move, enter combat, or take damage during this 5 minute period. Doing so will stop the action and you'll have to start over again. Upon completion, 2 fragments from your inventory will combine. The fragments will be renamed with [#/10] at the end to indicate how complete they are. If you have 10 or higher total fragments, they will combine and produce a random sorcery with 2 or 3 charges. If you combine two fragments with a total of over 10, for example a 6/10 and 8/10, they will produce a new fragment after the sorcery is complete with the remainder. In this example, you would receive the sorcery and a 4/10 fragment. Deed Mechanics Deeds can be placed at any location on the map, regardless of influence. There is a minimum distance of 100 tiles between any two deed tokens. Kingdom titles will be obtained identically to how it's done on Revenant: 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 Global Damage Reduction - Players (and their pets) take reduced damage from other players (and their pets). This allows for more drawn out and tactical fights. 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. Champions Disabled - Champion player system is completely disabled on Arena. 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 - Kills, deaths, and depot captures are tracked and openly displayed on the Leaderboard system. Supply Depot (Red Beam): Material Overhaul: In-game Leaderboards: Main Leaderboard selection screen: Opt-Out players show up as "Unknown": Special leaderboards including total overall skill level and highest actual skill levels: Full Discord Integration: All in-game chat channels: #gl-freedom: #event: #arena: #deaths: Skill Gain Algorithm & Comparison:
  18. New Mod/Library: Sindusk Library This is a library/backend functionality I've built for stability of my mods. This will be required to be installed for some of my mods to work from now on. Installing it does nothing to the server directly and makes no changes, it is simply there as a resource for the other mods. The requirement here has the added benefit of providing extremely detailed messages when something using the library isn't working. If a WU update or mod conflict breaks something, it now logs a "SEVERE" message that is easily searched in the logs and identifies what broke, why it's broken, and what it was attempting to do. If you install a mod requiring this library and no SEVERE messages are logged, it's safe to assume the mod is working properly. Armoury Now requires Sindusk Library. If you had a configuration file, you will need to go through and make identical changes in the new one. Sorry for the inconvenience. Disabled the critical strike on non-player option (for now). It is not working in 1.6. BetterCombatLog Marked outdated. It no longer works with the current version of Wurm after the multicolor line segment additions. However, I'd really like to revisit this mod and improve it with the new technology. Libila Fixes Depreceated & Removed. Merged into ServerTweaks. ServerTweaks Now requires Sindusk Library. If you had a configuration file, you will need to go through and make identical changes in the new one. Sorry for the inconvenience. Heavily re-written backend to split into dev commands, bug fixes, and gameplay tweaks. Mod Merge: Libila Fixes. All of Libila Fixes changes have been rolled into 3 options for ServerTweaks: fixFreedomMycelium, enableFreedomLibila, enableFreedomDarkMessenger. Mod Merge: SkillGainControl. The characteristicDivider option from SkillGainControl is now available in ServerTweaks as characteristicDivisor. Mod Merge: TaxConfig. The gracePeriodDays and increasePerDay options are now available in ServerTweaks as taxGracePeriodDays and taxPercentIncreasePerDayGone. New Feature: Moon Metal vein fix [Bugfix]. This stops moon metal veins from being capped at 50 hits. This performs the same fix as Moon Metal Mining by Webba, but uses string replace instead of bytecode manipulation, making it more resilient to breaking through WU updates. New Feature: Rarity window adjustments [Gameplay Tweak]. You can now modify the chance of fantastic, supreme, and rare rolls during a rarity window. These can be configured in the properties file. New Feature: Item based food affinities [Gameplay Tweak]. This makes food affinities based on the item instead of the consuming player. The reason to do this is to allow players to sell well-cooked food with good affinities. New Feature: Bank Balance action [Gameplay Tweak]. This gives an action usable from your body or hand that will tell you your bank balance instantly from any location. New Feature: Spawn Teleport action [Gameplay Tweak]. This gives an action that can be used to teleport to the spawnpoint. SkillGainControl Depreceated & Removed. Merged into ServerTweaks. Changes to 1.6 made the reason for this mod defunct, as characteristic gain above skill level 31 is no longer soft capped. For compatibility sake, if you used this mod before and want to keep your characteristic gain rate the same, please use ServerTweaks new option characteristicDivisor and put the same value. The whole rest of ServerTweaks can be disabled to have no impact on your server if you only want to use this feature. Spellcraft Now requires Sindusk Library. If you had a configuration file, you will need to go through and make identical changes in the new one. Sorry for the inconvenience. Updated to WU 1.6 Beta, fixing a runtime crash when using enchanted items. New Feature/Mod Merge: Statuette Tweaks. You can now allow the QL and rarity of the statuette you cast with matter. QL will add to the bonus roll of casts (like a faith zone) and rarity will apply bonus power to the resulting roll. This feature can be configured or disabled from the properties file. These changes were originally created for Wyvern Reborn in a separate mod by Xelat. Tax Config Depreceated & Removed. Merged into ServerTweaks. All of the other ServerTweaks changes can be disabled from the properties file. If you only wanted to use this, please install ServerTweaks and configure so it's the only thing activated.
  19. 1) It is still functional with the current release of Wurm Unlimited and the latest release of Ago's mod launcher. 2) You have my permission to do whatever you like with my mods.
  20. As a side note, after looking at it a little, I did actually code it so it will work for other kingdoms GL chats as well, so if you have kingdom based servers adding a #gl-hots channel for example should also work. The name of the channel in discord should match the name of the channel in-game exactly, all lowercase. In case you see that error again, it would be caused by someone chatting in a "GL" chat of a kingdom that has no channel on Discord. It wont crash the server or break the bot, though - it's mostly a harmless error.
  21. You'll need to add a #gl-freedom channel to your discord.
  22. It goes on every server and will not duplicate. The mod no longer has anything to do with something being a login server or not. When a player sends a message, the server that the player is on processes the message through the DiscordRelay that's on that current server to send the message to Discord. If a message is sent from Discord, each server individually processes it and adds a message to their own GL-Freedom channel directly instead of "broadcasting" the message as a global message. This prevents duplication of the messages entirely. If the login server is offline, and a message is sent on another server, it will still relay to Discord if the mod is installed on that other server. Equally, any server running the DiscordRelay mod will have any messages from Discord processed to their GL-Freedom channel.
  23. Here's a re-write I did that no longer echos at all. However, it only works for GL-Freedom. You would need to edit it a bit if you wanted to make it do something else (like other kingdoms). Here's that code compiled and repackaged slightly: You'll need to edit your properties file with these changes as well to make it work. Your existing properties will function with these changes: classpath=*.jar,libs/*.jar sharedClassLoader=true
  24. Supply Depots Depots now spawn 5 hours after the previous one spawned. This is changed from the previous 2 hour timer. Arena Cache rewards have been slightly tweaked: It will now award 2-4 loot caches, up from 1-3. Added 10% chance to contain a random HotA statue. Added 3% chance to contain a random sorcery with 1 charge. Added 0.1% chance to contain a Key of the Heavens, allowing a player to ascend to godhood. If you obtain a Key of the Heavens, you will be able to do the following: Choose whether to be white light or black light. Select up to 5 spells of your choice to add to your faith. Select up to 2 passives excluding Warrior to add to your faith. Minor Changes Treasure maps now reward slightly fewer caches in higher QL maps. Disabled the ESP counter on the PvP server by default.
  25. This is caused by trying to use a name which is already in use, yet the character has not been fully created. For the time being, I'd recommend trying a different name and then having a GM assist you with a name change.