Sindusk

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Everything posted by Sindusk

  1. It "devalues" drake & dragonscale, meaning players who purchased it with real money would lose out on some of that investment by making it weaker. I don't know for sure if that's correct, but it's what I'd be thinking from a developer standpoint.
  2. I'm going to contest that a little bit. Here's literally the one change necessary to make it so armour DR from Epic transfers to Chaos as well, without affecting freedom: Apply that to a few other parts in the code and it actually wouldn't take more than a few hours to make all the changes Chaos players want without affecting Freedom.
  3. Quick question. Why can't Chaos have different armour settings than the Freedom clusters? Sure the gear can transfer, but that doesn't mean they can't function differently on each server.
  4. I've fixed a lot of the bugs. Also, you may want to decrease the difficulty of maps in the configuration. mapBaseDiff=60.0 Set this to a lower value if you want to obtain higher QL maps on average.
  5. New Mod: Automata (By Nekoexmachina) Sick of digging clay yourself? Tired of making bricks for that project you want to complete? Need a hand but nobody is willing to help? This is the solution. Presenting Automata, the first automation mod for Wurm. Using a combination of magic and machinery, you'll be able to have devices perform mundane tasks for you automatically. For the initial release you'll be able to have the device dig for you (peat/clay/moss/tar only) or churn out bricks from shards (including non-stone bricks such as sandstone etc.) Here's an introduction guide to get you started: To begin, you'll need a Strange Device. This can be created through Fine Carpentry started by large nails and a plank. Finish with 2 ribbons, 3 large chain links, a log, and 4 planks. The recipe is available in the Crafting Recipes window. Next, you'll need to awaken the device. A new spell, Labouring Spirits is now available to all gods to accomplish this task. Labouring Spirits is one of the hardest enchants to cast, at a whopping 90 difficulty and requiring a draining 120 favor. Casting this spell is not easy, but once you've got the spirits in the device, it will be set up to proceed. Step two, you'll need to power the device. The desired source of power for these devices is favor from vesseled gems, which supply power equivalent to the stored favor. This power will drain during operation. To keep the device running, you'll need to supply it a steady stream of vesseled gems. Finally, before the device can begin working, you'll need to give it a tool to work with. The two currently implemented tools are shovel and chisel for their respective tasks. Furthermore, the spirits are picky, and require a rare or above tool to be satisfied. Please note that giving the object the tool will "consume" that tool and it can not be extracted from the device afterwards. Now your device is set up to work. To dig, simply move the device onto a patch of clay, peat, moss, or tar. Supply it with a small or large crate somewhere nearby to deposit the resources, then activate it. To chisel shards into bricks, supply a bulk storage bin with the shards near the device. Also supply a nearby small or large crate. Upon activation, it will take shards from the BSB and deposit them in brick form to nearby crates. If you get confused anywhere along the way, simply examine the strange device to get some information about what the device needs next. I've done my best to make this mod approachable, but due to it's innate complexity, there may be some confusion in how to get it started and operational. I hope players will work together and share information they discover with eachother to assist others. Any suggestions you have are welcome. New tools are planned for further automation features. Any feedback on how accessible this mod is and changes you'd like to see are welcome. This mod is very early in development and issues may arise. Please report them in the discord #general or #suggestions channel. If anything significant arises, I'm not opposed to deploying a hotfix patch during the week to resolve it before it becomes an issue. New Spells: Jewelry Enchants Each god now has their own unique enchant specifically for rings and bracelets. These enchants do not stack with themselves. If you are wearing two rings with the same enchant, they will not stack. Instead, it will use the higher value. These enchants are extremley hard to cast. They should be considered a luxury item, not a necessity. They have a baseline 80 difficulty, and the cast is further reduced based on the quality of the target item. If the ring is low quality, the power will almost always be low as well. You can only have one of these enchants on a ring. Furthermore, these can also be cast on bracelets. If you opt to not use armor sleeves, you can potentially obtain all four god's bonuses. Fo - Endurance: Reduces stamina loss. This has no conditionals and will work at all times, whether you're improving items, digging a road, or simply moving. Vynora - Industry: Improves skill checks. This applies to a great deal of actions and will allow you to improve a little bit higher, parry a little bit more often, get higher average ores while mining, etc. Magranon - Prowess: Increases Combat Rating. This affects your ability to hit and evade in combat. Libila - Acuity: Reduces favor cost. This effect only applies to spells with a favor cost over 10. New Spell: Efficiency (Magranon) Efficiency is an enchant applicable to any enchantable item, including tools, weapons, etc. Efficiency reduces difficulty of skill checks when using that item. This applies to a great deal of actions, including getting higher average ores with a pickaxe, blocking more often with a shield, and creation chance when making items with an anvil. Magranon unlocks this spell at 50 faith. It requires 50 favor to cast and has a difficulty of 60. It has no cooldown. Efficiency has negating interaction with Blessings of the Dark and Circle of Cunning. If either of those enchants exist, you cannot cast Efficiency, and vice-versa. It does stack with Wind of Ages, Nimbleness, etc. Healing Spell Rework All healing spells have been completely recoded from the ground up to function more cleanly. All spells now have improved messages for both the caster and target, giving better details about the wounds healed and which spell was used. Fixed duplicate messages when you cast heals on yourself to reduce event spam. Power is now accounted for in all healing spells meaning better channeling will make your heals stronger than before. New System: Healing Resistance All spells now share a healing resistance debuff. Whether you're using Cure Light, Light of Fo, or Scorn of Libila, they will all work off the same resistance. Resistance to healing is no longer a pass/fail. Instead, the resistance now reduces the amount of healing done. The debuff will be shown as "Heal Resistance" on your buff bar. The higher the duration of the debuff, the less effective heals will be on you. When approaching about ~30 minutes of healing resistance, heals are almost completely ineffective. This healing resistance system affects both players and creatures. That includes pets. The healing resistance system only affects spells. Bandaging wounds, life transfer, farmer salves, and other healing effects are unaffected. Cure Light/Medium/Serious These spells now have a base healing amount and a scaling healing component based on power of the cast. When the spell completes, the message now includes what type of wound was healed (Acid, Bruise, Poison, etc.) All of these spells have a potential higher than their previous amount of healing done (by about ~50%) when the cast power is high enough. Low channelers may see up to a 50% decrease in healing done per cast. Fixed a bug where Path of Love's healing hands was doubling healing instead of applying the proper 50% increase. Heal (The Spell) Heal no longer guarantees a full heal on the target. Instead, it now creates a "healing pool" with a base amount and scaling component based on the power of the cast. It will prioritize wounds it can fully heal first. If it sees a wound it can heal, it heals it completely then removes the amount healed from the healing pool. When there are no longer any wounds it can fully heal, it picks a final one at random and heals it with the remainder of the healing pool. Healing resistance is not applied until after the effect of the spell. Spells will not be hit by resistance mid-spell and when you cast on someone with no resistance, they will get the full benefit of the spell from start to finish. Players with low channeling may not be able to get a full heal off this spell anymore. The minimum is somewhere around ~50% of total health with a low cast and a poor cast. The new maximum is about 150% of health, allowing skilled channelers to perform a full heal even at ~33% of healing resistance (about a 10 minute debuff). Players with Path of Love's healing hands will obtain a 50% larger healing pool with Heal. Light of Fo Radius of Light of Fo is now more reliable. Instead of poor casts only applying a heal to players within 1 tile of the caster, the minimum range is now 3 tiles in every direction (7x7 total area). This radius can go higher, nearing 5 tiles in all directions (11x11), with stronger casts. Amount of linked players is no longer a factor in radius. When a player is healed by Light of Fo, it will now display a toast message telling them who casted the Light of Fo that healed them. Light of Fo no longer simply selects 5 random wounds and heals them as much as possible. Light of Fo now creates a total "healing pool" from a baseline healing amount and scaled via cast power. A new healing pool is made per target of Light of Fo. When a proper target is found to be healed by Light of Fo, it will find any wounds which have more damage than 1/5 of the healing pool. It makes these wounds priority wounds. The first effect it will do is to heal all priority wounds with as much power as it can spare (1/5 of the total healing pool). When finished with the priority wounds, it will start selecting wounds at random to heal with the remainder of the healing pool. If it can heal it fully, it will, then select another wound. If not, it will heal it as much as possible then finish the spell. Light of Fo can still only heal a maximum of 5 wounds on a target. As soon as a 5th wound is touched in any part of the spell, it will stop all operations and finish the spell. Healing resistance is only applied after the full spell is done, meaning players will not have their wounds resist healing during the spell process. Path of Love's healing hands now functions on Light of Fo, granting a 50% larger healing pool. Fixed a bug where Light of Fo would play the healing effect on players even if they had no wounds to heal. Scorn of Libila Scorn of Libila's radius now works identically to the new Light of Fo's radius. Scorn of Libila now also uses a "healing pool" similar to the new Light of Fo and Heal spells. However, Scorn of Libila has one healing pool for all nearby targets. This makes it less effective at healing larger groups. The damage component of Scorn of Libila adds to the overall healing pool for the spell. The damage component is always done first, so hitting more targets will provide more total healing. Healing from Scorn of Libila now selects targets identically to Light of Fo. This means it will no longer heal untame horses and neutral creatures. Players affected by the healing component of Scorn of Libila will get 1 or 2 toast messages displaying which wounds were healed from Scorn of Libila and who the caster was. The healing from Scorn of Libila works in reverse order from Light of Fo. It will select the lowest wounds and make them a priority to heal. If it can fully heal the first wound with the remaining pool, it will do so and move onto the next largest wound for that target. Scorn of Libila can heal a maximum of 2 wounds per target. This mechanical change to Scorn of Libila makes it very effective at healing low wounds across many players, or high wounds among a few players. It can no longer simply heal 2 wounds on every nearby player (for example from a unique AoE) on everyone in the area. It will run out of healing pool and players will go unaffected by the Scorn. These mechanics also make it very simple to counteract the effectiveness of Scorn of Libila in PvP. Adding smaller wounds through minor spells or enchants which separate wounds will become a critical weakness for Libila players, since Scorn of Libila now only targets the lowest wounds. Healing resistance is only applied after the full spell is done, meaning players will not have their wounds resist healing during the spell process. Finally, the overall healing pool of Scorn of Libila increases by 50% for players with Path of Love's healing hands effect. Titan Reward: Titanforged Titans previously gave an item with Efficiency from their titan caches. It used to stack with all other enchants including BotD, LT, Nimbleness, etc. Now that Magranon has Efficiency as a spell, something new had to be introduced for Titans to replace it. Previously, I was against revealing rewards so that there was a mystery to uncover. Unfortunately, it seems that people are unwilling to challenge themselves to earn an unknown quantity. So here's what a titan cache will give you (each player who attacks the titan earns one after it's defeated): When the titan cache is opened, it will reward you with a random item made of glimmersteel or adamantine. If it's a wood item, it will be made from willow. The item is always going to be a useful item (tool/weapon), such as a small anvil, hammer, leather knife, short sword, etc. The item will have a randomized value of the new enchant Titanforged. Titanforged is a combination of Wind of Ages, Circle of Cunning, and Efficiency. Titanforged stacks with all other enchants and applies additively to other enchants, but at half value. For example, 100 WoA, 50 CoC, and 50 Titanforged on an item will act like it has 125 WoA, 75 CoC, and 25 Efficiency. Titanforged can only be obtained via Titans. Enchanter crystals will never add Titanforged to an item. Spell Changes Magranon has learned Circle of Cunning. Fo has learned Wind of Ages. Frantic charge duration has been multiplied by 20. This brings it up to equal durations of other buff spells such as Truehit and Excel. Rebirth no longer works on the corpses of unique creatures. Oakshell has been adjusted to fix an error created through a bugfix a long time ago. The armour it provides should be roughly half of what it was prior to this update. This applies to player-casted oakshell only. Rewrote the Replenish spell code which should hopefully solve most of the bugs with it and potentially introduce others. Such is the way of coding. Unique Regeneration Uniques no longer have the natural regeneration associated with most creatures, and has been placed on a new regeneration system. Removed the regenerative property from all uniques. They will no longer have wounds heal lightly at random intervals. Uniques will no longer have wounds tick healing 10 minutes after being applied. Now, uniques will regenerate a static amount every second. This changes the game plan for uniques from "kill it within 10 minutes" to "outdamage the regeneration" - if you're slowly whittling away at a unique dealing 2% of its health per minute through the regeneration, you'll be able to kill it after 50 minutes of combat without getting "reset" at the 10 minute mark. I've done my best to attune the regeneration to match the healing previously done at the 10 minute mark. They should heal 100% of their full health bar back every ~10-15 minutes. This means that if a unique was capable of being slain before, it should still be able to be killed after these regeneration changes, but the fight will take longer. Rarity Improvements Rarity windows now operate on bad luck protection similar to recently introduced treasure map finding. Rare materials now have a 5% chance to transfer rarity during improvement and creation actions scaled based on weight used. This applies to any combinable resource used to create an item or improve an item. For example, using a rare lump will have a 5% total chance to transfer its rarity over the 1kg it has. The chance is modified based on the amount used to improve or create with. For example, if you use 0.1kg of supreme lump while improving your pickaxe, that improvement action (if successful) will have a 0.5% chance of turning the pickaxe supreme. This makes it so that combining rare materials is no longer detrimental to obtaining rares. When you combine up a 40kg rare iron lump, consuming it to improve would net on average 2 rares via improvement. Furthermore, creating items using rare components such as handles, blades, nails, planks, etc. are now much better as well. The following system only applies to items which are created in their entirety from two consumable resources. For example, using a rare handle and a rare sword blade to create a sword would use this system. Using a rare anvil and a rare lump will not use this system, since the anvil is not consumed in the process. Metallurgy does work. Using rare charcoal with rare iron will produce rare steel, for example. When the item is created, it will roll randomly between the two rarities of the resources used to create it, distributed equally. For example, using a rare handle with a supreme blade will give a 50% chance at a rare, and 50% chance at a supreme. Using a normal handle on that same supreme blade would yield a 33% chance at normal, 33% chance at rare, and 33% chance at supreme. Using a fantastic handle on the supreme blade would offer a 50% chance at supreme, 50% chance on fantastic. If both items are the same rarity, it completely guarantees that the resulting item will be the same rarity. A fantastic handle and a fantstic blade will always create a fantastic sword. Treasure Maps New System: Guardians Each chest now considers the ambushing mobs as "guardians" Slaying all guardians will reduce the quality of the lock on the chest significantly. Uniques spawned in this fashion are not considered guardians. Leading the unique away and then slaying the remaining guardians will count as having slain them all, and reduce the lock of the chest. Lock quality has been nearly doubled across the board. It will be much harder to lockpick a chest without killing the guardians now. This increase in quality extends past 100QL, and the locks contained on maps above 80QL can now be above 100. Nearing 90QL, the resulting lock will be over 120QL, which becomes entirely unable to be lockpicked without slaying all guardians first. Unfinished PMK wagons are far less likely to be the unfinished rare in a chest. The new unfinished PMK wagons (Legion of Anubis and Valhall Descendents) are now available as potential unfinished rares in treasure chests. New rare items can now be found. Mod Updates 3D Stuff v0.14 (Bdew) Fixed issue that caused ghost items to be left when removed from surfaces for some special items Added high bookshelf, coffer and cupboard as surfaces Fixed players being able to turn placed items without permission Added fine high chair to surfaces Highway Portals (Bdew) Fixed particle effect sticking around when portal is deactivated by village disband/resize Randomized teleport location a bit to prevent things (e.g. carts) being stuck on top of each other Miscellaneous Blades smithing titles: Bladesmith (50), Renowned Bladesmith (70), Master Bladesmith (90), Legendary Bladesmith (100) Weapon heads smithing titles: Headsmith (50), Renowned Headsmith (70), Master Headsmith (90), Legendary Headsmith (100) You can now make subgroups in inventory groups. Being a commander or passenger on a vehicle now incurs a 30% combat rating penalty. This does not apply to mounts, only vehicles such as carts, wagons, boats, etc. Mining gems, source crystals, salt, and flint will now automatically be inserted into BSB/FSB/crates/the hold of your vehicle while mining from a vehicle. If it is not a bulk resource (like a gem) it will just go to the cargo hold of the vehicle. Chaos crystals can no longer be infused into unfinished items. Leather and chain barding now have a slightly lower movement penalty for equipped mounts. Reaper and Spectral Drakes now have slightly less damage reduction. This should make them more reasonable to fight in smaller groups without pets. Unique & Rare bloodlust has been reduced from 5% to 3% per attack on a pet. Kingdom offices now require a bid of 25% more than the previous highest bidder in order to take office. Humanoids can no longer be hitched to vehicles. Existing humanoids will be automatically unhitched. Missions will now be more intelligent about what they select to spawn for creature-based missions (sacrifice/slay/traitor). Worg mounted speed has been reduced. Food fill and Timed affinities are reduced by 50%. This means you will fill half as much but also gain half the timed affinity as before. You will be required to eat twice as much of your food after this patch to obtain previous results. Opulence affinity timer bonus reduced from 1.0% to 0.25%. Opulence is very easy to cast and foods last a long time. Opulence should only provide a mild bonus, not double effectiveness. Fixed a bug where mount speed was not being affected by speed modifiers such as web armour and frantic charge. Fixed an issue where mount speed was being affected by vanilla weight limits (body strength) instead of the new, higher, modded weight. Fixed a server crash involving PvP missions targeting guard towers.
  6. Yeah this is correct. I plan on updating Armoury in the near future. It's been horribly left behind. Your fix is correct.
  7. As a modder and server owner familiar with this mod, I can confirm this is true. There are many cases where players have transferred creatures only for them to instantly die when redeemed on the other server due to the fact that the "care for" property on creatures does not travel either. While StableMaster is a great mod that enables a great feature to be used, it's a quick solution to a complex problem.
  8. Creature Sizes Adjusting creature sizes so all creatures were affected was a mixed bag, with some enjoying it and others despising the fact that their hitched creatures were too large. Horses, Hell Horses, Chargers, and Wyverns now have the size modifier from conditions applied at 20% effectiveness. Added some new code that was recently introduced to the size modifiers that affects creatures under very specific conditions. Slow creatures are now less huge. Timed Affinities While the food affinity changes in the last patch were a great step forward, it caused an issue where QL of meals didn't actually really matter. Eating 5 bites of a 10QL meal giving 1 minute per bite would end up at 5 minutes of affinity with 3% food bar filled, meanwhile a single bite of a 50QL meal grants 5 minutes of affinity and fills 3% as well. To compensate for this, I've adjusted the line for how much food fills up a player so you're filled more by low QL food, and less by high QL foods. This should have 2 positive effects. Players who do not want to interact with the food system that much (low cooking skill and don't cook often) should be able to fill their food bar by cooking less. Meanwhile, players seeking timed affinities can now get more affinity per bite of food at higher QL levels, making higher QL food even more desirable for skillers. I've added a chart demonstrating the change for amount of fill per bite of food at the bottom of these notes. The line reaches equilibrium at ~35QL. Miscellaneous Fixed an issue where Magranon's 25% damage bonus would reduce the damage bonus from aggressive fighting skill. Fixed Fire Crabs not having corpses and dropping creepy eyeballs when they died instead. Fixed Fire Crabs not being able to be tamed. Fixed some wogic which was interfering with Harden and making enchanted tools take more damage.
  9. New Creature: Fire Crab Fire Crabs now naturally spawn in sand biomes. These creatures are fairly weak, similar to crabs but perhaps slightly stronger. Timed Affinities (Food) The Problem: It's become common practice for players to have high-quality meals cooked and then take a single bite from several different affinities before grinding. This left food weight having very little impact and gave no reason to eat more than 0.03kg of a food every hour or so. Timed affinities from food no longer grant 10x duration from the first bite. Every bite now has the same duration. To compensate for this change, duration per bite has been doubled. Food that used to give 40 minutes on the first bite and 4 minutes for each one after will now give 8 minutes per bite. Opulence now extends the duration of timed affinities from food by 1% per cast power. A food that would give 8 minutes per bite with a 50 cast opulence will instead provide 12 minutes per bite. These changes are intended to encourage players to eat the kind of food they most intend on skilling, instead of taking one bite from half a dozen foods then fasting for an hour. If this effect is not achieved by these changes, I will make further adjustments. Bloodlust System (Uniques & Rare Spawns) The Problem: Despite my best efforts by increasing damage done to pets and reducing pet combat rating based on owner soul depth, pets are still almost universally the most effective option for tanking uniques. This allows players to use cheese methods such as bringing a dozen corpses of strong creatures, then cycling two players constantly summoning zombie pets to tank the unique. Uniques will now begin to enrage/bloodlust when they damage player pets. Every time damage is dealt to a pet by a unique, the unique will gain a stacking 5% damage buff. In this way, for every 20 hits of damage they deal to pets, they will double their base damage. Bloodlust lasts 10 minutes after the last time the unique has hit a pet. The 10 minute window was chosen because that is the amount of time it would take for all wounds on the unique to heal. When the unique has calmed down, it will broadcast a message in a 50 tile radius stating that the unique has calmed down. When a unique hits 50% increased damage, a message will be displayed showing it is starting to enrage. At 100% increased damage, it will say it is enraged. The bloodlust damage bonus continues indefinitely. If you decide to just continuously throw pets at a unique, it will inevitably start 1-shotting everything. Probably including you with it's AoE attacks. To finalize all of this, pets will now deal 50% reduced damage to uniques. If you want a unique dead, form a group and kill it as a team. Just don't include a ton of pets in that team. The bloodlust system is designed to discourage excessive pet usage. While it is not perfect, I'm hoping it will at least solve this abuse case in the short term. I'll be looking at further improvements and wish to hear your thoughts about other ways to solve this problem. Sleep Bonus Sleeping in a bed now grants twice as much sleep bonus than before. The previous value was 24 hours = 1 hour of sleep bonus. This is now doubled to 24 hours = 2 hours of sleep bonus. Quality of beds now affect the amount of sleep bonus you obtain as well. For every 1QL of bed, you will obtain 0.5% more sleep bonus. This will grant 25% increase overall at 50ql, meaning 2 hours would turn into 2.5 hours. This change is aimed at players who do not have much time in a day to play. This should allow them to obtain more sleep bonus to make their limited playtime more rewarding. Leaderboards New Leaderboard: Uniques Slain - Displays how many uniques each player has slain. Unfortunately, this will not apply to retroactive kills before this update was applied. Limited to top 20 entries. New Leaderboard: Titans Slain - Displays how many titans each player has slain. Like the uniques leaderboard, this will also not apply retroactive kills from before this update. Limited to top 20 entries. Both of the new leaderboards ignore opt-in status. This information would be obtainable with enough effort in tracking it through the Discord messages regarding slayers, anyway. Arena Sword of Magranon damage decreased from 15.0 to 7.5 Sceptre of Ascension damage decreased from 16.5 to 8.5 Hammer of Magranon damage decreased from 17.5 to 9.5 The above artifact changes were made with the consent of the owners as an effort to reduce their impact on the balance of the PvP server. All combat damage dealt in player vs player or player vs pet combat has been halved on Arena. This essentially applies a 50% multiplicative damage reduction to all PvP combat. Fixed a bug where the Crown of Might would give the CR bonus aura to enemy players. Fixed a nasty bug where players could get stuck inside of structure doors/gates if they were animated to open by an enemy, then attempted to be passed through. Now, it will simply let you through the gate instead of glitching you in place forcing a relog. Crystals Crystal caches now grant several more crystals and their quality will now be moderately higher, more closely reflecting the QL of the cache. Crystal combination has been adjusted pretty significantly. Combination timers are now faster. Combination timers now use Mind Logic. With higher Mind Logic, your combine actions will be faster. Combination success chance is now reliant heavily on Soul with difficulty reduction from Mind. Combination of lower-tier (normal/rare) crystals has become easier. Combination of supreme/fantastic crystals has become more difficult. Chaos crystal infusion is now easier overall. Difficulty has been reduced baseline and more difficulty has been added per rarity level, evening out at fantastic quality. The target item quality level now has less effect on the difficulty of infusion, allowing lower QL items to have a higher chance of successful infusion. Chaos infusion now uses Soul with difficulty reduction from Mind. Enchanter crystal infusion has been adjusted slightly. Enchanter crystal infusion is now significantly less difficult baseline. Difficulty will now increase based on how many enchants are on the target item. This will reach equilibrium with the previous difficulty at 4 enchants, then proceed to get harder than before with more than that. Switched the order of power checks for some of the effects to make them more "safe" to use at middling powers. Miscellaneous Court Rustfiend (Kingdom Title): Now increases speed of action timers for improving smithing-related items by 10%. Temper actions now use the speed enchant of the water for improvement timer calculation. Knuckles can now be crafted out of all metallic materials. This includes gold, silver, lead, zinc, tin, copper, and bronze. Rare spawns now grant a rift cache to all participants who deal damage. Warhammer base damage reduced from 9.55 to 9.4 Truehit and Excel now offer half their previous value in CR bonuses. They now give 1 CR per 60 power for offense (Truehit) or defense (Excel). Facebreyker and many other creature types will no longer be selected for epic missions. Bloodthirst damage calculations have been switched over to epic mechanics. Instead of a flat increase to damage per power, it now provides a multiplicative scaling increase to overall base damage, up to a cap of 30% more damage. This will make bloodthirst less effective on fast-attacking weapons and more effective on slow weapons by comparison to it's previous iteration. Players using high BT knuckles will notice a decent reduction in damage output, whereas players using warhammers/huge axes will likely benefit from this change. Creatures created by epic missions should no longer spawn in water, even if they're capable of swimming. Moon metal weight multipliers for win streaks in HotA on Arena has been removed. This will be re-enabled when competition returns to the Arena server. Treasure map rarity now scales treasure chest quality differently. It no longer adds flat quality and now increases the quality towards 100 by 25% per rarity. For example, an 80QL supreme map now gives +50% towards 100, which would make it 90QL. Alternatively, a 98QL supreme map gets the same +50% towards 100QL, resulting in 99QL. Log volume has been decreased to 1/4 of previous values. This means they will take up 1/4 as much space as prior to this patch. Unfortunately, this has a side effect of quadrupling the amount of logs currently existing in bulk containers. While this is not ideal, I consider this side effect mostly harmless and players can keep the 4x logs produced by this change. If you thought you had too many before, congratulations! You now have 4 times too many. Vehicle creatures can now have size multipliers based on their condition. Champion crocodiles, chargers, etc. will be quite large after this update. This change is mostly just a test to see how people feel about it. Blue wyverns can now be dominated. They can also now spawn female. Good luck finding one. Optimized some Discord Relay code so that player count on the bot is more reliable. Horse equipment now takes a dynamic amount of damage when being used by horses instead of a constant 0.01. Higher QL or Harden casted gear will take less damage over time. Updated 3D Stuff (bdew) to fix an issue where players could place invalid items on objects. Updated Bulk Separated (Nekoexmachina) to fix an issue where players could toggle sorting on bulk containers they don't have access to. Updated Cross Faith Link (Nekoexmachina) to fix an issue where two "Link" options were being displayed under some situations. Fixed a bug where horse gear was not taking damage while being used. Fixed a bug where the front right horse shoe was being counted for speed twice in horse speed calculations.
  10. New/Updated Mod: Treasure Hunting [v1.2] (original by Ulviirala) New Features Woodcutting Map Chance - You can now allow players to find treasure maps when felling trees. Chance can be configured with the mapWoodcuttingChance property. Foraging Map Chance - You can now allow players to find treasure maps while foraging. This does not work with botanizing. Chance can be configured with mapForagingChance property. Pseudo-Random Map Chances - Adjusted the random chance of finding maps to adjust over time depending on success/fail rates of players. As players fail to obtain maps with each action, their chance to find one improves. Each success attempt reduces chances in return. This makes it less likely to go on long "droughts" of maps or "lucky sprees" of finding maps. This will almost always feel better for the player, and the math is statistically sound to a reasonable degree. Rare Spawns - Rare spawns are uniques that can be spawned when a map meets a certain threshold. I've included as much information as I could about how this system works and made the important variables configurable in the properties. If you prefer not to use this system, simply set the rareSpawnMapQuality to 101 and this micro-system will be disabled. Miscellaneous Rarity on maps now applies a 25% towards 100 QL bonus per rarity, instead of +10 flat quality per rarity. This removes the possibility of 100QL chests with 100QL items inside. As an example of the new system, a fantastic 70QL map would become (70 + (100-70)*0.75) = 92.5QL. This is instead of 70 + (10*3) = 100QL. Unique creatures will now always drop a rare+ map instead of a normal one. Maps are now locked to the server they are unveiled on. If a map is generated on server X, when it is read on server Y it will say it does not belong to that server. Adjusted the code for calculation of difficulty with hunting. The player with the lowest fight skill attacking the creature now performs the skill roll instead of using the slain creature's skill. Fixed an issue where mining for treasure maps on cave walls ceased functioning in WU 1.5.0.0 (about 6 months ago). Fixed a problem where players were always "too far away" when they attempted to dig up the Treasure Map. BEWARE: If you are changing to this version from the previous version, it is very likely that all existing maps will say they do not belong to that server. To fix this, you will need to set the Data2 property on the maps to the server id where they need to be located. Latest Download (GitHub) Additions to .properties (for those upgrading):
  11. Update: Server Tweaks [v1.1] New Bugfix: Fix Zombie Enchant Error. When a player casts something like Truehit or Excel on a zombie pet, it will spam errors to the player for the duration of the cast. This fix removes the errors and allows the cast to be completed normally. New Bugfix: Fix Epic Mission Naming. Sometimes when a mission is generated, the name will not be properly generated. This results in a mission trying to turn in to "avatar of " - where there is no deity attached. This fix ensures that a proper name is obtained during mission creation. New Bugfix: Fix Spells Without Enter Permission. By default, a player can cast spells when entering a structure ignoring all other permissions. Even if the deed disallows casting deity spells, entering an unlocked house will allow players to cast whatever spell they want. This can lead to all sorts of potential griefing issues, such as Sunder on tools in a public smithy or casting with low channeling on items in an unlocked chest, shattering them. By enabling this fix, the player MUST have "May Enter" permissions before attempting to cast a spell. New Bugfix: Allow Freedom Mycelium Absorb. Libila followers on a freedom server cannot aborb mycelium to heal. This fix allows them to bypass the checks that prevent it, and use mycelium as a healing source on PvE/Freedom servers. This can be considered part of LibilaFixes as it only applies to servers with Libila enabled on a Freedom-based homeserver. New Gameplay Tweak: Remove Load/Unload Strength Requirement. By enabling this, players no longer require 23 body strength to load or unload objects. New Gameplay Tweak: Adjust Dragon Loot. Enabling this allows you to adjust the amount of drake/scale granted from hatchlings and dragons. There is a secondary property dragonLootMultiplier which will multiply the weight of drake/scale given to nearby players when a proper unique is slain. This has no effect on the amount of blood that is granted or chance of sorceries. New Gameplay Tweak: Remove Conversion Timer. When enabled, this allows players to convert deity without waiting the 7 day limit. This is added to help players who accidentally choose the wrong deity when starting out and want to switch quickly, without punishing them arbitrarily or forcing them to put in a ticket to GM's. This does not remove the faith reset when they switch, however, and to do a faith conversion while maintaining faith will still require GM intervention. New Gameplay Tweak: Use Epic Armour Values. When enabled, this will use the new epic armour values in calculations. This includes DR, glance rates, and damage effectiveness. This will NOT work in the opposite direction for epic servers. If you are on an epic server, you are already using these values, and setting this to false will NOT revert it back to "default" armour values. New Gameplay Tweak: Show All Creatures in Mission Ruler. When enabled, this will show all creatures in the Mission Ruler triggers/events. This includes uniques and custom/modded creatures, so your GM's can make your events that much more interesting! The property characteristicDivisor property is now set to -1 (off) by default. Changed the uniqueTimerReduction value to work in hours, and provided a better explanation of how it works in the properties file. The value is now defaulted to 336 (14 days). Added a custom action "King Me" to the body of any character capable of accessing the command (usually power 5 or above). This was done because the custom command handler wasn't working for me. I'll be looking into why and attempting to fix the custom command handler in the future. Bank balance command can now be used while doing other actions. It no longer requires players to stand still or not be doing other actions. Fixed an issue where the infidel error removal would not apply to Bless or Refresh. Latest Download (GitHub)
  12. New/Updated Mod: Discord Relay [v2.0] (Original by whisper2shades) New Feature: Connected player count. Discord bots can now show how many players are connected to your login server. This feature can be toggled on/off through the new showConnectedPlayers property. The time interval for when it updates the value can also be configured through the connectedPlayerUpdateInterval property. New Feature: Unique Rumors You can now allow unique rumors to be broadcast to Discord as well. This feature can be toggled on/off through the new enableRumors property. You can set which channel you'd like them to broadcast to with the rumorChannel property. Rumor messages will be appended with "(Mapname)" to identify which map they spawn on. New Feature: Trade Channel The trade chat channel in-game is now supported. This is global, however, and any messages sent to a kingdom-specific trade channel will be broadcast to the global #trade channel in discord. Because this is global, any message sent to the discord #trade channel will also be replicated to every kingdom's Trade chat. Because of this, I've added a toggle for enabling this feature with enableTrade property. Miscellaneous Completely reworked the properties file, removing the defunct botName property and adding several new ones. There is now links and an image assistance for getting a Discord bot created and functional directly in the .properties file. All properties should now be clearer and describe more accurately what they do. All messages now have a server-based timestamp attached in Discord. Changed the sendToDiscord method signature to include a new boolean for includeMap. This will append the map it was sent from in perentheses if set to true. Channels now function identically to their in-game counterparts. GL-HOTS is now #gl-hots in Discord. GL-Freedom is #gl-freedom. Etc. Non-GL channels are now supported. If you opt to not want a channel to be relayed to Discord, simply do not create the channel (the bot will throw an error when a message is sent, but otherwise operate fine) or create the channel and set permissions where nobody can see the messages in your Discord. Fixed a nasty bug where invalid botTokens or interruptions in service from Discord could cause frequent errors and interact poorly with other mods. Now, when the Discord Relay fails, it will catch the error and display the error to the server log, while no longer interrupting the method that called it. As a side effect of this, if you do not configure your channels correctly, the error displayed will tell you what channel it was looking for and what message it was trying to send, to assist in configuring your Discord correctly. Latest Download (GitHub)
  13. Just posting to confirm that all of my mods are still functional (to the best of my knowledge) in WU 1.6.3.2.
  14. Update: Wurm Unlimited 1.6.3.2 Full notes: https://steamcommunity.com/games/366220/announcements/detail/1667898845201385815 Highlights: Conditioned creatures (raging, greenish, slow) now have subtle colorings to distinguish them. PvP Affinities are now distributed randomly instead of to the last attacker. If no affinity is gained, a week-long timed affinity is awarded to a random attacker. PvP Ranks are now more evenly distributed. Bugfixes for missions. Fixed the obscene glowing textures when players use an activated item. Mod Updates: StableMaster: Update to WU 1.6.3.2 Taxidermy: Update to WU 1.6.3.2
  15. As a player who has only played WU and never played WO, this wouldn't be enough to draw me to play WO.
  16. Quality of Life Mining from a vehicle now has a priority list of inserts. It will prioritize BSB, then crates, then the vehicle inventory itself. Surface mining from a vehicle now operates identically to mining cave walls. It will now insert into vehicle BSB, crate, or inventory. Chopping up felled trees from a vehicle will insert the resulting log into a BSB, or crate if BSB is not available, or into the vehicle itself if no bulk containers are present. Treasure Maps Maps can now be obtained from chopping down trees. Maps can now be obtained from foraging. This does not include botanizing. Map obtain rates for activities have been adjusted slightly. The actual values for how many X it takes to get a map will not be revealed and questions pertaining to it will be ignored. I'd prefer to let there be a mystery or estimation done by players instead of knowing exact values. Cache Adjustments Gem caches now have a moderately higher chance of awarding star gems, with higher chances at higher QL's. Dragon caches now have a slightly higher chance of awarding a full dragon armor piece, with higher chances at higher QL's. Crystal caches now have a slight chance of making one or more of the resulting crystals rare, with higher chances at higher QL's. Moon caches now have an extremely low chance of awarding a small seryll lump instead of glimmersteel or adamantine. Moon caches now have a very slight chance of awarding a random chain or plate armour piece made from a adamantine or glimmersteel, with higher chances at higher QL's. Miscellaneous Archaeology tweaks has been reconfigured slightly, and now allows for reports to be generated. Crystal infusion difficulty has been significantly reduced. Clubs now use Carpentry to create and improve, instead of Fine Carpentry. Fixed a bug involving bulk items separation. Fixed a bug involving action timers on Arena. Attempted a bug fix for royal food not being able to be used in more advanced recipes.
  17. Spellcraft Version 2.0: New Spell: Expand Based entirely off ago's Bag of Holding mod, this is just a more "immersive" version where the flavor text is no longer Courier. Aside from that, due to no longer having a clash with Courier, it allows Expand to be cast on mailboxes, allowing players to mail objects which normally do not fit in mailboxes such as longbows. Converting from ago's Bag of Holding to Expand might be a tricky process, but it's possible to create an SQL script to make the conversion seamless, I think. New Spell: Efficiency This spell casts an enchant which reduces difficulty skill checks with the enchanted item. This means that it will be more efficient for basically any aspect of the game where it is used. Swords parry more often, shields block more frequently, pickaxes will mine higher average ql ore, etc. etc. As with all other spells in the mod, cast time, difficulty, faith requirement, favor cost, and cooldown can all be configured. New Spell: Quarry Essentially a rework of the old modded spell Azbantium Fist, this improves the odds of a player successfully surface mining. As of right now, the "quarryEffectiveness" option is not used. It can be ignored. New Feature: Enchant Grouping You can now edit the vanilla enchant groupings, or create your own. For editing, this means you can allow Rotting Touch to stack with Flaming Aura for example. Or have WoA + BotD on the same item. For adding groups, you can now make spells clash that normally don't. You can make it so Life Transfer and WoA cannot be on a weapon. You can make it so Nimbleness wont work with any of the damage enchants. The options are now in your hands. As before in the mod, when a spell clashes, the details of why it's clashing will be explained better. Example: [22:10:44] The pickaxe is already enchanted with Aura of shared pain which would negate the effect of Circle of Cunning. Miscellaneous New option for reducing the effectiveness of healing with Scorn of Libila. GitHub Latest Release
  18. New Spell: Quarry (Magranon) An enchant only able to be cast on a pickaxe from priests of Magranon, this enchant improves the odds of successfully mining rock and adjusting the tile during surface mining. The original chance for a successful surface mining action was a percent based on (Mining / 200). For example, 50 mining would give a 25% chance to successfully surface mine. Quarry casts now function as an additive to that Mining skill, meaning a 50 miner with a 80 quarry pickaxe will have ((50 + 80) / 200) chance to successfully mine. In this example, 130/200 would be equivalent to 65% success rate. Quarry is unlocked at 50 faith for Magranon priests, and costs 40 favor. It has 60 difficulty and can shatter the target. It also has a 1 hour cooldown similar to Replenish and Expand. New Item: Book of Conversion The book of conversion can be purchased off any trader for 5 silver. This book can be consumed to change religious deity. You will automatically become a priest of the deity you select. Alignment will update. If you are black light and switching to white light, your alignment will swap to positive. In the other direction, if you select Libila, your alignment will swap to go negative. The conversion will come at the cost of 10% of your total faith. There is no cooldown. Trader Prices I've examined some of the prices for items that players have not been purchasing, and rebalanced to make some of the items more cost-effective now that the economy is beginning to stabilize. Affinity Orb cost reduced from 3 gold to 1 gold. Rod of Disintegration cost reduced from 5 silver to 2 silver. Hand Mirror cost reduced from 50 silver to 20 silver. Gold Mirro cost reduced from 3 gold to 1 gold. Sealed Map price has been rescaled from (10 silver -> 5 gold) to (5 silver -> 1 gold) Weapon Rebalance & Meta Shift Every now and then I look at what players are using on the server, then make some very minor adjustments to encourage trying out new weaponry. Keep in mind these are generally very minor nudges and should not instantly take a weapon into or out of viability. They are designed to close the gap between meta weapons and off-meta weapons to give players more options to explore new avenues. Nerfs/Reductions: Sceptre of Ascension damage decreased from 17.0 to 16.5 (Arena) Warhammer damage decreased from 9.75 to 9.55 Huge Axe damage decreased from 11.5 to 11.35 Buffs/Increases: Scythe swing speed improved from 5.0 to 4.8 Sickle damage increased from 6.0 to 6.1 Halberd damage increased from 9.0 to 9.3 Two Handed Sword damage increased from 9.0 to 9.15, swing speed improved from 5.0 to 4.9 Longsword swing speed improved from 4.0 to 3.9 Short Sword damage increased from 4.3 to 4.4 Small Axe damage increased from 5.0 to 5.2 Small Maul damage increased from 4.5 to 4.7 Large Maul swing speed improved from 6.0 to 5.9 Abandoned Vehicle Removal An ongoing problem is that players that are no longer playing leave abandoned carts in villages they used to play in. I've implemented a system with an attempt to solve this while being fair to both the player owning the vehicle (if they decide to return) and the mayor/citizens of the village that the vehicle was abandoned in. This system is Revenant-only. Arena does not obtain this system in any form because they already have the tools necessary to deal with the problems this solves. First condition: this system only takes effect if the owner of the vehicle has been logged out for at least 7 days. If this rule is not met, none of the below applies. Second condition: the vehicle must be parked within the deed limits. Perimeter does not count. Third, and final condition: the person who would like to move the vehicle must be the mayor of the deed. I'm putting the responsible usage of this system specifically on mayors, so if the player returns with a complaint, I will be contacting mayors directly to resolve any abuse of this system. If all of the above conditions are met, the mayor may command the vehicle ignoring any permissions that may be set to avoid this, including exclusion. This does not enable the open hold permission, and the mayor may not take any items from inside unless given permission. Once aboard the vehicle, the mayor is allowed to move the vehicle to anywhere he chooses. Please be responsible with this system and either move it off deed into an open space, or into an area on your deed open to the public so that the player can retrieve their vehicle if they decide to return. If you, as the mayor, opt to move the vehicle off deed and disembark, you will not be able to re-embark as this would break the second condition. Please be mindful of where you move them. This system is going to be closely monitored and any cases of abuse will be dealt with severely. I highly advise using common sense and erring on the side of caution when moving carts to ensure the player can re-obtain their abandoned vehicle if they decide to return. Spell Updates Wind of Ages difficulty reduced from 60 to 55. Circle of Cunning difficulty reduced from 60 to 55. Smite now penetrates armor based on cast power. Skilled channelers can now do upwards of 5x the previous damage values. Also fixed a bug where armour was being calculated incorrectly against certain targets. Chargers Charger mounted speed reduced by ~8% on Arena. They are now about ~6% faster than a normal horse instead of ~13% faster. Revenant speed remains unchanged. Items equipped on chargers should now drop on their corpse when slain. Chargers will no longer path through walls. Fixed a bug where mounted chargers would prevent you from crossing bridges. Miscellaneous The new meditation abilities now have spell effects associated with them. The amount of benefit you gain from each should be visible from the Spell Effects window. Please note that while Shield of the Gone icon/buff is used for Insanity's new action timer increase, it is not giving damage reduction: it is giving increased action speed. Furthermore, "deity movement speed bonus" is being used for the Hate bonus. Knowledge and Power should be displaying correctly. Channeling leaderboard now displays the deity that the player follows. Updated TabardMod to fix an issue causing some items to not appear in the crafting recipe window. HotA now awards 10-20 kingdom tokens to the winners. Supply depots now award 3-5 kingdom tokens. Slightly increased chance for lockpicks to break. Acorns can now be planted into planters. Treasure map rarity now has less impact on the QL of the treasure chest. Fixed fog spider corpses showing up as huge spiders. Attempted a fix for royal food decaying in inventory and under certain conditions. Attempted to fix some missions not being properly destroyed upon completion or expiration, making it impossible for new ones to generate.
  19. Miscellaneous Chargers now require only 25 body control to mount on the Arena server. Double damage to pets from Uniques, Titans and Rare Spawns has been returned. Removed rebirth casting penalty. Resurrecting corpses should now work if the cast succeeds. The change was intended to make it so low channelers could not resurrect powerful corpses. Instead, it just made them continuously cast over and over until it succeeded. This became more of an annoyance than actually solving any issues, and thus has been removed. Custom creatures such as Giants, Avengers, etc. can now be the targets of valrei missions. Fixed a loophole with afk shield training. Fixed an issue with Discord Relay artifact messages not displaying the revealer name. Fixed an obscure server crash involving weird pet scenarios.
  20. Mod Updates New Mod: Archeotweaks (Bdew) You can read a better description on what this does here. Update: Better Farming (Bdew) Now allows players to harvest and plant all pots in a rack. Edited the harvest & replant sizes slightly to be more accessible early on. Fixed a bug where players could use multi-tile actions to farm/harvest through fences. Update: 3D Stuff (Bdew) Enables drag/drop onto surfaces to place items on objects. Fixed dragging bulk container items to non-conainer surfaces. Update: Tabard Mod (Governor) Updated to fix graphical errors. Added new Legion of Anubis tabard. Update: Bulk Items Separated (Nekoexmachina) Bulk storage sorting can now be turned on and off through an action on the storage container. Bulk containers now have (sorted) and (unsorted) suffixes to display whether or not they're currently sorting. Fixed a bug causing damaged items being inserted into bulk containers to function incorrectly. Removal: More Potables (Ulviirala) Depreciated because Bdew's better farming mod now serves the same purpose and more. Pets All pets are affected by these changes equally on Revenant and Arena, without exception. Pets have been shown to be stronger than many of the players that use them, and these changes are to discourage using pets as a crutch or primary fighting force, and instead to use them as the utility/assistant they were meant to be. All pets now have a combat rating adjustment based on their owner's Soul Depth stat. This is a multiplier equal to (Soul Depth / 50). At the beginning Soul Depth of 20, this would apply an 0.4x multiplier to Combat Rating, resulting in pets being ~60% weaker than their normal selves. As Soul Depth increases to 50, the combat rating multiplier equals out, making pets exactly as strong as they would be without any change. After Soul Depth increases past 50, this multiplier increases to grow, and allows players to make their pets stronger than normal, up to 2x their original combat rating at 100 Soul Depth. These changes affect a pet's ability to hit as well as their chance to evade incoming blows. The result of this change is a direct and heavy nerf to all pets, making them deal less overall damage and less effective at tanking strong creatures. To compensate these changes in regards to some of the tougher content in the game, the damage increase to pets from uniques, titans, and rare spawns has been removed. Valrei Missions The epic missions system has been put into overdrive. Every four hours, a new mission will attempt to be created, up to the cap of 1 mission per epic entity. Will you be able to keep up? Fixed a bug where certain missions would be created without an entity name. Smite Smite has been completely reworked to be the powerful smite it is, without being overboard against tough enemies. Removed a clause which had a potential to reduce faith by 5 if using smite on certain targets. Smite is now a nuke spell that scales its damage based on remaining HP of the target. This means that it serves as a good opener, but becomes less useful as the target drops to lower health. Spell resistance of enemies will reduce the damage that Smite deals frequently. The message will now be either "You smite X" or "You smite X with all your might." The former means it was resisted by the target and the damage was halved. The latter means you bypassed their spell resistance and landed a full-power Smite. You can increase your chances to bypass spell resistance with smite by raising your Soul Strength. It is scaled so that at 100 Soul Strength, you will always ignore enemy spell resistance and get a full damage Smite every time. Damage of Smite is now mitigated by target armor/defenses. Titans and uniques will take significantly less damage than normal enemies. This crosses into PvP where armor you wear will reduce the damage of Smite based solely off the base DR it gives (plate is always better than chain, for example). To compensate for these changes, and thus the reduction in total damage dealt, the cast time of Smite has been reduced to 20 seconds. Furthermore, it now only costs 40 favor. The 70 faith requirement and 90 difficulty remain. Finally, titans and rare spawns are no longer inherently immune to Smite. Go get em, Bambam. Prospecting & Livemap/XRay A complaint recently was that while preventing XRay and Livemap from seeing veins through walls is a good thing, prospecting by default is awful to grind and has very poor visual feedback. With these comments in mind, I set out to make the system a bit better, and the results are as follows. Starting at level 20 prospecting, the server will start sending data to the client about veins they cannot see. This starts at 20 by revealing ores hidden at a diagonal from exposed cave tiles. Every 18th level, you unlock 1 further distance out that you can see. This does not align with analyse or any other system. Analyse is always going to show at least 1 tile further than what the livemap/xray shows. The goal of these changes are to make it so skilled prospectors do not have to go through the tedious task of analysing every area of their caves to find new ores. There is an issue where new hidden ores will not show while you remain in the mine. If you're mining straight, new ores will not populate from the "fog" in the cave until you step out of the cave and back in. This issue is unlikely to be fixed because it would require significant effort to resolve. Discord Relay HotA conquers, neutralizes, and victories will now be relayed to #arena. Artifact reveals will now be relayed to #arena. Trade messages will now be relayed to #trade. Don't ask me to remove WTS/WTB/WTT requirements from the in-game channel. I want to, but it's hard. Miscellaneous New Leaderboard: Most Titles. This displays the players who have achieved the most titles. Arena custom leaderboards for Kills/Deaths/Depots Captured are no longer affected by Opt-Out status. Every player is considered opt-in for those statistics. I'll be working on an "overview" board for these statistics soon. Unique creatures can no longer be hitched to vehicles. Royal Bully (Executioner) title now gives the flat +2 CR in PvE combat as well. Royal Poisoner (Cook) title now allows food cooked by the title owner to have no decay. To identify this, foods cooked by the Royal Poisoner have "royal" in the name. Titans now spawn naturally every 72 hours on the PvE server. Titans now heal a random wound every 2 minutes, changed from every 5 minutes. Enabled Strongwall for Libila on PvE. Enabled Disintegrate for all gods on PvE. Wyvern speeds when hitched have all been equalized. Except one... Forest Spiders now use the fog spider model. Rare spawns are now regenerative and can no longer die to poison or infection. Spirit templars should now ignore rare creatures and titans. Guard towers should now ignore calls for help against rare spawns and titans. Crystal combination now uses Mind Logic. Uniques, Rare Spawns, Titans, and Titan Minions are now immune to being sacrificed via a sacrifical knife. Players from different faiths may now link with eachother. You are no longer required to be a priest or follower of the same deity to assist someone with their casting. This also subsequently fixes an issue where enemy players could link with eachother on Arena. (Nekoexmachina) Removed archery immunity from many creatures. The only creatures that are now immune to archery are regenerative creatures (trolls, wyverns, etc.) being shot with arrow shafts. Actual arrows will still work. Fo should now be able to cast Locate Artifact. For real this time.
  21. I've updated the original post with a ton of new information based on the changes made since release. Hopefully it looks cleaner than before and holds information that many people were requesting answers to recently. Also, this post will serve as a PSA. Recently my computer (not game, computer) crashed while playing and I suspect it's due to a recent bug discovered in modlauncher. Bdew was able to track it down and fix the issue that caused the crash, but it doesn't seem to be well known how to obtain and install it. So here's a guide: Ensure Wurm Unlimited is closed before beginning this process. Download the updated files from here using direct download. This will give a .zip file. Extract and overwrite logging.properties and modlauncher.jar to your WurmLauncher folder. Go to Steam and verify game integrity. This will re-download the client.jar so we can re-patch and will not delete your mods. Run patcher.bat (Windows) or patcher.sh (Linux). You should now be up-to-date with the latest version of modlauncher with no other changes necessary to make your mods work and continue playing. Screenshot guide:
  22. New Spell: Replenish (Vynora) Returning from Wyvern Reborn, this spell is unique to Vynora and can be cast on containers. The spell requires 60 faith to unlock, 40 favor to cast, and has a difficulty of 60. It also has a cooldown of 1 hour. Containers enchanted with this spell will refill water over time. If the container has anything aside from water inside (like fish, food, etc) the water will not replenish. New System: Rare Spawns At all times, a creature called a "rare spawn" will now exist on the map. When one is slain, a new one shall be spawned shortly after automatically. The rare spawns come in the form of a Reaper or Spectral Drake. Players from Wyvern Reborn will remember these creatures. Rare spawns are designed to be handled by a small group. They do not have combat mechanics, but they hit extremely hard (harder than a unique in some cases) and have very high damage reduction. Upon death, the rare spawn will drop a random treasure map with relatively high quality. Reapers and Spectral Drakes will not bash fences or walls, and have been redesigned to move slowly and lose vision rather quickly. By default, Reapers and Spectral Drakes have 90% resistance to spells and are immune to Smite and Worm Brains. Leaderboard The main window for leaderboards has been slightly changed and spaced out for ease of use. Two new leaderboards have been added for both servers: Total Skill and High Skills. Total Skill tallies the total combined skill level of each player, then forms a leaderboard of the top 50 most overall skilled players to display. High Skills displays the highest skill values on the server, along with the player who has it and the skill it is. This is currently the only leaderboard where a single player can have multiple entries. Three new leaderboards have been added for the Arena server exclusively: Kills, Deaths, and Depots Captured. Kills displays the total kills in PvP a player has obtained. This counts any contribution on the right side of a death tab. Deaths displays the total amount of times a player has died in PvP combat. This counts any death that occurs in a death tab. Depots Captured displays the amount of depots a player has captured. This only counts for the player who actually performs and finishes the capture action. Nearby players do not get a credit. Decorative Updates Skulls and Stone/Marble Keystones are now tagged as decorations. You can now place them in areas where there are piles of items and they will not enter the pile of items. Stone/Marble Keystones can have items placed on top of them using "Place on top" for further decorative options. New chaos PMK graphics available for wagons: Valhall Descendants (not to be confused with the Valhalla Descendants of Epic, and their graphics) and Legion of Anubis. Spell Rebalancing Expand can now be cast on mailboxes to increase their size. This will allow players to fit items which were previously impossible such as long bows into the mailbox and then remove them. Wind of Ages favor cost reduced from 50 to 40. Circle of Cunning favor cost reduced from 50 to 40. Charm animal cast time reduced from 20 seconds to 15 seconds. Dominate cast time reduced from 20 seconds to 15 seconds. Light of Fo favor cost reduced from 60 to 50. Scorn of Libila healing has been reduced to 33% of it's previous value. For reference, Light of Fo heals at 20% of the value that Scorn used to. Scorn of Libila cast time increased from 10 seconds to 15 seconds. (Default cast time) Fixed a bug where the addition of Locate Artifact to Fo did not apply. Titans New: Titan Rewards The corpse of a titan now contains 3 random sorceries, each with 1 charge. Alongside the sorceries, it will now contain a cache as well. This is usually going to be a very high QL and desirable cache. Finally, it will drop a single random piece of armor. This will generally be a desirable piece. All participants who deal damage with a melee attack will receive an affinity orb and titan cache. Titan caches contain a single item that is heavily randomized. However, it will always have one property in common with any other item from a titan cache. This property is unique to titans and unobtainable from any source outside of titans. Titans now have half hp on the Arena server. This should make them far more manageable for smaller groups with higher coordination willing to take the risk to slay it in the PvP environment. Titan timed mechanics now operate on a pseudo random system to avoid situations of long strings of no mechanics being used or, worse, a string of mechanics in quick succession. Titan melee attacks now deal double damage to pets. This is to discourage but not disable the usage of pets as tanks. It should still be possible to keep them healed through the damage, but it will be much harder than before. Titan minions no longer have corpses. Lilith's mechanics now deal infection damage instead of internal. This means ghost creatures such as Spirit Trolls, Avengers, etc. will be affected by her mechanics. Lilith's Mycelium Void mechanic now does slightly less damage. Fixed a bug where Lilith's timed mechanics were not functioning. Worm Brains can not be cast on titans for real this time. Miscellaneous Path of Knowledge skill gain bonus now scales from level 7 onwards instead of being locked to level 11. You now gain 5% increased skill gain per level after 6: Level 7: 5% Level 8: 10% Level 9: 15% Level 10: 20% Level 11: 25% - Previous Level 11 value Level 12: 30% Level 13: 35% Path of Power's hidden body stamina bonus now scales from level 7 onwards instead of being locked to level 11. You now gain 5 hidden body stamina per level after 6: Level 7: +5 Level 8: +10 Level 9: +15 Level 10: +20 Level 11: +25 Level 12: +30 - Previous level 11 value Level 13: +35 Implemented a pseudo random system for finding treasure maps. Instead of being completely random, your chances increase each time you roll for a treasure map and fail. Upon success, your chance gets worse. This will smooth the amount of maps obtained through common actions like digging, mining, and fishing. Hunting maps are unaffected by this system and remain fully randomized. Eternal Reservoir recipe has been changed significantly. It no longer requires 5 of each normal gem or peat. Some of the other requirements have also been reduced. Players from different faiths may now link with eachother. You are no longer required to be a priest or follower of the same deity to assist someone with their casting. This also subsequently fixes an issue where enemy players could link with eachother on Arena. Mail now costs 10 iron per item sent instead of 1 copper. Charger size has been reduced again slightly. This should assist with bugs like not being able to cross bridges while mounted on one. Chargers now have corpses and can be butchered for horse meat. Unique bonus damage to pets has been slightly reduced. Wyverns that spawn from treasure maps on the Arena server can no longer be dominated, charmed, or tamed. Fixed long spears using weapon smithing. They now use weapon heads smithing. Fixed a bug where casting a buff or debuff on a zombie creature would spam invalid messages, then proceed to work. The spam has been removed and spells can still be cast on zombies. Fixed a bug where archery skill could not be gained unless the player was targeting the enemy they were shooting. Fixed a bug where moving damaged goods into bulk containers would not separate them properly.
  23. Arena Teleports There is now two new 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. Meditation 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) 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. Planned, but not implemented: Path of Knowledge and Path of Power will have their skill gain and stamina bonuses scaled out starting from level 7, like the Insanity timer reduction is now. This change is not in effect yet but planned for the near future. The reason to mention it is so that players can choose their path wisely according to future changes. Miscellaneous Added custom spell resistance values to some creatures, reducing spell damage dealt: Avenger: +50% resist Charger: -40% resist (Now takes 40% extra damage from spells like Rotting Gut, Fireheart, etc.) Giant: +70% resist Large Boar: +20% resist Spirit Troll: +80% resist Black Wyvern: +60% resist Green Wyvern: +40% resist Red Wyvern: +75% resist White Wyvern: +50% resist Doubled breeding speed on Revenant. Tripled breeding speed on Arena. Unique creatures now deal extra damage to pets. Arrow packs now weigh 4.5kg instead of 2.5kg. Updated bdew's 3D mod to solve a problem where spells could not be cast on large anvils.
  24. 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. All future sorcery fragments will spawn with the [1/10] suffix to indicate that it requires 10 to create a sorcery. Existing ones will have their name update automatically upon successful combination. Arena Supply depots now have a 50% chance to award a lump of high-ql seryll. If it does not award seryll, it will be replaced by a sleep powder. HotA now rewards 3-5 lumps of medium-ql seryll. The HotA medallions have been replaced by sleep powder. Supply Depot and HotA cache weights have been modified slightly, giving higher potential of rare caches. Moon cache and armour caches have been entirely removed from HotA rewards. Quality of HotA caches has been overall increased. HotA currency reward has been doubled from 1-2 silver to 2-4 silver. Slightly increased the total creature count and aggressive spawn ratio. Fixed a bug where Locate Artifact was not working. Fixed a bug causing players to be unable to archer enemy targets while they were on deed. Fixed a bug with deed draining. You should now be able to drain deeds assuming you're part of a village. Unaffiliated players will be unable to drain. Fixed a bug causing players to be unable to obtain fight skill from killing eachother. Fixed a timing error on the 5 minute depot message. Fixed a gamebreaking, critical, nearly unplayable bug where supply depots were announcing the player "begnning" instead of "beginning" to capture a depot. Titans Ifrit now has a priority list for his Smite attack. Titan spell resistance increased from 80% to 95%. Worm Brains can no longer be cast on titans. Titan drops are now automatically generated instead of being provided manually. Titans now heal a single random wound every 5 minutes instead of every 10 minutes. Treasure Maps Slightly increased the chance of obtaining maps during fishing. Treasure maps can now spawn custom creatures such as wyverns, giants, avengers, etc. Chests now contain more currency as a reward. Slightly increased the chance of unfinished rares. Treasure will no longer reward karma/source. I'd like lean towards missions being the primary source for Karma instead of treasure maps. Fixed a bug causing custom creatures to not drop treasure maps while hunting. Mounts & Hitches Mount speed has been completely redone from the ground up, using new formulas and different weights. All mounts after this update will adjust in speed proportional to the new changes that have been made. Mounts speed now scales from all the variables used to calculate speed. The thresholds for damage and hunger have been removed and replaced by a formula with a smoothed function to calculate the new speeds. Equipment on mounts now scale the speed multiplicatively instead of additively. This means that well-equipped mounts will no longer be able to run decently fast when extremely hurt. If they're low on health, they move slow, period. Barding now has a multiplicative speed reduction. Cloth offers the lowest penalty, while chain incurs the largest penalty. Traits remain additive to the hunger and health modifiers, but are now scaled multiplicatively by gear and other effects. Oakshell now has an slowing effect on the speed of a mount depending on power. This effect is more severe than the epic iteration of the spell, applying a multiplicative slow to the creature. The random factors for updating mount speed have been removed, and new checks have been added. Creatures that are damaged will now update their speed instantaneously. When you damage a mount, their speed will drop instantly based on their new health. These changes are experimental and may require tweaking. Feedback regarding mounts being too slow or fast under certain conditions is heavily appreciated. Creatures Avengers, Giants, and Spirit Trolls can no longer be rebirthed, dominated, or tamed on the Arena server. They remain valid on the PvE server. All wyverns have had their ground movement speed reduced. This only affects their move speed when not mounted or hitched. This change is aimed at giving players an opportunity to outrun wyverns without being chased across the map. Charger damage has been reduced significantly. Combat rating has been halved. Fighting skill reduced by 1/5. Creatures no longer have the potential to reward chaos crystals or enchanters crystals on death. Instead, the focus will be on using caches to provide these materials. Miscellaneous Crystal skill usage has been reworked. They now operate off of Soul Depth, but get a bonus from Mind Logic. This replaces the previous scheme of Archaeology (previously Artifacts) and Soul Depth reducing the difficulty. Overall, crystals should have much better results when used after this update. Better farming actions (3x3 and higher actions) are now available at earlier farming levels. Better farming actions now extend up to a potential 13x13 at 99 skill. Artifact caches are now more likely to reward a moon metal item, and now includes seryll as a potential material. Artifact caches are now much more likely to award an enchanted item, and slightly more likely to be rare or supreme. Artifact caches can now award Warhammer and Knuckles. Fo can now cast Locate Artifact. Base imbue power from potions has been reduced from 5 to 1. This means the QL of potions and the skill of the imbuer now has much more effect. Arrow packs will now unpack into arrow of the same material that the arrow pack was created from. Rebirth is now harder to cast on more powerful creatures. Skilled channelers should not see too much of an effect. In-Game map updated on Revenant and one has been implemented for Arena. Thanks to Cyberhusky for producing the maps. Map Viewer has been updated and now has enhanced features. There is now a road view that will show highways built, colors have been added for new tile types, and other minor improvements. If you do not see the Road button (underneath Flat and 3D), you'll need to press Ctrl+F5 to refresh the page cache. Thanks to bdew for the update. Land of the Dead has been temporarily disabled until some changes can be made. Attempted to fix a bug with flowers on the PvE map. Attempted to fix an issue where sandstone veins did not have enough resources on the PvE map. Fixed a bug causing some stats from the 1.6 epic armour update to not function on the server. Fixed a bug with Discord death tabs showing internal Player ID. Old Horse Chart: New Horse Chart: