Henry

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About Henry

  • Rank
    Villager
  • Birthday 09/12/1995

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    Male
  • Location
    Germany | Riviera

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  1. We had an awesome time on the dragon hunt! 25 players teamed up to fight the green dragon hatchling and the green dragon on sunday 21/07 and took them down in a long but coordinated battle! Everyone on the isles received a share of the hide/scale, the hunters themselves receiving the bigger share. Media from the event Thanks everyone for joining in! Coming soon The high mages of Riviera detect faint traces of strange matter from another dimension. They predict this signature to possibly end in an opal-level rift. This signature will be stronger than anything we have seen before, and will materialize on Riviera this weekend! New features and changes Arrow packs Our take on arrow packs, you can now create hunting/war arrow packs using a quiver and 20 arrows of a type to create an arrow pack of it. They are difficult to craft and require a high fletching skill. Using these packs you can improve all containing arrows at once and enchant them so all containing arrows receive the enchant. Random Spawn Rework The random spawning as we had it until today is gone now, since many new players are confused by it and leave quickly again. This means it was time for a rework and here it is! From now on new spawns will spawn in the capital city Rivia on the plaza. There is now a Random Spawn Portal which anyone can use to get to a random spawn location on the isles. If you don't like the location you end up on, simply you the teleport back to Rivia and try again. Fixes Fixed being unable to neuter branded horses
  2. Many new features and changes throughout this week! Upcoming events below. Den Burning You're be able to smoke out monster dens by using your flint and steel on it! You can find money inside and possibly even treasure! Riviera Bounty System Replaced the old bounty mod with the new Riviera Bounty System! Allowing for precise payouts, group bonus, hooks into our event system and more! Unique Loot System Will automatically distribute unique loot to all players and complete overhaul on the drake/dragon loot mechanics. Leaderboards You can now compare your skills with those of others. This feature is optional, and you are not opted in by default, but can opt in and out whenever you like. To access it, rightclick any skill in the skilltree or rightclick your body in the character menu. Changes Reduced Tree Spreading Added title broadcasts Meditation tile requirements are now simplified Sea serpents are now a bit stronger Dragon and drake stats are increased a bit The area farm actions now use the effective farming skill Logs are no longer combineable (you could dupe woodtypes this way) Fixed an issue with charcoal burning Slightly reduces skillgain on fails Increased unique bounty Upcoming events This weekend on sunday, starting 18:00 UTC we will be hunting the green dragon hatchling! Join the server for guaranteed dragon loot or even better join in on the fight for more! Rumours have it, that strange matter is circulating again over the clouds of Riviera! The high mages of Rivia forsee a greater threat, which could possibly arrive as a an opal-rated energy surge, marking the beginning of a rift invasion! This is likely to happen next weekend! Join Riviera today and be part of the story! You're breathtaking! It's always nice to have you around!
  3. Playing

    In case you don't have it yet, you can use bdew's Action Timers Fix to make actions like pray have the action timer multiplier of your server applied to them. You can specify in the config which actions you want it to fix.
  4. Will likely not happen soon, maybe some time down the road The rift event was awesome, thanks to everyone for participating! Around 20 people assisted in fighting back the strange matter and fought back around 600 intruders before the rift finally collapsed! The next rift will be in a few weeks, so be sure to prepare Some media from the event (Spoiler) The next event is here! presenting Double-Double Bounty Hunting Event This weekend we'll be having our very first bounty hunting event featuring doubled bounty payout and doubled skillgain in fighting, archery and shield categories! The event will run from friday 12:00 UTC until monday 12:00 UTC (12/07 - 15/07) These skills will be effected by doubled skillgain: Shields, Fighting, Small wooden shield, Medium wooden shield, Large wooden shield, Small metal shield, Large metal shield, Medium metal shield, Weaponless fighting, Aggressive fighting, Defensive fighting, Normal fighting, Taunting, Shield bashing, Short bow, Long bow, Medium bow, Archery Happy hunting! Event post (wu.thahenry.de)
  5. Been quite some time since the last update but of course many little and big things happened ~ New Mods and Features ~ Rift Events Starting this weekend on saturday we will have rift events! These rifts can alter in how they look, their strength, varierty of hostiles and rewards! More info on the event at the bottom of this post! Unique Rumour Map You can now see the rough area of unique creatures on the livemap! To toggle this feature use the Show reported unique creatures button on the left. Preview The unique will be in a random location inside the circle, you can click the circle to see which unique was spotted. The circles will move randomly every 30 minutes. Taxidermy You can now preserve corpses to use them for decoration. To do this you can craft Taxidermy kits to apply to a corpse Waxed Food You can now preserve food to use them for decoration as well. Use beeswax on the food to preserve it Animal Neutering You can now neuter animals to make them unable to breed ever again. This costs 1c and 50 karma to do and requires active scissors and leading the creature. Cave-Layer Rework The cave layer was completely rerolled, now featuring increased ore spawns and adjusted amounts in them. In general this means you will find way more iron and other resources than before. Any existing stay the way they were. DUSKombat Overhaul on the combat system plus stats on weapons. Very nice ~ Misc Changes ~ Rivia (central main city) now has a dedicated market area where you can place merchants The Rivia Church now is decorated and has altars of Fo, Vynora and Magranon for you to pray at The forum has received a little design change Boat speeds have been increased a bit overall and also received a little re-balance to better fit their cost and sail size for wind benefits Startergear: Removed spyglass, Added mallet, Added 10 small nails Combined leather can be used for improvement regardless of QL Now with the latest changes out of the way, time for the real fun stuff! ~ Rift Events ~ The first event will start this saturday! You can vote here for which time suits you best to participate! (click me) The Story Slight traces of a strange cosmic radiation are being picked up from another dimension and the mages guild is predicting that a rift is about to open on saturday this weekend! The high mages of Rivia will be able to delay the rift for a short period of time to give us time to prepare. It is yet unknown what the rift will bring, but the tales tell stories of fierce mutated beast from another dimension, taking over worlds and and slaying everyone within their paths. How does it work? Rifts will open from time to time, starting this saturday. Their location will be indicated by a bright red energy surge striking the surface on a totally random location of Riviera. The rift will not open close to deeds, slopes or inaccessible terrain. There will be an Event Portal open near the rift some time before the rift fully opens. Roughly 24 hours after the red surge hits the ground, waves of rift beast will storm the surrounding land and rift-resources can be found around the surge. In order to finish the event, all rift creatures need to be defeated. What are the rewards? Players will be rewarded by activity. Each creature you kill or assist in killing will add to your score. The more score you have at the end, the more drops from the rifts lootpool you get. You can check your score and the available reward tiers by using the /rift command in chat during the event. Some of the possible rewards are: Shoulder pads Rift jewelry Oils Expensive trader items High QL rare gems Strange bones Magic tomes And much more Join us now to take on the beasts and defend the lands of Riviera!
  6. Updated once more (v1.2) You can now specify multiple ids as target Renamed the config entries to be less confusing and cleaned it up a bit
  7. The map is developing really well and many new deeds are popping up daily! Thanks to everyone so far for helping build this awesome community Now for the updates and changes over the past week Event Portals Added event portals. They allow you to use your deed token to teleport to the event and back to your deed when the event is finished. Treasure Maps Treasure Maps are now a little bit easier to get while doing activities like mining, woodcutting and foraging. When hunting, they can now drop from: Trolls, Brown Bears, Large Rats, Goblins, Huge Spiders, Anacondas, Black Bears, Cave Bugs, Lava Spiders, Lava Fiends, Crocodiles, Scorpions, Hell Hounds, Hell Scorpius Treasure Chests (Default Spawns) The (re)spawning of these has been disabled a few weeks back to ensure a smooth transition to the Treasure Map system. These chests have been disabled because they are mainly found by players using Scanner / ESP mods. Needing a mod to participate in the treasure hunting should not be mandatory, so i'm happy to say the last of the old chests is now gone Smaller changes and fixes Added inbreed warnings when breeding related animals Rivia Trader now has it's prices fixed (buy and sell prices should be much saner now) You can now combine Leather and Logs The bounty on burn has been slightly decreased
  8. I've updated the tool, i hope it works better now I've updated the above post to point to the tool topic so it's more consistent, v1.1 should perform alot better for you
  9. Updated it, it should now no longer mess around with your cave tiles It was closing cave entrances as well, this should now also be fixed. ALSO added a replacement id to the config, where you can specify with what to replace the tiles
  10. Made a little tool that will replace any tiles you specify with grass. Useful for when you want to reduce trees or bushes by say 30 or 50 percent or any way you like. Always make a backup of your map files before using a tool like this! One wrong id or a percentage too high could lead to bad results! Download (v1.2): https://drive.google.com/file/d/14cPUZkNyf43iwz8Hw0tWn15OIKHn0ef5/ Source code: https://github.com/ThaHenry/regulator/ Provided config will replace exactly 50% of each id Pre configured as source tiles are all normal bushes, you can change this to your liking Will replace tiles with grass by default, can be changed in the config. You can also specify multiple tiles as target at once. Config preview You can edit the bat file in the zip or create your own Basically use: regulator.jar -map="C:/Wurm/MyMap" -config="C:/Tools/Regulator/regulator.config" To get the id of tiles you can use the ebony wand, rightclick ground, special, change terrain. Id will be displayed in brackets.
  11. That looks nasty, you could leave that almost as a feature. The dangerous jungle map lol Made a little tool that you can use for this, simply specify the ids you want to replace in the config and by what percentage you want to reduce the appearance of those ids.
  12. Ah, yes you won't trap people with replacing cave walls with resources, even though that process will be alot of work. I was thinking of maybe running a script that restores the cave layer, or maybe have something like a "Cave wipe" date, where you simply replace the cave layer with the original one, or maybe a new and randomized one, so players have to search for the good ores again. Keep in mind, that you should never expect to know how many players are going to play and especially how they will behave. They will do the same if the prices are higher. IMO the best way to go with bulk buyers is to have them as a way out for excess resources, and not for a main source of income. One of the main "goals" i see from players is getting enough silver to afford either a big deed for months to come or they save up for magical chest, transmutation rods, merchant contracts or even wagoner contracts. Of course you can add them with your own price to merchants and regulate the market this way. I'm not sure if there's a mod for this yet. But if you're planning on selling special items only and they're quite costly, you can expect to not refill it that often Also, have you thought of adding a bounty mod so players earn money for killing stuff?
  13. It is important to consider what people really spend the money on, so you can tweak their income better. From my experience, most players tend to rather craft and imp things themselves, rather than buying them. Unless the price for said things are really cheap and easy to get to, like you said having a starter city. When it comes to bulk goods like rock shards, sand, lumps, etc. keep in mind there's going to be players running macros or bots all night long if you have an infinite demand for such things. Usually the way to go with bulk goods is, make a buyer npc that buys each of those items for insanely low prices, like 1-2i per item. This way you encourage players to trade the resources for a better margin. Another great benefit of having bulk goods this cheap is, that players can literally dump all their excess items (kindlings, seeds, etc) into the trader, helping with a slightly cleaner database. Are you going to use traders as well? If yes, keep in mind that traders can and probably will fill up with insane amounts of silver over time or after restarts, which players can easily drain with some 'easy to get' high value items. Possibly spilling 50+ silver into a players pocket. This way you could possibly trap players in caves. You should consider setting the mining hits for walls to a higher number like 50 if you want to encourage more mining. You can also consider creating your map in a way, that veins already contain increased amounts of resources, like 15k-30k per vein.
  14. Seeing this happen from time to time and not seen a solution for this yet. Basically what happens is: - new player connects - player has to disconnect, likely because something in the spawning went wrong - lost link triggers to 300 seconds instead of the 60 second logout timer - player stays connected, GM TOOL status Online, etc. - When i teleport to the player, there's no body, nothing. All the logs give me is this [05:40:28 PM] INFO com.wurmonline.server.LoginHandler: /1.2.3.4,Playername was created successfully. [05:40:33 PM] INFO com.wurmonline.server.steam.SteamHandler: Client was NOT Authenticated [05:40:34 PM] INFO com.wurmonline.server.players.Player: Playername lost link 300 secstologout.