RicePirate

Wyvern Reborn (Modded PvE / PvP) [3x/5x]

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Discord | Niarja | Twin Peaks Map | Legacy Map | Arena Map

 

 

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  • Basic Server Information
    • Action Timers: 5x
    • Skill Gain: 3x
    • Map Size: 2048x2048 PvE, 1024x1024 PvP
    • Creatures: 50,000 PvE, 7,000 PvP
    • Field Growth: 2 hours
  • Wyvern Mods
    • Bounty - Bounty is calculated off creature strength, not pre-set by set values.
      • The stronger a creature is, the more money you will earn for defeating it. This is algorithmic and not pre-set.
      • Strong creatures also have a chance to drop special Crystals, which is a subsystem within itself.
      • Champion creatures can drop special loot, including enchanted tools, moon metal, masks, and even a bone.
      • Currency is deposited directly into your bank.
    • Mastercraft
      • Achieving 90+ skill and then going further is now more worthwhile than ever.
      • Skills over 90 affect skill checks, reducing the difficulty further as you increase skill above 90.
      • At 99, the curve increases, up to double the effect at 100 than you would have at 99.
      • Rarity of tools now provide a similar bonus, decreasing the difficulty of skill checks per rarity level.
      • These changes use the player's actual skill, not epic curved skill.
    • Custom Creatures - New and existing creatures are enabled on the server, adding variety.
      • Typed Creatures - Creatures can spawn with random types even outside of a den. This includes bred animals. You can randomly attain a champion hell horse from 2 non-champion hell horses.
      • Epic creatures: Sol Demons and Worgs have been enabled as natural spawns.
      • Lava Fiends spawn naturally in sandy areas.
      • Charger - A large, spectral hell horse. Non-aggressive, and capable of being lead without taming or dominating. It spawns frequently in steppe and rarely in sand areas.
        • The charger is very specifically meant as an easily obtained "speed" mount. It is also a large stallion, giving the player a higher seat and providing a height advantage in combat.
        • To offset the ease of use, there are two drawbacks: It requires 37 body control to mount, and has negative natural armour, meaning it will take more damage than even an ungeared horse would.
        • Chargers can also be equipped with gear, so their potential speeds can be higher than Wyverns.
        • Chargers can be bred with other chargers. There is also the possibility of dens for chargers, allowing them to be typed (fierce, greenish, even champion). These can of course also be bred into the Chargers.
      • Large Boar - Low-Medium difficulty creature. Spawns in deserts and forests. Inflicts crushing wounds.
      • Forest Spider - Medium difficulty creature. Spawns in the forest near grass and trees. Can inflict poison wounds.
      • Spirit Troll - Medium-High difficulty creature. Spawns in snow. Can inflict frost wounds.
      • Giant - High difficulty creature. Spawns near grass and trees. Can inflict acid wounds.
      • Avenger - High difficulty creature. Spawns in tundra. Can inflict frost wounds.
      • Horned Pony - High difficulty creature. Spawns on enchanted grass (haha good luck). Inflicts internal wounds through the magic of its horn. Can be tamed, dominated, mounted, lead, and bred. Climbs up to 80 slope as a mount, and is between horses and wyverns in speed, but can be equipped with both saddle and horse shoes. Requires 35 body control to ride.
      • Facebreyker - A custom unique creature, dropping a unique item and blood when defeated.
      • Wyverns - High difficulty creature. Different types spawn in different areas. Wyverns are small dragonkin creatures that serve as mounts. They are amphibious mounts, and can be ridden across water without dismounting.
        • Wyverns are small dragonkin creatures that serve as mounts.
        • Wyverns generally inflict elemental wounds according to their color.
        • Wyverns can usually be tamed, dominated, mounted, lead, and bred. Climbs up 100+ slopes as a mount, and is slightly faster than Chargers without gear.
        • Wyverns require relatively high (30-45) body control to mount, depending on type.
    • Custom Items - Many custom items to improve quality of life, or simply give players end-game gambling to create that truly epic item they've always wanted.
      • Affinity Orb - Grants the player a random affinity when consumed.
      • Enchant Orb - Comes with a random enchant. Can be consumed to transfer the enchant to any item.
      • Depth Drill - Drills a tile corner, revealing the amount of dirt until you hit rock. Beyond that, it can also locate nearby ores.
      • Disintegration Rod - Sold at a merchant, this removes 1000 hits from any vein (no ore is provided), or instantly destroys a cave wall (like the Disintegrate spell).
      • PMK Wagons, Banners, and Flags - Art from PMK's in Wurm Online can be crafted on Wyvern Reborn. Like the art from The Crusaders? You can make it here, then mix and match that with an Ebonaura wagon.
      • Chaos Crystals - Dropped from powerful creatures, this is a volatile crystal that can be infused on items for a variety of outcomes. It can increase rarity, or destroy the item outright. Uses the "Artifacts" skill.
      • Enchanters Crystals - Dropped from powerful creatures, this crystal can adjust the enchant properties of an item. Uses the "Artifacts" skill.
      • Mass Storage Unit - A massive storage unit designed to hold multiple BSB's, FSB's, chests, and crates, all in one neat window. Crafted with over 70 Fine Carpentry.
      • Arrow Packs - Craft 40 arrows and a quiver into an arrow pack. Improve the arrow pack, then unpack to receive a quiver with 40 arrows of the QL of the arrow pack. This also transfers any enchants from the Arrow Pack to all 40 arrows.
    • Titans - Legendary creatures exist exclusively on Wyvern Arena, obtaining special abilities and dropping epic items.
      • Titans are designed to cripple groups of players attempting them. If you are interested in looting easy-to-kill players, look for the messages in GL-Freedom and interrupt their attempt.
      • Titans cause lightning in the sky from where it's being fought. A single player should be capable of killing multiple who are attempting a Titan.
      • Titans have unique abilies and "raid mechanics" that players need to be aware of. Many are not telegraphed, but they do need to be reacted to. Mindlessly hitting the the titan until they're dead like a normal unique is not a viable strategy.
      • Titans will drop a single "Titan Weapon" upon defeat - these weapons generally break the rules of the game and in general have higher stats than normal weaponry. They do, however, come with a downside of being un-improvable. They can be repaired.
      • Titans do not regenerate. Keep this in mind when attempting one, as it may be wise to back off, regroup, and re-enter combat in some situations. The titans specifically move extremely slow, so outrunning them, even on foot, should be possible.
      • All Titans spawn minions to aid them. These creatures have extremely high sight (meaning they chase very far) and move very quickly.
    • Armoury: Weapons & Armour Rework - All the weapon and armour systems have been reworked from the ground up for Wyvern Reborn.
      • Minimum swing timer is 2 seconds instead of 3 seconds. This opens up the opportunity for extremely fast-attacking weaponry to make its way into combat. Knives are now an acceptable weapon.
      • Armour Damage Reduction has been reduced - No more 80% flat damage reduction. The highest available is the new Glimmerscale set at 72%, and it is extremely hard to obtain. With values now lower than before, it opens the opportunity to actually use the glance rate and damage effectiveness bonuses from the lower damage reduction armours.
      • Dual Wield has been reworked - There is now a reason to wield two weapons. The offhand now swings at precisely 1/2 it's normal speed, and that's it. No more crazy amount of checks and balances and random numbers being thrown into the mix, just a really simple dual wield system that works and is effective to a point.
      • Weapon Rarity - Weapon rarity matters, reducing swing timer by 0.2 seconds per rarity level.
      • Shield Enchants - Aura of Shared Pain now functions on shields. However, you will need to cast a damage enchant as well to make it function: Rotting Touch, Flaming Aura, Frostbrand, or Venom. The damage aura determines the type and amount of damage that gets reflected on block, and Aura of Shared Pain power determines the chances the reflect will work.
      • Phasing - Shields are absolutely required in vanilla mechanics to remain competitive in PvP. This is no longer the case (sort of). With the dual wield changes and a new spell, "Phasing", you can now penetrate the shield of a defender quite easily. The Phasing enchant competes with WoA/BotD/Nimbleness for an enchant slot. As an effect, it increases the difficulty of the defender to block with shields when attacking with that weapon. This, combined with the faster swing timer, makes shields much easier to penetrate and deal real damage to the opponent.
      • Weapon Rebalancing - Polearms have been buffed. Axes have been improved. The whole system has undergone drastic adjustments and the weaponry meta is entirely different on Wyvern Reborn.
      • New Weapons:
        • Warhammer - 1 handed weapon, uses Warhammer skill. Slow attack speed, but hits extremely hard.
        • Knuckles - 1 handed weapon, uses Weaponless Fighting skill. Extremely fast attack speed, somewhat weak damage.
        • Club - 1 handed weapon, uses Huge Club skill. Moderate attack speed, moderate damage.
        • Long Spears are now 1 handed weapons.
      • New Armour:
        • Spectral Armour - Crafted from the hide of Spectral Drakes, this armour is lighter than any other. Requires high leatherworking to create and is generally quite scarce.
        • Glimmerscale Armour - Glimmerscales are crafted from a metallurgy between dragon scales and glimmersteel. Once created, 10kg of glimmerscale is used to create a set of glimmerscale armour, the highest damage reduction armour available. Movement speed penalty, however, is inbetween plate and dragonscale.
    • Spellcraft: Spell System Rework - All spells have had a balance pass and been tweaked to custom server settings.
      • Maximum faith increased to 200 - This opens up a whole new world of possibilities, including casting high-favor spells like Life Transfer without a link.
      • Minimum Priest Faith reduced to 10 - You can now become a priest at 10 faith. You'll be able to cast spells and work on channeling earlier than ever before.
      • Favor Gain Rework - Favor regeneration now ticks once per second, instead of once per 10 seconds, for smaller amounts. Overall favor regen has been increased.
      • Rite Reworks - Rites now have special additional benefits to encourage casting them. Furthermore, they require less overall prayers to cast, and can be cast more frequently.
      • Examine Creature Spell Effects - You can examine a creature and see it's spell effects. (Truehit has been cast on it, so it has combat vision and aiming. [28])
      • Improved Negating Effect Messages - When casting enchants, the message explaining why you cannot cast over something else is now very specific. ([21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of ages.)
      • Spell Changes:
        • Light of Fo has increased cast difficulty, reducing its effectiveness in combat.
        • Scorn of Libila no longer requires enemies to be damaged, and instead heals 2 wounds on all allies on every cast.
        • Dozens of spells have had their faith requirement, difficulty, cast times, or favor costs adjusted.
      • New Spells:
        • Harden - Enchantment for any item, reduces the amount of damage the item takes with use.
        • Phasing - Enchantment for weapons. Defenders will have a harder time shield blocking attacks from a Phasing weapon. Competes with WoA/BotD/Nimbleness for enchant group.
        • Bag of Holding - Enchantment for containers. Increases the size of the container, allowing it to store up to 4 times the initial amount based on power.
        • Summon Soul - Allows a player to summon another player. Very useful for unique slayings.
        • Replenish - Vynora only. Cast on a liquid container to have it automatically refill with water. Works on fountains, barrels, buckets, waterskins, etc.
    • Libila Enabled - Libila is completely enabled across all maps on the server, as well as all features that come with her, such as mycelium and zombies.
    • Kingdom Offices - An item called a Creature Token will drop from aggressive creatures you slay. These can be crafted into other types of tokens which can be "bid" for offices.
      • These are the Kingdom Titles generally reserved for PvP Kingdoms/PMK's, such as Royal Priest, Royal Avenger, etc.
      • A minimum bid of 10 is required to obtain the title. From that point forward, whoever has the highest bid obtains the title.
    • Custom Deities - Two player gods have ascended, Breyk and Cyberhusky.
      • These deities were hand-crafted, from their passives to their spell lists. They are not randomly generated.
      • Breyk - White Light, Industrial, Nature-Focused. Designed to have some of the best enchants the gods have to offer. Oakshell, Excel, Truehit, and the plethora of other combat buffs in Breyk's arsenal are meant to be utilized in conjunction with their enchants. Combined with Cure Light and Scorn of Libila for a minor off-healing role, Breyk is intended as a "support" role for other players in combat.
      • Cyberhusky - Black Light, Warrior, Combat-Focused. Starting with the "Warrior" attribute for 25% increased damage in combat, it's immediately clear what Cyberhusky is meant for. Designed with the unique combination of Dominate and Rebirth, you can bring a powerful creature into combat, then use it again after it's slain. Backed up with some of the best combat spells including Drain Health, Drain Stamina, and Light of Fo, Cyberhusky is meant to be in the fray at all times.
    • Unique Creature Improvements
      • Rapid Uniques - Uniques spawn very frequently, allowing uniques to be slain on a near-daily basis and making drake/scale more attainable.
      • Treasure Boxes - Any player that deals damage to a unique is granted a treasure box. These can be opened for a cache of random loot, so players are not left with simply a blood to show for their efforts.
      • Moon Metal Vein Blessings - When a unique is slain, it blesses the world with 20 adamantine/glimmersteel veins. This improves moon metal availability as the server progresses and makes moon metal a "renewable" resource.
      • Reapers & Spectral Drakes - After a unique dies, in its wake spawns a special creature. Spectral Drakes for dragons/hatchlings, and Reapers for the rest. Upon defeat, they will grant an affinity orb (consumed for an affinity) and enchant orb (random enchant from 90-120 power with a 1-time transfer to any item of your choice). This allows players to get multiple affinities outside of PvP, and gives players an alternative to casting for high enchants.
      • Increased Armour - Uniques have had their armour increased across the board. They're not as trivial as other servers, and will require effort to slay.
      • Extra Corpse Loot - Dragons and hatchlings now have extra chunks of hide and scale on their corpse, providing more loot to give away than just a rare bone.
    • Movement Tweaks
      • Mounts and vehicles can now climb significantly more slope, up to 150 in some cases.
      • Boats are much faster and generally more affected by wind speed.
      • Vehicles have had their speed increased across the board.
      • New mounts are available to hitch to your wagons and carts.
    • Quality of Life - There are over 2 years of QoL changes from Wyvern. Here's a few:
      • Fatigue Action Override - You can now make fatiguing actions from vehicles and mounts. Improve from a horse. Build from your wagon. Sow from your cart. You no longer need to "be on solid ground" to do that anymore.
      • Leather and Logs can now be combined, allowing you to save a good enchant.
      • Rarity system has been significantly improved. Fantastic items are now more attainable.
      • Life Transfer no longer clashes with damage mods. Life Transfer stacks with every other enchant.
      • Sickles and Staves can be crafted from moon metals.
      • Statuette QL and rarity now impacts spellcasting.
      • Shields can take less than 0.01 damage when you block.
      • Added a "Receive all mail" button to mailboxes. It will automatically accept up to the first 100 non-CoD mails that were sent to you and place them directly into the mailbox.
      • Added an "Unequip all armour" button when interacting with equipped items. It will... well... unequip all your armour.
      • Eye and Face shots are redirected to head shots. This makes open helms and similar headgear viable, not a handicap.
      • Food and drink timed affinities are now universal. If you get a Fletching affinity from a drink you make, so will everyone else.
      • Damage taken by items over 90 have been re-scaled. An item improved to QL100 is immune to damage and will never decay.
      • Loot Assistance messages are broadcast when a unique creature is slain, randomly ordering participants for loot distribution (if it's wanted by the slaying group). It also displays rough estimates of how much damage each player did to the creature.
      • Creatures born on enchanted grass have a random trait removed immediately on birth (like an auto-genesis).
      • Mailboxes, Trash Heaps, Altars, and Bell Towers can be loaded for transport.
      • Body action to check your bank balance.
  • Public Mods
    • Ash Produce - Ash will be automatically generated over time from forges.
    • Bag of Holding - A spell for all priests that enlarges the size of containers.
    • Better Digging - Dirt is dug directly to your cart/wagon into crates, or dropped directly on the ground.
    • Bigger Houses - Doubles the maximum size of houses you can create.
    • Bulk Transport - Removes the limit on moving items to/from bulk storage containers.
    • Craftable Pauldrons - All pauldrons are able to be crafted, with the right amount of skill.
    • Creature Age - Bred creatures grow to the Mature stage faster, enabling players to ride sooner after they're born.
    • Crop Mod - Fields do not wither.
    • Fire Burn Time - Shows an indicator when examining a lit object of how long it's expected to last.
    • Harvest Helper - Announce harvest seasons on player login.
    • Inbreed Warning - Provide players with a warning if they try to breed related animals.
    • Increase Merchant Items - Merchants can hold up to 100 items.
    • Meditate Mod - Guaranteed meditation success, no 10 tile movement requirement, and 1/10th path delay.
    • Spell Mod - Removes priest restrictions.
    • Stable Master - Allow for animal transfer between islands.
    • Starter Gear - Improved set of starting equipment for new players.
    • Timer Fix - Improves timer actions and removes bugs related to Wurm Unlimited regarding enchants.
    • Treasure Maps - Players can find or buy treasure maps and go treasure hunting. Once they find the marked spot, they can dig up the treasure, defeat the mobs, and unlock their loot!
  • Wyvern Arena
    • Wyvern Arena is our 1k by 1k PvP environment. It is meant as a hunting/roaming server, and not as a kingdom warfare server.
    • Epic Curve. Players on Wyvern Arena enjoy the benefit of the epic curve, increasing skills to allow them to fight more in line with higher-skilled players.
    • Kingdoms and Deeds are disabled. You're free to build if you wish, but it will not be defended by NPC guards.
    • Bounty and Fight Skill increased. Creatures in Wyvern Arena reward 2.5x bounty and fight skill when slain.
    • Faith and Meditation on kill. Creatures in Wyvern Arena reward a meditation tick and mild faith gain when slain.
    • Crystal Multiplier. Creatures in Wyvern Arena drop 3x as many crystals as those on the PvE environment.
    • Farwalker Twigs & Stones disabled. Due to the nature of the Arena, twigs and stones are disabled.
    • Teleport and Escape. Players on the PvE server can teleport to the Arena using a 1-minute channel body action. They can then escape using a 2-minute body action from the PvP server, returning them to the PvE environment. The escape is blocked by enemies in local.
  • Server Rules
    • Intentional Griefing will not be tolerated.
    • Macros are allowed under the condition the player is actively monitoring their character. Our definition of "Macro" is when the game is being impacted when the player is not there. Using mods that do multiple actions is fine. Something that automatically does those actions when you are not present is unacceptable. You must be present and playing, otherwise it may be considered a macro.
    • Be respectful - we wont be removing anything, except seriously offensive or pornographic material. Feel free to express yourself, but common sense is key.
    • Client modifications are allowed. I personally encourage the use of client mods that make life easier, such as LiveMap and All of Bdew's Client Modifications. WurmESP and similar are also allowed. Any client mods which negatively impact other players are advised against and will be dealt on a case-by-case basis. Flyhacks, speedhacks, and similar are forbidden and being caught using them will result in immediate ban without appeal.
Edited by RicePirate

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Update for 9/5/2017:

 

  • Rarity Changes
    • Rarity chances during actions have been reworked.
    • Previous Values:
      • Fantastic: 0.01% chance per rarity window (1 window per 10,000 hours)
      • Supreme: 4% chance per rarity window (1 window per 25 hours)
      • Rare: 50% chance per rarity window (1 window per 2 hours)
    • New Values:
      • Fantastic: 0.1% chance per rarity window (1 window per 1,000 hours)
      • Supreme: 8% chance per rarity window (1 window per 12.5 hours)
      • Rare: 100% chance per rarity window (1 window per 1 hour)
    • Reasoning behind the changes:
      • Rares are fun. Supremes are even more fun. Old players hoard rares and supremes, and are also willing to pay for more. This change gives more opportunity to new players to earn currency from veterans.
      • Despite running for almost 2 years at medium to high activity, there are less than 20 player-made fantastic items on the server.
      • The chances of fantastics are, in my opinion, too low by comparison to the other two rarities. Increasing their frequency by a significant amount allows players to enjoy a very rare part of the game.
      • This follows the philosophy of Wyvern, allowing players to experience all the game has to offer without spending massive amounts of time to do so.
      • Note: These changes do not apply the chances on bones to become supreme or fantastic.
  • New Creatures
    • New Unique - A new unique creature has been added to the server. It has been added to the random spawn table of uniques. Be wary.
    • Black Wyvern
      • Small dragonkin creatures that are able to be tamed and mounted.
      • These creatures may be tuned incorrectly due to inability to test them thoroughly. My goal is to get them onto the server (in small number initially), and then adjust them according to how the community reacts.
  • New Features

    • Title Announcements - When a player obtains a title, it will be announced in the Server tab.
    • New Spell - Harden: Reduces damage taken from use and decay when cast on an item. Usable by all priests.

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Update patch for 9/12/2017:

 

  • Treasure Maps
    • Added Ulviirala's Treasure Map mod.
      • You can obtain treasure maps through hunting, fishing, mining, and digging. These will all have random chances of rewarding you with a treasure map. I will also put some up for sale in a merchant at Holdstrong.
      • When you find a treasure map, you will need a compass to begin. Activate your compass, then right-click the treasure map to read the map. It will give you a hint of where to find the treasure.
      • After you've found the location of the treasure, you will need to activate a shovel (if on dirt/grass) or pickaxe (if on rock/cliff) and right-click the treasure map to begin revealing the treasure.
      • Upon revealing the treasure, enemies will spawn and attack. You can either fight off the enemies or take the treasure and leave.
      • Important: Some treasure chests may be locked. You may require lockpicks to open the treasure after you uncover it.
  • Bag of Holding
    • Added Bag of Holding, a new spell available to every type of priest.
    • This spell allows you to expand the storage of many items in the game, such as boats, forges, backpacks, frying pans... essentially anything that holds objects.
    • Bag of Holding has a cooldown of 1 hour, and the power will affect how much the storage will expand.
    • Note: I've set the size increase to be pretty limited for the time being. If it feels like Bag of Holding doesn't do enough, I will improve it in the future.
  • Movement Tweaks
    • New maximum driving/mounting slopes:
      • Horses can now climb up to 60 slope, from 40.
      • Hell Horses can now climb up to 60 slope, from 40.
      • Large Carts & Ship Transporters can now climb up to 70 slope, from 40.
      • Wagons can now climb up to 80 slope, from 40. This includes PMK wagons, which used to be 60.
      • Black Wyverns can now climb up to 150 slope, from 60.
      • Black Wyverns are now amphibious mounts - you may ride them across water up to 50 meters deep.
      • Black Wyverns have obtained a significant mounted speed increase.
      • Note: I am aware players are asking for Black Wyverns to be equipped with horse gear or similar. I'm working on it.
    • Boat speed changes:
      • Row Boat & Sailing Boat base speed increased by 40%.
      • Cog base speed increased by 50%. Cog wind impact increased by 60%.
      • Corbita & Caravel base speed increased by 33%. Corbita & Caravel wind impact increased by 50%.
      • Knarr base speed increased by 20%. Knarr wind impact increased by 30%.
      • Note: These are test values and will be tweaked according to community feedback.
  • Spellcraft
    • Spellcraft is a new mod I've been working on to gain exceptional control over the spells that exist in Wurm Unlimited. Wyvern Reborn will be used as a testing ground as I develop this mod.
    • Spell changes:
      • Scorn of Libila will now heal 2 wounds on all nearby allies, regardless of how many enemies the spell has hit.
      • Scorn of Libila cast time reduced from 15 -> 10 seconds.
      • Light of Fo difficulty increased from 40 -> 70.
      • Strongwall cast time reduced from 180 -> 60 seconds.
      • Weakness favor cost reduced from 50 -> 30.
      • Zombie Infestation faith requirement increased from 50 -> 70.
      • Drain Stamina now has a cooldown of 60 seconds.
  • Minor Changes
    • The new unique, Facebreyker, now has less armor & strength. He should hit slightly less hard, and have less total health.
    • Black Wyverns should now hit slightly less hard and have reduced aggro range.
  • Bug Fixes
    • Black Wyverns should now actually eat food and should be able to be tamed. They are now carnivores.

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Hotfix for 9/13/2017:

 

  • Treasure Map Configuration Changes
    • Creature spawns have been adjusted moderately for the middle to higher QL's.
    • Avatars have been removed from the spawn list. They are now replaced with something more... fitting.
    • Base money reward and money multiplier has been reduced slightly.
    • Silver and Gold lumps have been removed as precious metal rewards. Precious metal weight has also been increased.
    • Number of sleep powders awarded from higher QL maps have been reduced significantly.
    • HotA statues have been reduced to a very low chance to spawn from map chests.
    • Rarity of map rewards have been adjusted to fit the server better.
    • Treasure loot groups have been adjusted significantly. Some item groups have been removed entirely (bye lockpick/compass group) and other, new groups, have been added from scratch including custom content.
    • Note: Tweaking of the system is not yet complete. Further feedback is welcomed and encouraged to assist in improving our server's settings.
  • Minor Changes
    • Crops harvested at top yield will now yield 1 less crop, but re-sow automatically. [Thank you Xelat & Hakameda for this addition]
    • Rite spells have been updated and reworked into the new Spellcraft mod. They should now operate more reliably. Each one now has a cost of 1000 deity favor (not player favor). This should make them easier to cast on a more frequent basis.
    • Willowspine has been granted as a spell to Magranon and Libila. (New Spellcraft feature in testing)
  • Bug Fixes
    • Off-deed containers can now be lockpicked. This includes but is not limited to treasure chests. Wagons, Large Carts, Boats, etc. should still remain non-lockpickable. Chests from decayed deeds should now be able to be lockpicked due to this change. I will be monitoring the effects of this very closely and will be taking action against abuses of this new change.

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Patch for 9/15/2017:

 

  • Priest & Spell Requirement Rework
    • Priest Requirement Reduction - Players can now become a priest with at least 10 faith by visiting the Altar of Three or Bone Altar (based on god). Player conversions still require 30 faith before being able to priest.
    • Almost every spell has been re-adjusted in terms of faith requirement and favor cost:
      • 46 Spells have had faith requirement changes.
      • Forest Giant Strength and Hell Strength now require 28 faith, and cost 21 favor. This makes them more useful combat buffs for new players, since they don't work on players above 40 body strength.
      • Dominate and Rebirth now require 50 faith.
      • Combat buffs Excel and Truehit now require 55 faith.
      • Mind Stealer now requires 65 faith.
      • Nimbleness now requires 70 faith.
      • Light of Fo and Scorn of Libila now require 75 faith. Scorn of Libila now costs 60 favor up from 40.
      • Smite now requires 120 faith.
      • Major "Rite" spells such as Rite of Spring, Land of the Dead, and Holy Crop have been increased to 150 faith requirement.
      • Most other spells require less than 50 faith or haven't been adjusted.
  • Player Deities
    • Two new player deities will be introduced, hand-designed to fit a specific roles in the game:
      • Breyk - White Light, Industrial, Nature-Focused. Designed to have some of the best enchants the gods have to offer, with the exclusion of armor enchants. For that, Oakshell, Excel, and the plethora of other combat buffs in Breyk's arsenal are meant to be utilized. Combined with Cure Light and Scorn of Libila for a minor off-healing role, Breyk is intended as a "support" role for other players in combat.
      • Cyberhusky - Black Light, Warrior, Combat-Focused. Starting with the "Warrior" attribute for 25% increased damage in combat, it's immediately clear what Cyberhusky is meant for. Designed with the unique combination of Dominate and Rebirth, you can bring a powerful creature into combat, then use it again after it's slain. Backed up with some of the best combat spells including Drain Health, Drain Stamina, and Light of Fo, Cyberhusky is meant to be in the fray at all times.
  • New Features
    • New Spell: Phasing - This spell increases the difficulty of shield blocking. Primarily used for PvP, this spell is in an enchant group with Blessings of the Dark, Nimbleness, and Wind of Ages.
    • New Spell: Summon Soul - This spell allows a player to summon another player. Simple as that. Has a long channel time and relatively high faith requirement (80) and favor cost (120).
    • Enchant Grouping - Enchant grouping has been re-done. On the surface, this has no changes in terms of mechanics. This is primarily used as a framework for new spells added. However, as a minor change, you will now be able to see messages when enchanting to know what spell is preventing you from casting something:
      • [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of ages.

 

Breyk (Industrial God) Information
hV5M0lT.png

  • Holy Item: Statuette of Vynora
  • Can pray on water tiles.
  • Bonus favor from sacrificing alchemy items [Like Libila].
  • 50% chance to keep items on death at 70 faith and 35+ favor. 25% chance to only lose half as much skill upon death at 60 faith and 30+ favor.
  • Double favor from sacrificing metal items.
  • +10 bonus to improve actions at 80 faith and 40+ favor.
  • 10% increased skill gain at 20 faith and 10+ favor.
  • Animals are not hostile at 60 faith and 30+ favor.
  • 25% increased food value at 20 faith and 20+ favor.
  • Double favor from sacrificing cloth items.

 

 

Cyberhusky (Warrior God) Information
AJJFdFN.png

  • Holy Item: Statuette of Fo
  • Uses Black Light & negative alignment.
  • Can pray at trees.
  • Can pray at corpses.
  • Half stamina loss on tree, grass, field, and dirt tiles at 60 faith and 30+ favor.
  • Thorns do not hurt to walk through at 35 faith.
  • Half stamina loss on Mycelium at 60 faith and 30+ favor.
  • May butcher human corpses [Like Libila].
  • Half stamina loss on roads at 60 faith and 30+ favor.
  • 25% damage bonus at 40 faith and 20+ favor.
  • 25% increased skill gain for fighting skills at 20 faith and 20+ favor.
  • Bonus favor from sacrificing food items.
Edited by Sindusk

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Patch for 9/17/2017:

 

  • New Features
    • The minimum swing timer in combat is now 2 seconds instead of 3 seconds. This means fast-attacking weapons like knives, sickles, etc. might finally be good.
    • Rare, supreme, and fantastic weaponry now reduce swing timer. Each rarity level will reduce swing time by 0.2 seconds. That's 0.2 seconds at rare, 0.4 seconds at supreme, and 0.6 seconds at fantastic.
    • Reapers and Spectral Drakes now have a high chance of being typed (greenish, fierce, etc.).
    • Leather can now be combined (again). This time around, I've fixed the bug where the quality would cap the QL you could improve to. It now functions naturally, but can also be combined.
    • Removed the mod that automatically re-sowed the ground after harvesting. I will revisit the idea with some form of toggle or cleaner method in the future. Thank you for the feedback.
    • Bounty rewards have been returned to a formula instead of set values.
      • This time, the formula has been significantly improved, and no longer works off the king's coffers.
      • In general you should receive more bounty from creatures overall. For some, it will be a slight increase. Others, it will be significant.
      • Extra feature: Bounty now works on unique monsters.
        • Participating in or holding public slayings and charging a portion of the bounty for participation is now a great way for players to build wealth. This follows the formula going live, and would be rewarded to all participants:
        • [03:18:16] You are awarded 8 gold, 78 silver, 72 copper and 46 iron for slaying the The venerable champion red dragon.
        • [03:19:28] You are awarded 64 silver, 20 copper and 70 iron for slaying the The venerable white dragon.
      • The Caveat: The system now detects damage, not combat. The character must actually deal damage to the unique in order to obtain bounty reward. If you want the bounty, you must pull your weight.
  • New Item
    • Powerful creatures now have a chance to drop a new item on their corpses. This pertains to anything awarding over 50 copper in bounty. I'm going to leave it up to the players to figure out what they are and how they work. But here's a few tips:
    • Combination is important.
    • Quality matters. A lot.
    • It works on almost everything.
    • Be careful. It's volatile, and there are many outcomes.
  • Weapon Rebalance
    • This is a cumulative list of all changes to weaponry as of this patch. It includes any changes that were made previously, but they're being reiterated for the sake of completion. Also, please welcome knives to the meta as they no longer do almost no damage.
    • Butchering Knife: base damage to 3.75 from 1.5 (+2.25)
    • Carving Knife: base damage to 5.5 from 1.0 (+4.5), swing speed to 2.75 from 2.0 (+0.75), crit chance to 2.0% from 0.0% (+2.0%), parry percent to 0% from 100% (-100%), skill penalty to 3.0 from 2.0 (+1.0)
    • Halberd: base damage to 10.5 from 9.0 (+1.5)
    • Large Axe: base damage to 8.0 from 6.5 (+1.5)
    • Large Maul: swing speed to 5.25 from 6.0 (-0.75)
    • Longsword: base damage to 6.5 from 5.5 (+1.0), swing speed to 3.75 from 4.0 (-0.25)
    • Long Spear: base damage to 9.5 from 8.0 (+1.5)
    • Medium Maul: base damage maul to 8.5 from 8.0 (+0.5), swing speed to 4.75 from 5.0 (-0.25)
    • Sacrifical Knife: base damage to 4.0 from 1.5 (+2.5), swing speed to 2.5 from 2.0 (+0.5)
    • Scythe: base damage to 10.0 from 9.0 (+1.0), swing speed to 4.5 from 5.0 (-0.5), skill penalty to 0.5 from 2.0 (-1.5)
    • Sickle: parry percent to 40% from 20% (+20%), skill penalty to 1.0 from 2.0 (-1.0)
    • Short Sword: base damage to 4.5 from 4.0 (+0.5)
    • Small Axe: base damage to 5.5 from 5.0 (+0.5), swing speed to 2.75 from 3.0 (-0.25), crit chance to 0.8% from 0.0% (+0.8%), parry percent to 50% from 30% (+20%)
    • Small Maul: base damage to 5.5 from 4.5 (+1.0)
    • Steel Spear: base damage to 10.0 from 9.0 (+1.0)
    • Steel Staff: base damage to 9.0 from 8.0 (+1.0)
    • Two-Handed Sword: base damage to 10.5 from 9.0 (+1.5)
  • Bug Fixes
    • Black Wyverns should no longer only spawn as female. I made a mistake with the template and I apologize for taking so long to resolve it.
    • Improved natural unique spawning to be more consistent. The dragon hatchlings that spawn from treasure maps were blocking new uniques from spawning, and that has now been resolved.
    • Fixed an issue with Cyberhusky priests not being able to destroy pavement. Sadly, this also removes the 50% reduced stamina loss on roads passive.
    • Corpses for custom creatures should no longer all be humanoid.
    • Fixed an issue causing the ability to priest between 10-30 faith not to work.

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***** BIG SPARKLY IMPORTANT ANNOUNCEMENT *****

COMBAT RATING MULTIPLIER HAS BEEN DECREASED.
ARMOUR REDUCTION HAS BEEN REDUCED.
SPELL TIMERS HAVE BEEN INCREASED.
CREATURES ARE MUCH MORE DANGEROUS THAN YOU ARE USED TO.

This is the "nerf everything" patch. Things are going to be more difficult than you're used to. I normally would avoid doing this, but it tackles some of the issues that are trivializing combat in the game, and I'd like to address it now rather than let it fester.

I intend to increase the strength of everyone later. Right now, we're "starting at zero and working up" - if you feel you are not strong enough, please provide feedback, then wait for the next patch which will include balance tweaks in the "buff" direction.

  • Armoury
    • Combat rating multiplier has been adjusted from 3.0 to 2.0. This means in general you will miss 50% more than you used to. If you used to miss 1 out of 10 attacks (10% miss), now you will miss 3 out of 20 attacks (15%). This change was made under the logic that uniques were being slain by too few players. This change makes them much more difficult to hit, meaning more players will be required. With the growing population and the increase in availability of end-game items, I feel this is a good step forward, even though it is a direct nerf to every player's combat capabilities. 
    • Dual wield has been experimentally adjusted. Please try it and let me know how it feels.
    • Armour Reduction has been re-visited and adjusted, these are the new values at 100QL (spreadsheet below for more information):
      • Cloth: 30% reduction
      • Leather: 45% reduction
      • Studded: 50% reduction
      • Chain: 55% reduction
      • Adamantine Chain 60% reduction
      • Steel Plate: 60% reduction
      • Drake Hide: 62.5% reduction
      • Seryll Chain: 63% reduction
      • Glimmersteel Chain: 65% reduction
      • Adamantine Plate: 65% reduction
      • Spectral Hide: 66% reduction
      • Dragonscale: 67.5% reduction
      • Seryll Plate: 68% reduction
      • Glimmersteel Plate: 70% reduction
      • This is lower than before, across the board. Please keep this in mind when hunting.
    • After nearly a year of being a waste of space, Spectral Hide armour can now be created.
      • Armour provides 66% damage reduction, has a roughly ~5% movement speed penalty when fully equipped, and does not hurt your spellcasting or archery when worn.
      • It is created by using a needle directly on the Spectral Hide.
      • It is improved using Spectral Hide, not leather.
      • Creation & improvement skill is Leatherworking.
    • New weapons are available to craft:
    • Warhammer
      • Create a warhammer head using metal on a large anvil. Use the warhammer head with a shaft to create the warhammer.
      • 1-handed weapon, uses the Warhammer skill.
      • Hits very hard for a 1-handed weapon, but attacks very slowly. (11 damage, 5.5 swing timer)
      • Valid materials: Iron, Steel, Adamantine, Glimmersteel, Seryll. Improved using Weaponsmithing.
    • Knuckles
      • Create using a metal on a small anvil.
      • 1-handed weapon, uses the Weaponless Fighting skill.
      • Hits fairly low for a weapon, but attacks at the same rate as fists. Has 0.5 skill penalty. (4.25 damage, 1.0 swing timer)
      • Valid materials: Brass, Iron, Steel, Adamantine, Glimmersteel, Seryll. Improved using Weaponsmithing.
    • Club
      • Create using a carving knife on log.
      • 1-handed weapon, uses the Huge Club skill.
      • Hits moderately, with a moderate-low attack rate. Has 0.5 skill penalty.
      • Valid materials: any type of log. Improved using Fine Carpentry.
    • Finally, sickle heads (and therefore sickles) can now be crafted using steel, adamantine, glimmersteel, and seryll.
  • Bestiary
    • Black Wyvern combat strength has been moderately reduced. They should be more manageable for town guards and newer players now.
    • New creatures are beginning to enter the world:
    • Large Boar - Low-Medium difficulty creature. Spawns in deserts and forests. Inflicts crushing wounds.
    • Forest Spider - Medium difficulty creature. Spawns in the forest near grass and trees. Can inflict poison wounds.
    • Spirit Troll - Medium-High difficulty creature. Spawns in snow. Can inflict frost wounds.
    • Giant - High difficulty creature. Spawns near grass and trees. Can inflict acid wounds.
    • Avenger - High difficulty creature. Spawns in tundra. Can inflict frost wounds.
    • Horned Pony - High difficulty creature. Spawns on enchanted grass (haha good luck). Inflicts internal wounds through the magic of its horn. Can be tamed, dominated, mounted, lead, and bred. Climbs up to 80 slope as a mount, and is between horses and wyverns in speed, but can be equipped with both saddle and horse shoes. Requires 35 body control to ride. Good luck getting any to spawn.
    • White Wyvern - Very high difficulty creature, naturally stronger than pre-nerf Black Wyverns. Spawns in tundra and snow. Can inflict frost wounds. Can be tamed, dominated, mounted, lead, and bred. Climbs up to 100 slope as a mount, and is slightly faster than Black Wyvern. Requires 40 body control to ride. Cannot be bred with Black Wyverns, only with other White Wyverns.
    • Finally, Lava Fiends and Mountain Gorilla now spawn naturally.
    • These changes were made with the idea to increase the amount of damage types seen in PvE combat, make trolls no longer the "go-to" for hunting, and to mix up the value of sorceries.
  • Chaos Crystals
    • Chaos crystals now drop more frequently. Their QL constraints remain the same.
    • Chaos crystals will now be much easier to combine, and take 80% less damage from failed combination.
    • Timer for crystal combining is now 10 seconds, down from 30.
  • Spell Timer Blacklist
    • The spell blacklist has been updated for balance purposes. This will make it more time consuming to cast combat buffs, and will allow me to more closely adjust cast times using my new Spellcraft mod to bring balance to the spell system.
    • Here is the full, exhaustive list of every spell that is now timer "blacklisted" - which means it will likely take 5 times as long to cast now:
    • Bearpaws, Break Altar, Charm animal, Continuum, Cure light, Cure medium, Cure serious, Disease, Disintegrate, Dominate, Drain health, Drain stamina, Excel, Fire Pillar, Fireball, Fireheart, Forest Giant Strength, Frantic charge, Fungus, Fungus Trap, Heal, Hell strength, Ice Pillar, Incinerate, Karma Bolt, Karma Missile, Karma Slow, Land of the dead, Light of Fo, Lightning, Locate Soul, Mass stamina, Mirrored Self, Nolocate, Oakshell, Pain Rain, Rebirth, Refresh, Rotting Gut, Rust Monster, Scorn of Libila, Shard of Ice, Smite, Stoneskin, Summon, Summon Skeleton, Summon Worg, Summon Wraith, Tangle Weave, Tentacles, Tornado, True Strike, Truehit, Wall of Fire, Wall of Ice, Wall of Stone, Ward, Weakness, Willowspine, Worm Brains, Zombie infestation
    • Important: I will be adjusting the timers on these spells on an individual basis. Please provide feedback in our Discord if you feel any spells need to have their cast times adjusted or another change to make them better again.
  • Treasure Map Tweaks
    • All treasure chests from treasure maps will now spawn locked. This is an effort to prevent having "ambushing" creatures all over the place, encouraging the players to kill them.
    • Treasure chest locks are now slightly higher in QL overall.
    • Treasure maps are much more common when digging, fishing, and mining. They are slightly more common when hunting.
    • Creatures that spawn from upper treasure chests have been adjusted. There will only be one "boss" creature (Reaper, Spectral Drake, Unique) possible. However, the overall strength of treasure map spawns has increased.
    • The newer custom creatures have been added to the spawn lists for treasure maps (Wyverns included).
    • Currency reward from treasure maps has been significantly increased as QL of the map increases.
    • Source/Karma rewards have been significantly increased overall.
    • Precious resource (moon metal, drake, scale) rewards have been more than doubled, up to tripled and possibly higher at higher QL map levels.
    • Amount of sleep powder rewarded from higher tier maps has been reduced.
    • HotA statue chances have been reduced by half.
    • Fork of Metal Detection, Merchant Contract, and Trader Contract have been removed from the reward list.
    • Rift jewelery have been removed from the reward list. (socketed ring, bracelets, etc.)
    • Highly cosmetic items have been removed from the reward list. (garden gnome, yule goat, etc.)
    • Masks have been removed from the reward list.
    • Quantity of items in treasure maps has been exponentially increased. It is now higher amounts of guaranteed loot, as well as more "optional" loot.
    • Rarity of items has been improved exceptionally. You are now far more likely to receieve a rare, supreme, or fantastic reward - supreme and fantastic are also now more common.
  • Minor Changes
    • Mole Senses and Sunder have been returned as spells. I removed them previously as an example for my SpellCraft public release, and forgot to add them back.
    • Campfires and Ovens no longer produce ash. This was interfering with some recipes. Forges will continue to produce ash normally.
    • Bag of Holding now expands storage slightly more.
    • Reapers and Spectral Drakes have had their rewards combined. They will now give an affinity orb and enchant orb to all participants.
    • Reapers and Spectral Drakes no longer drop skulls.
    • Extra hide and scale on dragon hatchling and dragon corpses has returned.
    • Naturally spawning treasure chests have been removed as a feature. Existing ones will remain, but new ones will cease to spawn. Treasure maps have taken over as the new method of treasure hunting.
    • Lockpick timer minimum has decreased from 20 seconds to 5 seconds.
    • Field growth timer has been reduced from 5 hours to 2 hours. This means crops will grow 2.5x as fast.
    • Breeding multiplier has been increased from 5 to 10, meaning breeding will take half as long as before.
    • Wyverns can now be equipped with saddles. This will improve their speed and make them stay put when un-dominated or un-tamed.
    • Smite spell faith requirement reduced to 90.
    • Meditation question delay has been reduced to 10% of their normal values. This means instad of 24 days until next path upgrade, it only takes 2.4 days.
    • Black Wyverns should no longer have a ridiculously high aggro range. It's still pretty high, but not completely out of line as before.
    • Black Wyverns now have slightly lower vehicle speed. This will affect the rate at which they pull carts and wagons. The change should be minor.
    • Wyverns now have proper corpse models and their butcher table has been reworked to include dragon meat as well as other results.
    • Affinities from food and drink should now be dependant on the item, not the player. [Untested]
    • When a unique, reaper, or spectral drake is slain, a "Loot Assistance" message will be displayed. This randomizes the order of everyone who dealt damage to the creature. It is meant to help avoid using google documents with loot distribution after a powerful creature is slain. It does not enforce any loot distribution or require the slayers to work around it, simply displays a message that everyone can see to simplify distribution.
    • Characters who logged out on the previous PvP server should now be able to login again. Some skills may be lost, and all items will be lost. The character will login at 0,0 on Wyvern Reborn and be unable to move. Use the "Capital Teleport" command to return to the starter deed. If you have any further issues, please place an in-game support ticket or ask for assistance in CA HELP. I apologize for any losses your character suffers from the transfer, but technical limitations make it challenging to transfer characters from a dead server over in full.

Due to difficulty in keeping track of changes, you can find a spreadsheet with all the Weapon & Armour values here: https://docs.google.com/spreadsheets/d/1gli2cHEND_j7GH_K7x0NteTYv0cRoMY9BGHrCETAcfA/edit#gid=1496410493

Edited by Sindusk

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Hotfix 9/20/2017:

 

  • New Features
    • Uniques will now grant a treasure box to everyone who participates.
  • Minor Changes & Bugfixes
    • Fixed an issue with gaining faith below 30 de-priesting players who went priest.
    • Wyverns can no longer be lead without taming, dominating, or charming them first.
    • Dominate and Rebirth now have a cast time of 10 seconds, down from 20.
    • Avenger of the Light no longer spawns from treasure maps.
    • Affinity Orbs have been reduced in price to 3 gold.
    • Titan anti-regeneration code has been implemented. You're free to kill the titan near Stronghold. Just know it wont give any rewards aside from pride.
    • Chaos crystals are now slightly more common, and easier to combine. The combination process now uses Soul Depth, reducing difficulty with higher Soul Depth values.
    • Eye and face shots should now be redirected to the head. This should allow the use of open helms and similar without being detrimental.
    • The Loot Assistance message has been corrected to have punctuation.
Edited by Sindusk

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Another hotfix 9/20/2017:

 

  • Minor Changes & Bugfixes
    • Attempted a bugfix for unique creatures not dying properly.
    • Steel staves can now be crafted from adamantine, glimmersteel, or seryll. I guess they're not "steel staff" anymore?
    • Charm animal cast time reduced to 10 seconds.
    • Chaos Crystals now use Artifacts skill instead of Natural Substances. Combining and infusing will give skill in Artifacts. Soul Depth is still a factor.

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Opening up Wyvern Arena:

  • Wyvern Arena: Now Available
    • Wyvern Arena is officially open. Use the action on your body or hand "Teleport to Arena" to begin the process.
    • To play in a group, you must either be in a team with the other player, or have them on your friends list.
      • If the player is not in your team or not on your friends list, they will be considered an enemy.
      • The friends list will ally you with a player and persists through logouts. Teams will not persist through logouts at this time.
      • There is currently a bug where the outline around a player will not update after adding to friends or team.
      • You can resolve this by entering combat with them then breaking it, with both players using "No Target" to reset the outline color.
      • Even if you don't do this, spells that assist allies and similar actions will function properly. The red outlined player will still get healed from Light of Fo for example.
    • Permissions on buildings and other objects should be set by adding the player to friends list and managing it that way.
    • I believe mine doors and gate locks will prevent players from passing if they are not on the permissions. I couldn't test this thoroughly. Players will not be able to enter just because they are "enemies" and the object is off-deed. This is subject to change if the players believe it should.
    • Farwalker twigs and stones are currently disabled on Wyvern Arena.
    • Becoming a champion is disabled. There are no kingdoms, so there will be no champions.
    • Escape will return you to the token of Holdstrong.
      • Due to some technical constraints, I'm going to have it teleport to the token of Holdstrong for the time being.
      • As a work-around, I've implemented a 1-minute action that allows you to teleport to your village token on PvE.
      • I will work on improving this mechanic to truly return you to your previous location, or at least your village token directly, in the near future.
    • Death will give you the full respawn options identical to if you died on the PvE server. You can choose to respawn at Holdstrong, your village, etc.
  • Arena Benefits
    • Upon slaying creatures in Wyvern Arena, players will gain extra rewards:
      • Players will receive 3 times the standard bounty in currency.
      • Players will gain meditation and faith increases for every kill, based on creature strength.
      • Creatures will drop 3 times as many chaos crystals on their corpse when slain.
      • Finally, players will receive 3 times normal fight skill for slaying creatures and players in the arena.
    • Players can of course steal affinities and gain tremendous fight skill by killing other players.
    • Battle ranks will increase from slaying others, despite them technically being in the same kingdom. I may do more with battle ranks shortly.
    • Since players are all considered Freedom Isles kingdom, everyone remains with access to GL-Freedom and Trade chat, cross-server. Just because you play on PvP doesn't mean you need to be isolated from the rest of the playerbase.
  • Notes
    • I screwed up the map generation a little and all the trees are birch. Whoops. I'm just letting it roll for now. I might do a mod to replace all the trees in certain zones to get some variety in the future.

Disclaimer
As a single developer, I am unable to test all features fully and ensure quality. I'd like to consider this initial release as a "beta" form. As a result, the Titan system will be delayed for a few more days. While the titans themselves are mostly functional, some of the mechanics around them are not yet. I was too ambitious, and so it will need to be delayed for a short while. This also gives the opportunity to ensure no bugs or exploits exist on the server before the release of the Titans.

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I'll be pushing out more content shortly, but first these bugs really needed to be resolved:

 

  • New Features
    • Food and drink affinities should now be the same when cooking the same meal. Furthermore, the affinities on a food or drink should be the same for all players.
    • Black and White Wyvern mounted speed has been decreased very slightly yet again.
    • Horse and Hell Horse mounted speed has been increased by about 10%.
    • Note: I intend to add new mounts, similar to horses, in the future to offset the speed discrepancy between Wyverns and Horses.
  • Bug Fixes
    • Spectral Drakes and Reapers can no longer be dominated.
    • Chaos Crystals should no longer be able to combine with itself (destroying the crystal).
    • Libila priests should no longer be required to Bless to tame creatures.
    • Julbords should no longer appear in treasure map chests.
    • Player corpses should now be lootable by anyone on the Arena server. They were previously blocked altogether, much like it was a PvE server.
    • Nearby enemies should now prevent looting corpses properly on the Arena server.
    • Fixed a bug causing lockpicking to not work on Arena. This was caused because of my "fix" for unlocking treasure chests on PvE overwriting the PvP check.
    • Capital Teleport command has been removed from the Arena server.

I'm a single developer with limited time. I'm also trying to finish up the Titan system. For now, the following bugs will remain unfixed until I can spend more time on the issues:

  • Known Bugs
    • Gates unlock for enemy players on the Arena server.
    • Mail sent from the PvE server to someone on the Arena server cannot be claimed on the PvE server. They must claim it on Arena.
Edited by Sindusk

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Initial Titan patch!

 

  • Titans
    • The first titan, Lilith, is now ready to be attempted on the Wyvern Arena map.
    • Titans were designed to cripple groups of players attempting them. If you are interested in looting easy-to-kill players, look for the messages in GL-Freedom and interrupt their attempt. There will be lightning in the sky from where the Titan is being fought. A single player should be capable of killing multiple who are attempting a Titan.
    • Titans have unique abilies and "raid mechanics" that players need to be aware of. They are not telegraphed (I'm not quite there yet, sorry), but they do need to be reacted to. Mindlessly hitting the the titan until they're dead like a normal unique is not a viable strategy.
    • Titans will drop a single "Titan Weapon" upon defeat - these weapons generally break the rules of the game and in general have higher stats than normal weaponry. They do, however, come with a downside.
    • Titans do not regenerate. Keep this in mind when attempting one, as it may be wise to back off, regroup, and re-enter combat in some situations. The titans specifically move extremely slow, so outrunning them, even on foot, should be possible.
  • New Features
    • My old mod, Tax Config, which increases upkeep over time for mayors who have logged out for extended periods of time, has been re-enabled on Wyvern Reborn Legacy. Expect to see many legacy deeds disbanding over the next week.
    • The replant when harvest mod, Careful Harvest, has been updated.
      • Now, when you hold a satchel in your main hand containing seeds, it will automatically replant the contained seeds when you harvest.
      • This will allow players to re-sow the same, or different type of seed without having to dismount from their vehicle.
      • If you do not have a satchel in your main hand, harvesting will function as it used to. You can ignore this mod altogether.
      • The bugs involving crops not growing when using this mod should be fixed.
    • Breyk and Cyberhusky player gods now have their own statuettes. You will need to craft them to channel.
  • Weapons & Armour
    • Sickle damage has been decreased from 6.5 to 6.0.
    • Spectral armour has been reworked slightly:
      • Spectral Jacket & Spectral Leggings have had their movement penalties halved. They are now much faster than dragonscale.
      • Spectral armour damage reduction has been increased from 66% to 69% damage reduction at 100QL, making it the 2nd highest DR armour right now.
      • These changes were because of the scarcity of Spectral Hide, and the difficulty improving it. The intent is to make Spectral armour an "end-game" armour to strive for.
  • Minor Changes & Fixes
    • Gates should no longer unlock for players not in the permissions on Wyvern Arena.
    • Horned Pony should now have the correct corpse model.
    • Gorillas no longer spawn. They will be replaced with new creatures in the future.
Edited by Sindusk

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New patch 9/26/2017:

 

  • New Features
    • Fatiguing Action Override - A new feature on Wyvern Reborn, you may now do fatiguing actions while mounted or on a vehicle.
      • This includes digging, packing, mining, picking sprouts, improving, and a whole lot of other actions.
      • Anything that used to say "You must be on solid ground to do that." is now capable of being done on a mount or vehicle.
      • Mine on your Wyvern. Dig clay without getting off your wagon. Improve your leather jacket while on your cart waiting for everyone to come to the dragon slaying.
      • Note: This is a "beta" feature of sorts. Some actions may not function properly. Please send in reports of any weird behaviors you end up finding.
    • Mass Storage Unit - A new storage unit crafted by Fine Carpentry.
      • This functions to hold many objects, such as BSB's, FSB's, crates, and chests in one organized place. Simply embark on it and begin loading it with anything you like.
      • It's initial storage is roughly half the size of a knarr. You can, of course, expand this storage further with the Bag of Holding spell.
      • The Mass Storage Unit is crafted by starting with 2 Wooden Beams. Then, finish with 500 planks, 200 shafts, 50 iron ribbons, and 100 large nails.
      • You must have 70 Fine Carpentry to begin crafting a Mass Storage Unit. The difficulty is very high, so completing the object will also be difficult, even for skilled carpenters.
      • This unit can also hitch 1 animal. This may have been a technical limitation moreso than something I wanted. Maybe.
    • Green Wyvern - A new, more player-friendly Wyvern that spawns in grass and tree areas.
      • Green Wyverns are weaker in combat than the Black and White Wyverns. They inflict Acid wounds.
      • Their mounted speed is somewhere between that of the Black and White Wyverns, and can climb slopes of 180 height. However, they are unable to be as amphibious as other Wyverns, only capable of going into water up to meters deep. They require 33 body control to ride as a mount.
      • These Wyverns are not naturally aggressive to players. You can pass them without being attacked on sight. However, upon aggression, do not expect to escape - they are exceptionally fast as non-mounted creatures.
      • The Green Wyvern is not considered a monster, and thus cannot be dominated. It is, however, able to be tamed and charmed.
    • Charger - A new hell horse. Non-aggressive, and capable of being lead without taming or dominating. It spawns frequently in steppe and rarely in sand areas.
      • The charger is very specifically meant as an easily obtained "speed" mount. It is also a large stallion, giving the player a higher seat and providing a height advantage in combat.
      • To offset the ease of use, there are two drawbacks: It requires 37 body control to mount, and has negative natural armour, meaning it will take more damage than even an ungeared horse would.
      • These horses are capable of speeds right inbetween a Black Wyvern and normal horse. They can also be equipped with gear, so their potential may actually be higher than Wyverns.
      • Chargers can be bred with other chargers. There is also the possibility of dens for chargers, allowing them to be typed (fierce, greenish, even champion). These can of course also be bred into the Chargers.
      • Chargers are naturally very poor in combat. They do very little damage and their negative armour leaves the highly susceptible to being easily slain.
  • Titans & Arena
    • With our first Titan test run out of the way, I've made significant changes, making the fight more difficult, adding new mechanics, changing existing ones, and increasing overall damage output.
    • Titan weaponry can now be repaired. It remains unable to be improved.
    • Arena rewards were started extremely high, and I'm beginning to feel I may have over-amplified the fight skill and bounty bonus. As such, I'm reducing the fight skill and bounty multiplier from 3.0x to 2.5x.
  • Bounty Changes
    • Bounty rewards have been reworked to be more clear. Here are the conditions for certain prizes when fighting uniques or slaying powerful creatures:
      • Treasure Boxes (Uniques) - You must deal damage to the unique.
      • Enchant Orbs, Affinity Orbs, Spectral Hide (Reaper/Spectral) - You must deal damage to the creature. Furthermore, you must have at least 50 fight skill.
      • Dragonscale/Drake Hide (Dragons/Hatchlings) - You must be in local of the slaying. Furthermore, you must have 65 fight skill or 30 body strength or 30 body control or be a priest.
      • Currency (All Mobs) - You must have been in combat with the creature recently. For Reaper/Spectral, this is only awarded under the condition you do not have 50 fight skill or did not deal damage.
  • Weapon/Armour
    • Glimmerscale Armour
      • Glimmerscales can now be created through a metallurgy of glimmersteel and dragon scales. They must both be glowing from heat to create glimmerscale.
      • With the new material, you can create the set of glimmerscale armour, with the following weights:
        • Vest: 4.5kg
        • Leggings: 3.2kg
        • Helmet: 2.5kg
        • Boots: 2.0kg
        • Sleeves: 1.8kg
        • Gloves: 1.2kg
        • Full Set: 20.2kg of Glimmerscale required.
      • Glimmerscale armour has a damage reduction bonus of 72%, the highest of all armour currently available.
      • Glimmerscale glance rates and damage effectiveness are identical to that of dragonscale.
      • Glimmerscale must be improved using glimmerscales, and quality of the glimmerscale is required to be higher. Improvement and creation uses Platesmithing skill.
    • Spectral armour has been reconfigured to correctly use the rates of drake hide for glance rate, effectiveness, etc. It was previously using dragon scale by accident.
    • Long Spears are now 1-handed weapons.
    • Warhammer damage reduced from 11 to 10.
    • Medium maul damage increased from 8.5 to 8.75.
    • Sacrifical knife damage increased from 4 to 4.75.
    • Short sword damage increased from 4.5 to 5.
  • Minor Changes
    • All dragons and hatchlings except the red dragon have had their natural armour increased. Goblin leader also has obtained slightly more natural armour. This change is made because the spectral drake or reaper after the slaying was generally more threatening/took longer than the unique, which I felt was not appropriate. This should allow uniques to put up more of a fight, and maybe they'll end up using their special moves with their newfound armour.
    • Cyberhusky priests have learned the spells Mend and Fire Pillar.
    • Breyk priests have learned the spells Aura of Shared Pain, Fungus, and Morning Fog.
    • Vynora priests have learned the spells Willowspine and Strongwall.
    • Magranon priests have learned the spell Oakshell.
    • Fo priests have learned the spells Light Token and Mend.
    • Libila priests have learned the spell Frantic Charge.
    • Wooden, Stone, Silver, and Gold altars can now be loaded.
    • The Loot Assistance message is now broadcast on the Server tab. Furthermore, it now displays 2 separate rolls, 1 for all attackers, and 1 for all players who dealt damage. Attackers should be used more frequently except under some circumstances (long fights where players die).
    • Natural armor for Wyverns and Horned Ponies have been significantly reduced on Arena. This change will have no effect on Twin Peaks.
    • Horned ponies no longer have the "regenerating" attribute, causing them to heal naturally instead of at an accelerated rate.
    • CR and damage of the Black and White Wyverns have been adjusted. The white is now weaker than the black, but remains faster.
    • Dispel is now on the timer blacklist and requires its standard 10 seconds to channel.
    • Fixed combining fantastic chaos crystals to rarity tier 4 (above fantastic). This can no longer happen.
    • Fixed an issue where I uploaded the incorrect version of CarefulHarvest. It will now work as stated in the previous patch notes.

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  • New Features
    • New kingdom wagons, banners, and flags have been added.
      • This includes the 4 newest PMK's to Wurm Online: Pandaemonium, The Crusaders, Dreadnought Dynasty, and Wurm University.
      • Beyond that, I've corrected some of the "mistakes" in the mod handling these objects, allowing previous flags & banners without the correct models to work now.
      • Finally, there are still some minor glitches with mapping textures in Wurm Unlimited, so there are still a few that do not have the proper art. I cannot fix these, but if they are resolved in a WU update, it will retroactively update your created flags with the correct art. I apologize in advance if the texture for the item you want is not there, but it's out of my hands.
  • Titans
    • New Titan: Ifrit - The titan of Fire, and champion of Magranon, this Titan can drop a new Maul and Warhammer.
    • Titans now respawn automatically:
      • After a Titan is defeated, a new Titan will appear 19 hours later.
      • This respawn is overwritten by a server restart. If there is no Titan on the map when the server restarts, a new Titan will appear within the first several minutes.
      • The 19 hour value was chosen so that Titan spawns cycle through multiple player activity times, and gives a high value PvP map objective every day.
    • Titan spawns will now chase players to extreme distances. They should no longer be able to be kited away from the boss, then ignored. In return, the Titan sight range has been reduced so the Titan will drop aggro earlier. Adds can now be more easily kited away from the Titan, but are more difficult to ignore completely.
  • Mount & Hitch Speed Reworks
    • After some testing, I've begun to understand how mounted and hitched speeds work, and I've made some adjustments:
      • Mounted speed of Horses, Hell Horses, and Unicorns have been significantly increased (roughly 30% across the board).
      • Mounted speed of Chargers has been slightly increased (about 10%, to compensate for the new "slower" horses getting buffed to roughly their speed).
      • Horned Ponies can no longer be equipped with gear on Wyvern Arena. They remain unchanged on Twin Peaks. This change was forced due to barding making them invisible because of a mesh error client side that I cannot fix as a server owner.
      • Note: These changes were made to avoid nerfing Wyvern mount speed. Going fast is fun, and reducing speed of something we're now used to is the opposite of that. Instead, I'm increasing the base speed of the slower mounts to "crunch" the speeds of mounts into a certain threshold, allowing new players to still feel fast on a horse, just slightly slower than those with Wyvern/Charger mounts.
    • Furthermore, I've made some changes to body strength of certain creatures to allow them to pull carts and wagons faster or slower:
      • White Wyverns now have significantly increased Body Strength. To counteract this measure, I've had to reduce their natural armour slightly. They are now the fastest "hitched" creature without gear.
      • Black Wyverns have had a very slight increase in Body Strength as well. This puts them above Green Wyverns, but still below White Wyverns in terms of raw pulling power.
      • Chargers now have slightly more Body Strength. Their base pulling power is still lower than that of wyverns, but since they can be equipped with full gear, their potential speed should be theoretically higher. As a result of increased Body Strength, I've reduced their CR slightly.
      • In terms of raw pulling power, the order should now be: White Wyvern > Black Wyvern > Green Wyvern > Charger > Hell Horse > Horse
  • Chaos Crystals
    • Arena creatures & uniques no longer get the 3x creature strength multiplier when it comes to dropping Chaos Crystals. Their drop rate will be identical on Twin Peaks and Arena now.
    • Chance for infusion to create a higher rarity has been significantly reduced. This was meant as a "bonus" reward and not primary outcome of using crystals.
    • Two new infusion possibilities have been added. There is now a total of 8 possible outcomes through infusion.
    • Chaos Crystals are now be more difficult to combine or infuse at higher rarities (supreme/fantastic).
    • Chaos Crystal infusion now takes into account the QL of the target item. A 100QL item would be uanffected by this change.
  • Minor Changes
    • Titans can no longer be targeted by Smite.
    • Smite cast time reduced from 30 seconds to 20 seconds.
    • Attempted something new when it comes to Loot Assistance. It will probably break uniques again, but if it doesn't, it should be kinda cool.
    • Giants have had their natural armour and strength slightly reduced.
    • Arena Escape timer has been reduced from 3 minutes to 2 minutes. Enemies in local will block/interrupt it still.
    • Removed Sleep Powder from the rewards of treasure chests. Yeah. I think we all saw that coming.
    • Green Wyverns now graze on fields and grass properly.
    • Green Wyverns have had their mount seat moved back and up slightly. Their neck was getting sore.
    • Attempted a fix for heavy decay ticks when crossing from Wyvern Arena to Twin Peaks. I will be testing to confirm this later.
    • Fixed an issue causing some of the spells I intended to be added to deities last patch to not show up.
    • Fixed some gamebreaking bugs. Probably added a few new bugs in the process. Necessary evil.

3i7vpuT.jpg

Edited by Sindusk

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Heavy mechanic update patch, primarily working towards making interactions of the game more interesting and fun.

 

  • New Features
    • Statuette Spellcasting - This mod encountered issues when deployed to the server, and will be excluded from the update for the time being. I'll be trying again next patch. Hotfix deployed below.
      • QL and rarity of statuettes now matter in spellcasting.
      • Each rarity level will give +3 power to the result of any cast you do.
      • QL will linearly increase the bonus value of your cast, working together with your deed enchant bonus and alignment.
      • Thank you to Xelat for his hard work on making this mod.
    • Move To Corner has returned as a mod on our server.
  • Treasure Map Update
    • Updated the treasure map to the latest version. You can now find maps by surface mining as well!
    • Increased potential rarity of rewards from treasure chests. Supreme and fantastic items should be more possible.
    • Sleep powder has been re-tuned and added back to treasure chests. You should expect to see 1-3 for each chest, instead of the previous 8-10.
    • Heavily tweaked the "jackpot" rewards, making them more common. I made a calculation error previously when setting the configuration making upper tier loot nearly unobtainable (1/1000 for high reward at 99ql, and then 1/91,000 for sorcery-level rewards at 99ql). This has been tweaked significantly so they should be more common, especially at higher map tiers.
    • Added a new "rare creature spawn" system to the Treasure Map mod. This will now give high-tier maps the possibility of spawning uniques, but doesn't virtually guarantee it. Furthermore, this also opened up more options for me. You can now be ambushed by a fully grown dragon, troll king, forest giant, goblin leader, and even Facebreyker if you get lucky (or unlucky) enough.
    • Glimmerscale & Glimmerscale gear has been added as a possible reward, with higher possibility at higher tiers.
    • Treasure boxes can now be in treasure chests. Treasureception.
    • Amount of loot in treasure chests overall have been boosted slightly.
  • Material Damage Modifier Rebalance
    • Shields are no longer capped to 0.01 minimum damage taken per attack. They can now take less than 0.01, which is calculated off the incoming damage and materials of the shield. Your shield material & QL now matter. To augment this new change, here are some fun mechanics for materials:
    • I've re-balanced all the amount of decay & damage reduction materials apply to items crafted from them:
      • Oak - 20% reduction (Same)
      • Willow - 30% reduction (NEW)
      • Steel - 30% reduction (+10%)
      • Glimmersteel - 40% reduction (Same)
      • Seryll - 40% reduction (NEW)
      • Adamantine - 60% reduction (Same)
    • Furthermore, certain materials now have special interactions with other components of items, adding to the possibilities of reducing damage:
      • Seryll & Cedarwood - Increases the effect of Harden by 50%, enabling a 100 cast to provide a further 45% multiplicative damage reduction, instead of the standard 30%.
      • Glimmersteel & Lindenwood - Increases the effect of rarity by 50%, making rare+ items take 15% less damage per rarity instead of the standard 10%. This means fantastic would be (0.85^3 = 0.61, or 39% damage reduction), instead of (0.9^3 = 0.72, or 28% damage reduction).
      • Adamantine & Pinewood - Counteracts 50% of the "brittle" penalty from Rotting Touch.
  • Spellcraft
    • Life Transfer has been removed from the Weapon Damage enchant group.
      • This means you can now cast Life Transfer on any item and it will not conflict with Flaming Aura, Frostbrand, Rotting Touch, Bloodthirst, or Venom.
      • This decision was made to open up more enchanting options for players to have on their weapons, giving a higher "cap" to an optimized weapon.
      • The results of this change will be monitored and, if necessary, some enchants may be tweaked in the future.
    • Aura of Shared Pain and Web Armour are now supported in Spellcraft enchanting groups. If you attempt to cast either of these spells and the other is present, the message as to why the effect is negated will be more clear.
  • Armoury
    • Shields now interact with Aura of Shared Pain.
      • In order to use this new interaction, you will need to have Aura of Shared Pain cast on the shield and a damage enchant: Rotting Touch, Frostbrand, Flaming Aura, or Venom.
      • The Aura of Shared Pain cast power determines how likely the effect is to occur on block, following power/300 as the chance. That means you would have a 1/6 chance at 50 power, 1/3 chance at 100 power, and so on.
      • The damage enchant cast on it indicates the type of wound it will reflect back to the attacker. For example, Frostbrand will inflict a cold wound. Venom inflicts poison. Flaming aura inflicts burns. Finally, Rotting Touch will inflict infection wounds.
      • The power of the damage enchant determines how much damage is reflected.
        • The damage scales linearly. Every power adds X damage when you reflect.
        • Not all damage enchants are equal. There are very slight differences in total damage dealt for each one. In order of least damage to most: Flaming Aura, Frostbrand, Venom, Rotting Touch.
        • The reason this order was chosen is because FA/FB are quite common, so to add variety, I put Venom, which is never used, above them. Finally, Rotting Touch is on top because it makes your shield more brittle, making it take more damage, and become less effective as the fight goes on.
      • TL;DR: Cast Aura of Shared Pain on your shield. Then cast a damage enchant: Frostbrand, Flaming Aura, Rotting Touch, Venom. Now when you block, you have a chance to reflect damage back to the attacker.
    • Because AOSP and damage wasn't enough for end-game focused me; Shields now interact with Wind of Ages and Blessings of the Dark
      • The speed bonus now has a chance of decreasing the "counter" of times you used your shield in a combat round. Higher powers give a better chance of bypassing the blocks per round limit.
    • Seryll and Glimmersteel have swapped places on the Damage Reduction chart for armour. Seryll armor gets +2% damage reduction, and Glimmersteel gets -2% damage reduction in this patch. This change is made because Seryll is now officially harder to obtain as a resource, and I'd like to encourage using rare resources for primary sets of armor.
    • Incredibly minor adjustments to some weaponry to see if I can get them more in line with the goals I had set for them:
    • Carving Knife damage increased from 5.5 to 5.75
    • Huge Axe damage increased from 12 to 12.5
    • Steel Spear damage increased from 10 to 10.25
    • Halberd damage increased from 10.5 to 10.75
    • Butcher Knife damage increased from 3.75 to 4
    • Small Axe damage increased from 5.5 to 5.6
    • Longsword swing speed improved from 3.75 to 3.6
    • Warhammer swing speed improved from 5.5 to 5.4
    • Medium Maul swing speed improved from 4.75 to 4.6
  • Minor Changes
    • Added a "Receive all mail" button to mailboxes. It will automatically accept up to the first 100 non-CoD mails that were sent to you and place them directly into the mailbox.
    • Added an "Unequip all armour" button when interacting with equipped items. It will... well... unequip all your armour.
    • Cleaned up the damage display for Loot Assistance. It will now remove the trailing decimals and format with commas for thousands and millions place separators.
    • Normal mobs on Arena will now drop 3x crystals again. Uniques will not.
    • Mass Storage Unit embark seat is now slightly off the floor to support usage in upper stories of housing. Hopefully it wont look too weird if you're not using a floor.
    • Corrected the seat when mounting a Green Wyvern. You should no longer get stuck when trying to cross bridges.
    • Attempted to resolve a mod conflict between the new CarefulHarvest mod. Crops planted using the new method should now grow normally.
Edited by Sindusk

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Welcome back Sindusk! I'll be checking this out. Thanks to RicePirate for all of this as well. I started playing right at the tail end of original Wyvern's life and was a very active player and fan of Wyvern Reborn. I was sad to see it die off.

 

@SinduskI actually have a question for you. You've done a great job of releasing mods that you designed for Wyvern Reborn, and many of them have made the game without them unplayable for me ;) You do have a handful of mods that I haven't actually seen you release, too... E.g. the additional creatures, weapon-damage modifiers, moon-mineral blessings when a unique is slain... Do you plan to release these in the future or are they to remain a Wyvern special? :D

 

Logging in now!! Good work guys

Edited by Ignacius

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2 hours ago, Ignacius said:

 

@SinduskI actually have a question for you. You've done a great job of releasing mods that you designed for Wyvern Reborn, and many of them have made the game without them unplayable for me ;) You do have a handful of mods that I haven't actually seen you release, too... E.g. the additional creatures, weapon-damage modifiers, moon-mineral blessings when a unique is slain... Do you plan to release these in the future or are they to remain a Wyvern special? :D

I intend to release all of WyvernMods as open source content for other modders to pick apart and learn from. I've already supplied the source code to several individuals outside of my server's operations and they've begun working on new content based on my work.

 

It saddens me to no end that previous projects have shut down without any public release of their mods. Off the top of my head, Ages of Urath for PvE and Desolation for PvP. Both of those projects had stellar work invested in them, but many of their mods are now lost in time and inaccessible for the community, rotting away on a hard drive that may never be seen again. I'm going to avoid that outcome for Wyvern, and will make my best effort to ensure these mods are never wasted.

 

For anyone looking to be a part of the development process, I'd urge you to come join the server and get involved. I've got an ear to the ground and rely on feedback from my players very heavily in my development process. The idea for receiving all mail in the last patch was because a player sent his friend 7,000 leather strips in the mail. Now that person can empty their mailbox without clicking 7,000 boxes. The shields getting the effect of AOSP and damage auras was bred from a conversation with a player who recently created a fantastic shield. It lead to a discussion about how shields in general don't have much functionality beyond simply existing, which ended with me looking at ways to improve them. The result is the changes made last patch.

 

I'd really love to see more PvP players join the server. It doesn't take a big group to get started, as you wont need to build a giant deed or create reinforcements. The PvP server is designed for open roaming, and I'll probably have more coming to encourage that playstyle soon.

 

Edit: Because after re-reading it I realize it might be taken the wrong way, Wyvern Reborn will remain online even after I release the source code. I plan to keep the server running indefinitely. It's survived for 2 years and I don't intend to shut down anytime in the near future.

Edited by Sindusk

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  • Minor Changes/Fixes
    • Chargers are now ethereal to give them visual difference from hell horses. See picture below.
    • Enchant Orbs can now have Venom.
    • Fixed an issue preventing the deployment of the statuette changes mod.
    • Fixed an issue where Enchant Orbs were not using the proper logic for applying enchants.

 

LryZgg7.jpg

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Been struggling to get into wurm again.. 

 

After almost 5 years of playing off and on there is little incentive to really dive in haha. Recently logged into this server after 2 years of being inactive from it ( was there at server launch 2 years ago on the original map). Once I get over the hurdle of reacquiring starter tools after having lost all items at some stage, I'll most likely poor hours into this game once again. 

 

Had a little walk around town while I was there... Pretty well layed out!

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Legacy Loot Event

Not patch notes this time. Instead, we're hosting an event this weekend. It's not one of the community gathering events, or mini-games of sorts. We wanted to, but the situation we have made that near impossible, so we've opted to go for something else instead. Here's what's up:

Wyvern Reborn Legacy is the previous "main" map of Wyvern. It's a 4k by 4k map with hundreds of deeds that was active with hundreds of players for roughly 1.5 years. It's been mostly abandoned in favor of the new Twin Peaks map that Ricepirate deployed several months ago. Because of that, deeds have been decaying left and right on the Legacy server, leaving behind valuable treasures. The database has over 12,000 characters logged, and many of what they created was left abandoned on Wyvern Reborn Legacy.

In many cases, these treasures are left behind locked chests, which cannot be picked even when off deed. My original intention was to allow these off-deed chests to be lockpicked. My solution for it was flawed, as people could inevitably push one of their deed-mates chests off a deed, pick it, and access what was inside. Beyond that, even excusing the abuse cases, only players who were skilled with lockpicks and knew where the loot was would obtain the riches. This would inevitably make the rich players even more rich... which doesn't really sound great to me.

So, instead, we decided that we should distribute this loot amongst the current playerbase in an event. I tasked one of the team with gathering all the items of interest within the scope of a few limitations:

  • The owner of the item must have been logged out for at least 6 months.
  • Anything that was on a standing deed was to be left alone (there was 2 exceptions as a judgement call I made, considering the length the owners had been gone).


After several days of this last week, all the items were collected, and we ended up with nearly 2,000 items to give away. All high quality, enchanted, rare, supreme, etc (pictures below).

We then started to brainstorm ideas for how to distribute this loot during an event. We came up with ideas such as mazes, sparring competitions, treasure hunts, races, etc. No matter how much we thought about how to proceed, the issues about the loot was overwhelming:

  • Not all loot is equal. Is a supreme longsword better than the supreme longbow? Which one would the winner get? [It should be winner's choice!] Well, there's 2,000 items to "choose" from, it would take ages to divide it up if it was left to choice.
  • I want all players to have equal chance at getting great items. Whether they've only been playing for a week or they've been here since the beginning of the server, I want everyone to have a shot at a grand prize. This meant anything involving skill levels or gear had to be immediately tossed as an idea.
  • Effort from a development standpoint needed to be low. I have my own ideas for development, and I prefer to focus on "macro-gameplay" rather than a single event. I opted against spending my own development time working on this event, in favor of working on new gameplay mechanics and content for the server to enjoy.


At the end of the day, we were left with really only one option: a raffle/lottery.

Loot Screenshots

Spoiler

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Spoiler

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Spoiler

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Spoiler

Dh9VP5k.png4p8kJN4.pngpFWaS8K.png

This is not all-inclusive. There are hundreds of items not displayed here

 

How It Will Work

  • Anyone interested in receiving loot from the event will fill out a response to the following Google Form:
  • Over the coming week, I'll be separating the loot into roughly 50 "packs" of items. I'll be trying to balance the rewards as much as I can throughout these packs.
  • On the morning of Saturday, October 7th, I'll take the list of responses and award 50 random winners with 1 pack of treasure each.
    • The winners will get a visit by a GM to reward their share, or have it dropped at their deed token in a large magic chest if applicable. You can keep the LMC.
    • If no deed is listed, then I will be leaving the reward in a chest with your name on it somewhere in Holdstrong, our capital city.
    • Any rewards left unclaimed for 1 week will be re-distributed.

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Was hoping to do a content patch today, but a bug involving one of the titan abilities forced me to re-code a lot of how titans work, and the result is the minor patch below:

 

  • Titans
    • Titan AoE abilities (the 3x3 ones, not the full-area ones) now destroy mine doors instantly if they hit one.
    • Titan abilities can now target underground creatures & players. If an ability hits somewhere above ground, it will hit creatures below ground with an identical attack.
    • Titans can now use their AoE abilities even when unprovoked. They are now dangerous to be around even when you're not in combat with them. Furthermore, their chance to perform their AoE attack while unprovoked is tripled if they are underground.
    • Titans now use their abilities more frequently the lower they drop in health.
    • Titan spawns have had their sight range reduced by half. They will still chase far, but they should now be escapable if you're making an effort to lose them.
    • A bug where Lilith could turn a minedoor into Mycelium is now fixed.
  • Minor Changes
    • Chaos Crystals are now slightly easier to infuse. I feel combining crystals is exactly where it should be, but infusing is a little hard. This is a very minor change, and hopefully just enough to push it to where I'm hoping it ends up.
    • Attempted to fix a behaviour where dragon armour would drop on logout when in enemy presence. I'm unable to confirm in local testing, but I'm pretty sure I got it.
    • Fixed a bug causing Rotting Touch to override Life Transfer, rendering Life Transfer non-functional.
    • Fixed a null pointer exception that may have been causing weird behaviours with some items and errors on others.

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Sindusk, you are the most integrous developer I've ever seen. (And I'm a dev myself.) Your comments about hard work disappearing into the ether and welcoming player feedback are such a relief. :) Thank you so much for all of your hard work!

 

Proud to play on Wyvern.

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