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Everything posted by Sindusk

  1. This is really nice. My only nitpick would be to freeze the first column (view -> freeze -> 1 column). This will allow scrolling until the names match up with a deity to check their spell list exactly. Otherwise, really glad that players are compiling information and working together to figure out the quirks of the new update.
  2. Would you happen to know if you had negative alignment before the update?
  3. Hey everyone, thanks for the feedback. We're reading through the posts and have made a couple of changes in response to some of the concerns you have. You're absolutely right with this. We've made a change that allows guards to prevent bashing towers. Our goal is going to be to keep it at the 90 damage mark, as we feel it might make for some really memorable moments. If a kingdom is alerted at 30/60, then gets rallied together and out to the tower with 70 damage being inflicted, it's very easy for the opposing kingdom to back off and determine it's not worth it. By putting the marker at 90, we're attempting to put the attacking kingdom into a "commitment" to take the tower. Leaving a tower at 95-98 damage because the defenders came into local is going to be a really tough call. We want this to happen. It could end up with moments where a kingdom sacrifices part of their force to take down the tower. Of course, it's possible that this doesn't turn out this way, and we end up with the opposing kingdom simply taking the tower and leaving. If this becomes commonplace, we can always revisit the mechanic and make tweaks to when the alert goes out. It's very hard to get these mechanics right without doing live testing on them first. Just know that we're not putting our foot down and saying "this is how it is and always will be" - we're open to adjusting the numbers in the future to improve the system. It's hard to know whether to overtune or undertune this system for release. On one hand, if you make the alert too early, players will just simply avoid bashing towers as it's not worth it, expecting the opposing kingdom to outmatch them. On the other hand, if we place it too late, players are going to be attacking towers rapidly across the map because the system is in a place that's very good for that. We're going with the latter, as we'd prefer to make players aggressively use this system to start. If it gets too crazy, we'll dial it back. Furthermore, we also believe that this opens up the opportunity for smaller kingdoms to make a play on larger kingdoms without having to fight their full force. As a final point, we're not intent on making bricks used to repair the towers right now. We can look into it for a future update, but right now we're happy with simply preventing players from repairing towers while there are enemies in local. If you want to repair a tower, you'll need to push them off the objective and out of your local to re-establish control to repair. Opinions might vary on this, really. While individually none of these penalties seems very severe, when combined and put into practice, they may make a significant difference. Inflicting decay on a longhouse through cutting it's chain can be very punishing, and requires a ton of maintenance. It's easier to say "just repair the walls with brick every few days" than to actually do it. In time, we'll see how this plays out. It's important to note that the goal wasn't to cripple non-chained deeds, simply provide penalties that give incentive for enemies to raid it more easily. If players are able to use these mechanics to wipe deeds off the map rapidly, then the goals of the system have failed. If players are using these mechanics to strengthen their position before committing to a raid, the goals of the system have succeeded. Correct. This system is limited to Chaos and Elevation. It's also tied to a feature that can be toggled on and off, server-specific, at any time. If any unforseen circumstances occur on any server after the implementation of this feature, it can be disabled without a restart until a fix can be deployed. Yes, they will begin to be affected immediately. We're not launching with a grace period, but it can be implemented afterwards if necessary. Correct. The new tower chaining feature also requires that deeds be founded with the token within 50 tiles of a chained tower, instead of 50 tiles of kingdom influence. This means a chained tower is absolutely required and the token cannot be placed outside of existing tower influence. Any deeds that already exist outside of tower influence are grandfathered in to the system and wont be penalized, assuming there is a valid tower nearby within chaining distance (120 tiles).
  4. It's been a bit since I last posted here, as I've been working on some of the projects unrelated to the priest rework recently. However, I've spent some time and made some quick changes to address some of the current issues/bugs with the current build. As of right now, the priest rework is considered content-complete and no further mechanics changes are planned. Fixes for bugs and exploits are obviously still on the table. Purge no longer dispels karma spell effects. Befriend monster passive no longer works for rift monsters or legendary creatures. Infection wounds no longer tick every minute against legendary creatures. Scorn of Libila no longer heals neutral creatures that are naturally aggressive. This resolves an issue with it healing creatures that are rendered neutral due to the befriend monster & befriend creature passives. Containers can now be enchanted and mended. This applies to pottery items, barrels, and similar objects that could previously not be cast on. Wrath of Magranon no longer fails to damage fences on the east and southern tip of its area of effect. Ritual of the Sun now properly repairs all fences and structures within Magranon & demigod faith zones. That aside, let's dive into some responses for the recent comments. Wurm is very heavy on RNG as it stands. Every action you take is dictated by some form of RNG, swayed by the items and skills you use. In the end, it still comes down to a roll of the dice. The "critical success" you speak of is done through raw sample size. Players cast over and over on items in order to achieve the higher value enchants. If the proposed ability to move enchants from item to item were implemented, it bypasses that sample size restriction on a single item and instead allows that sample size to be spread across all items and all players in the entire game. Instead of having a 104 enchant on a supreme be amazing, you'd instead compare a 104 cast on a supreme and a 104 cast on a normal item and consider them equal... because the normal item cast can be transferred to the supreme. To re-iterate, I've already done this in Wurm Unlimited. It ended up with players obtaining super-items that were massively out of control. Granted, I compounded that failure by uncapping enchant power and letting players advance excessively... but still. Once players have the best items, they no longer have anything to strive for. Goals are what keep players interested in playing Wurm. The ability to move enchants makes goals easier to achieve. While that feels good for the player, it's unhealthy for the game. This is a clash of good game design versus player desire. Sadly most of the work that was supposed to be done with Fo ended up not working out as intended. There were spells planned to be reworked that we just couldn't manage to do in a valid way, because the ideas were too ambitious. This leaves Fo in an unfortunate state where we were planning to give him something extra in order to bring him up to par with the other deities, but ends up falling short. Right now, he'll be remaining in the state that he's in. At the end of the day, he's the only god who has the full kit of healing spells, combined with Oakshell, Genesis, Life Transfer, and Venom. Because he's also a template god, he gets the special CR bonus for being on his terrain, which can be pretty potent. Aside from that, there's really not much else to say. I'm sure players will use him, but he'll be the niche pick of the group. This is intentionally remaining. Diversity is a good thing, and it will keep kingdom templates relevant. Players who are JK template can have a Vynora and Fo champion, then require a demigod for their third champion. Vynora and Fo are the most non-combatant template gods, so this seems a good balance whereas BL will have a "strong" Libila champion and MR will have a "strong" Magranon champion. Again, this isn't set in stone, so if it doesn't work out as intended, it can always be adjusted in the future. Fish are considered meat, so this is already functioning. Not being stung by bees seems like a good idea, but it'd require a new passive - of which Fo already has a very large amount. Followers of Fo already have 3 unique passives at 20 faith. Overloading Fo with passives is probably not the best way to fix him. In regards to the pets, that would be extremely difficult to achieve with the current pet system. There would need to be a rework of how pet mechanics worked before that type of idea could be attempted. Yes. Libila does not obtain Strongwall on PvE, but will retain it for PvP servers. Other priests will have access to Disintegrate on PvE after the update. Most of the deities roll either Strongwall or Disintegrate on PvE. I can't recall off the top of my head what deities have specifically on PvE, as the screenshots for their lists were taken on Baphomet (a PvP test server). A new list would need to be made for the PvE spell lists to include which deities have Disintegrate or Strongwall. No. This mechanic follows the same rules that govern all actions in the game. Whether it's improving an item, farming a field, or mining iron, you're always rolling -100 to 100, with a slide based on many factors. Channeling is no exception, but the actual power of the actions are more pronounced since they're entirely visible to the player instead of being hidden under other gameplay layers.
  5. The effect you see there was highly "forced" by using a GM account to apply the effect in that area repeatedly. I condensed about ~2-4 months worth of terrain erosion into that 15 second clip. Edit: a quick before/after when I was working on it. This was roughly a week of erosion being live on the server: Before After
  6. Since the mod was brought up (the one I made for exactly this purpose), I feel it's valid to provide some context. Basically, when I first generated the map for my unlimited server, it was riddled with horrible bumps and hills all over the terrain. It looked incredibly unnatural and was terrible to travel across. 10 slope up, 13 slope down, 11 slope up again. It was miserable. After some time, I managed to design a system that would naturally terraform the ground back into a more natural state by detecting severe deformities. It does this by moving dirt using logical amounts of slope differential between two sides. If you're looking at a hill that's 10-15 slope each tile up to the top, it's going to be entirely unaffected. If someone digs a 20 slope ditch on a single tile corner, the system would detect that and start moving dirt from the top down into the pit. It's actually somewhat difficult to describe how the system works, but it doesn't just "flatten" the world or make it look miserable. It also doesn't impact building sites, it doesn't work on deeds, and since its implementation there have been no complaints about the map terrain or existence of the system. The best way to describe it is probably a demonstration. This is the gif I used when I posted the patch notes to my server:
  7. It has always bothered me how useless some of the rare items are. I saw people making mods on Unlimited that would grant bones through sacrificing, give skill gain, or even provide other benefits separate from rarity entirely. However, there's already rules in place that rarity follows, it's just not implemented very well. When you consume a rare item while improving, there's a small chance that it transfers rarity (1/100). When you use a rare material to continue an item, it would provide a chance of transferring rarity as well (1 in however many materials are required). Following that mindset, I thought it would make more sense if rare materials just "worked" properly, and thus made the following changes to my WU server: 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. I find solutions like this to be far more eloquent in design than the ones than simple conversion of the rares into something else. If you're making arrow shafts, and get a rare arrow shaft... you should have a strong chance to make a rare arrow from it. It shouldn't just be spamming rare arrow shafts so you can eventually sacrifice a lot of them to get something else. That type of mindset generally encourages "gaming" the system to obtain as many rares as possible to achieve the final reward as many times as you can for maximum profit. That said, it's not like what I did was that much better. People ended up spamming shafts and handles so they could have good chances to create a rare tool. But at least they were creating a component of the rare they were aiming for, allowing them to do what's called "deterministic farming" towards their objective. Making a bunch of shafts and handles doesn't end with them being able to rare their dragonscale.
  8. If you thought the priest overhaul was big, just wait until you see what Tich had in store for you.
  9. Been a minute (few days) since my last post, so it's time for another round going through all the latest comments. So I ended up playing around with this for a bit, trying to figure out how to implement this exact thing onto dispel. I ended up with a few revisions that I attempted. At the end, I scrapped the whole thing and set it aside for now. While it's obvious that players want to be able to choose what type of effect to dispel, all the solutions for doing so have been pretty poor. I'm not willing to rush out a shoddy implementation just to "get it done" in this case. For now, Dispel will function as it always did. There's the possibility of revisiting this topic in the future but it will not be a part of the Priest Rework update. Makes some changes in the code. Nope. Definitely wont work on uniques. That's a pretty good idea with Oakshell. I'll ask the team if that's something we want to do. I'll be making a change to Purge shortly which will make it avoid dispelling karma effects. They're too costly to be removed so easily. We're still making some changes. Once all the changes are finalized (which should be soon), we'll have a finalized list of changes that we're ready to present. It shouldn't be too much longer. It does right now, but I'll likely be removing the ability for Purge to dispel those effects alongside Karma effects in the next update. I tried something similar to this in Wurm Unlimited. While people love it and use it frequently, I've found it fairly damaging to the economy. Players who have many resources are able to more easily and securely create "masterpiece" items. Instead of having to sit there casting on your supreme item, risking a shatter every time, you instead just cast on items you might plan on selling until you get a 100+ cast, then use the scroll to transfer it over. This removes a ton of the risk and provides all the reward to the player. Again, it feels extremely good from the player perspective because they strictly benefit, but it's a flawed design that will most likely cause significant damage to the community and economy.
  10. Nice responses. I read through it all and I think I have an idea. What would you think about allowing a form of "splitter" into a BSB? An example: You insert a splitter and set it to 90QL. Everything below 90QL would then be averaged together, and everything above 90QL would be averaged. This gives you two piles of bulk items. You then insert another splitter and set it to 50QL. Everything below 50QL would be averaged together, everything between 50QL and 90QL would be averaged together, and everything above 90QL would be averaged together. This gives the player the ability to split their BSB in a variety of ways, while being pretty clean in regards to how it's handled. If players don't want it to split, they simply don't add any splitters. It would be extra work on behalf of the player to create and install the splits instead of requiring new interfaces or similar. It also doesn't interrupt the existing gameplay, and instead is a pure addition. Would probably need to limit the amount of splitters, potentially based on the QL of the BSB/FSB, which would provide incentive for carpenters to actually improve those objects. What do you guys think?
  11. Yes, every attack with Bloodthirst still deals the 33% more damage. The infection wounds are a bonus on top of what already existed. The new BT changes do not apply to bows. Bows will function identically to how they did before with Bloodthirst. The magic shell idea is something interesting, but it's kind of exactly what we wanted to avoid. There's consideration for making it so that Purge does not dispel karma effects, and the normal Dispel spell would need to be used to remove them after a Purge. It's a new spell so we'll likely still tweak it a bit, whether that be cast time, cooldown, favor cost, or mechanics in general. It remains to be seen. Feedback is valuable for that process. While attack speed is capped to 3 seconds, the "base" speed can be lower. This base speed is what's calculated with all the effects, such as web armour, then it gets capped after all effects are in place. The infection wounds are different from infection... "status?" - This is one of those design areas that definitely needs clarification and possibly a rename of the mechanic. For example, we have poison "wounds" and poison "mechanic" which are different things. You can have a bruise with poison or infection. You can have a poison wound without poison status on it. You can have infection wounds without infection status on it. These are really difficult to convey, whether it be in a forum like this or in-game where it actually matters. When you get hit by an RT weapon, the only way you know that the wound is infected is to watch the combat log and recognize which area they hit. This whole thing has room for a lot of improvement. Rant aside, the infection wound differs from the infection "status" that is applied by RT because it actually changes the wound type. This changes how it interacts with armour and (by proxy) ignores glance rates. This gives BT a DPS increase based on the glance rate of the opponent. Alongside the significant damage increase, this makes BT a form of hybrid between Venom and the elemental enchants, as well as offering more versatility. It's hard to say exactly where BT will end up, but from my own perspective I believe 10k BT is the highest damage, highest versatility enchant for damage out there. The others are faster and mildly comparable, but BT offers a whole new way to fight, where you can wear down the opponent over time. While it's true that in PvP most players just zerg down a single target, when you scale down the fight sizes to smaller skirmishes such as 1v1 and 2v2, the infection wounds become way more valuable for obvious reasons. Landing an infected wound on a high shield skill target could be the difference between winning and losing the fight. In the end, time will tell how valuable it is. It now has its own identity separate from the rest of weapon enchants, and that was the goal with the change. I believe we'll be targeting the ability for players to switch their deity on both Freedom and Epic clusters - thus 2 resets. Can you elaborate on what's wrong with Dispel in it's current form? I believe I read something a long time ago posted in this thread regarding dispel, shattering, and similar... but it's buried so far back that I can't find it or recall the specifics. That's a bug and will definitely be fixed. Thanks for testing and reporting that!
  12. I would really like to see something similar to the bulk sorted mod from Wurm Unlimited, but it's implementation should not be so... choppy. The idea of shelves that accept certain QL is along the right track, but I'd like to see something truly inventive that makes sense and doesn't require player configuration to achieve the proper result. Also, shelves would make the interface harder to manage. Any ideas for ways to make this happen without just sorting by groups of 10QL and 1QL past 90?
  13. The <5kg means they'll take full damage from their weight, not that they're immune to Sunder. It's specific to that change line, not Sunder as a whole.
  14. Sunder now works on large objects like forges, ovens, and guard towers. Before these changes, it would do the full 1-20 damage on those items. Guard towers would be able to be brought down in ~10 casts from decent skilled priests, making it take mere minutes to remove a tower. These changes are intended to make it so that Sunder is balanced against the new objects you can use it on.
  15. You shouldn't need to have Wurm Assistant to notice someone is casting something hostile on you.
  16. New changes should be live on Oracle and Baph test servers shortly: New Spell: Purge (All gods & demigods, 45 faith, 35 favor) Purge removes all beneficial spell effects from the target creature. The spell effect removal completely ignores dispel resistance and does not have a resistance of its own. Purge has a 5 minute cooldown after a successful cast. Cast time is 15 seconds and range is roughly 6 tiles. This spell is designed to be a countermeasure for using half a dozen effects to "mask" the effects that actually matter and prevent them from being dispelled. Bloodthirst now has a chance to inflict an infection wound on the target. Chance to inflict an infection wound is the power of the bloodthirst / 100,000. This grants a 10% chance per swing at 10k Bloodthirst. When an infection attack is rolled, it will ignore the target's glance rate, similar to how Venom currently works. Infection wounds now tick every minute, and will rapidly worsen. Bandaging or treating an infection wound will stop the worsening effect, but they will still tick every minute. Web Armour now adjusts attack speed as a multiplier instead of a flat amount. Every 10 power of Web Armour adds 1 second to the duration of the effect. This is unchanged from previous mechanics. The effect no longer slows each attack swing by 0.5 seconds per power. Instead, it now slows the attack speed by a percentage equivalent to the power. For example, at 50 power, web armour will slow swings by 50%. If the attacking weapon swings every 3 seconds, it would instead swing every 4.5 seconds under the effects of Web Armour. This interaction works off the base attack speed of the weapon, not the actual. A glimmersteel small maul has a base attack speed of 2.7 seconds (3 seconds with a 10% reduction for being glimmersteel). The actual swing speed of the glimmersteel small maul is 3 seconds, since you cannot swing faster than once per 3 seconds. The glimmersteel maul would swing every 5.4 seconds under the effect of 100 Web Armour. By this logic, you can ignore web armour completely by using fists and bearpaws, since fists have a base swing speed of 1 second. Other interactions similar to this (like Frantic Charge) will also apply. Sunder damage has been reworked. Sunder now accounts for the targets QL, damage, and weight when calculating the damage done. Base damage remains the same, at 0-20 damage based on cast power. Quality now reduces the damage of the sunder cast, starting at 0.5% reduction at 1QL to 50% reduction at 100QL, scaling linearly. 80QL items will take 40% reduced damage. Damage already on the item also reduces the damage of the sunder cast, starting at 0% reduction at 0 DAM and scaling to 100% reduction at 100 DAM. 50 DAM items will take half as much sunder damage. High weight objects (guard towers, forges, etc.) will take significantly reduced damage now. Any item under 5kg will be unaffected by this change. All items over 5kg will start taking significantly reduced damage, scaling indefinitely. Light of Fo, Scorn of Libila, Life Transfer, and Essence Drain now use intelligent wound targeting. They will prioritize healing the highest damage wound(s) they can. Nahjo now has the meat & alchemy affinity. Enchants when examining an item now have color! Check the image below for an example. Colors are able to be modified individually on a per-player basis through the text section of the client settings. You can revert it back to boring by configuring all colors to white.
  17. Good question. We're looking to make it so the higher of the two faiths will be applied to the character on login. For example, someone who has 50 Libila faith (Chaos) and 80 Magranon faith (Freedom) will login with 80 faith. If they're on Chaos, they'll be 80 faith Libila. If they're on Freedom, they'll be 80 faith Magranon. Afterwards, considering everyone has a free faith transfer, you can elect to go Libila, Magranon, or whatever else you want at 80 faith.
  18. We'll be looking at ways to make Rite of Death functional on Freedom without being a griefing tool. With the new rite tech available, we have more options than before, and getting some good ideas for new benefits to Rite of Death would help along that process. Now that Rites have an effect that lasts 24 hours after being cast, what type of benefit should Rite of Death grant the server when cast on Freedom?
  19. Minor update: Priest Rework is now active on the Oracle test server. This is a PvE server and will more closely mimic functionality on Freedom. Libila is now enabled on PvE servers. Some spells are disabled, notably Corrupt (previously Fungus), Zombie Infestation, Land of the Dead, and Rite of Death. Converting a player to Libila on a PvE server should no longer move them into the Horde of the Summoned kingdom. This functionality remains on PvP servers, where converting to Libila will automatically transfer you to the Horde of the Summoned. Dark Messenger can now be used by players in WL kingdoms (including Freedom).
  20. I worked at an elementary school a while ago, and something they were experimenting with was Code Combat. They wanted me to make a judgement call as to whether or not it was worth purchasing the subscription for the school. I spent the whole day on it, and my judgement that it was both extremely enjoyable and actually very solid at teaching the fundamentals of coding. I highly recommend it. The first whole set (40ish levels?) is free and runs in the browser, so give it a shot yourself and see what you think. It's a bit cheesy and over the top, but if you're able to get past that, it's a really neat way to learn how to code.
  21. It doesn't, and that's why further changes are planned.
  22. My philosophy aligns with increasing the power of other objects instead of "nerfing" existing content. It does create a bit of power creep, but so long as it's controlled and met with increasing challenges, it's really not that big of an issue. That said, the Bloodthirst change was absolutely necessary. This is because it was broken by concept and not through value. The old Bloodthirst functioned by adding flat damage on every attack. The new Bloodthirst increases damage using a multiplier. Some hypothetical examples: Old Bloodthirst at 10k would give +10,000 damage per hit. A 90QL huge axe hits for 25,000 damage per swing, once per 5 seconds. DPS is 5,000. A 90QL short sword hits for 12,000 damage per swing, once per 3 seconds. DPS is 4,000. If the huge axe has 10k BT, it would've had 35,000 damage per swing, once per 5 seconds. DPS is 7,000. If the short sword has 10k BT, it would've had 22,000 damage per swing, once per 3 seconds. DPS is 7,333. Obviously Bloodthirst was incredibly valuable on fast-attacking weapons. In fact, it turned out that some fast-attacking weapons would straight up outperform their 2h counterparts with identical power Bloodthirst. Take longswords and 2 handed swords for example. In the previous system, given the proper arguments, 2h swords with 10k BT would actually do less damage than a 10k BT longsword. That's just simply not right. We can extend the example above to the new system: If the huge axe has 10k new BT, it will have 33,250 damage per swing, once per 5 seconds. DPS is 6,650. If the short sword has 10k new BT, it will have 16,000 damage per swing, once per 3 seconds. DPS is 5,320. Using a global multiplier instead of an overloaded flat damage increase creates a balanced atmosphere. Now let's imagine that there are plans to remove the minimum swing timer of 3 seconds from the combat system in the future, and a fast-attacking knife with a 1 second attack is planned. The knife does 3,000 damage per swing, once per second. DPS is 3,000. If the knife has 10k old BT, it would do 13,000 damage per swing, once per second. DPS is 13,000, nearly double that of a huge axe with BT and almost triple without. If the knife has 10k new BT, it would do 4,000 damage per swing, once per second. DPS is 4,000. This is reasonable. While there's a time and place that flat damage increases can be implemented, Bloodthirst was in a state where it fundamentally undermined the balance of the weapons in the game. Yes, it's being changed to be a net decrease in damage on most weaponry that currently exists right now. Again, there are other changes that are planned that I'll be working on in the near future (it just takes a bit of time to implement). It will help this situation. However, I'd also argue that even without any further changes, Bloodthirst still has it's own value: Damage is added directly to the hit, allowing it to be calculated as physical damage. This is the only enchant that would not be mitigated by Soul Strength. Since the damage is all physical, it cannot be avoided through the likes of Elemental Immunity in meditation, nor reduced by the new jewelry enchants. Elemental enchants do not modify the base hit, and therefore do not apply secondary effects from material such as lead weaponry. Lead weaponry will apply larger poison wounds if Bloodthirst is applied. I personally believe that the argument for Bloodthirst being dead in the water is heavily overblown, especially considering there are upcoming changes intended for it. I've done my best to explain why it was changed, and I'm aware of the aftermath. We're working to amend the issues brought up by the adjustment, and still feel it was fully necessary both for the existing game balance and making the system more easy to work with in the future.
  23. Venom will no longer glance against any creatures except uniques, which will have their normal 50% glance chance. That chance is static and processed after all other calculations. There may be room to change how that works in the future (as well as the way that creature glance rates works because right now I feel it's less than ideal), but it's outside the scope of this update and therefore will not be changed as part of the priest rework.
  24. I was testing against an enemy player and a bull and it would never glance. Then I spawned a troll and it started to glance, which forced me to go into a deep dive about how the glancing works. Glancing on a player always checks their actual armour. If none is found, they have no armour rating and no glance rating, and therefore the attack never glances. The glance rate for creatures is dependent on half their actual armour rating. Bulls for example have no armour, and therefore no attacks glance. Trolls, on the other hand, have 60% armour and thus glance 30% of the time against any attack. This was where my initial testing failed, since the two targets I used to ensure the changes worked didn't actually have a way to glance the attacks. However, it gets even more interesting. Oakshell provides a unique glance chance of its own. If a player has Oakshell, it provides a global armour glance rate that ignores damage type, and would therefore cause Venom to still glance (up to 33% of the time at 100 power). Furthermore, legendary creatures (or uniques) also have a built-in global 50% chance to glance, which also would apply to Venom. These are unique cases where the target would still glance despite having Venom on the weapon. The primary issue is that creatures would be able to glance the attack if their armour was more than nothing. I've created a fix which should be pushed to the test server on the next update. Thanks for the testing. I believe it will now work as I originally intended from here on out. This also allowed me to fix the salve interactions with glance as well, so they will apply properly in combat scenarios also.