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Sindusk

Revenant - Modded PvE/PvP (3x Action, New Skillgain)

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Revenant is a spiritual successor to Wyvern Reborn, taking the most successful ideas and mods then providing a fresh start and economy. Attached to an Arena-style server that takes heavy influence from what Desolation v3 did right, this will provide one of the most fleshed out and modded PvE/PvP experiences available in Wurm. A new skill gain adjustment will provide a quick way to medium skill levels, but tapers off as you approach mastery to provide longevity. A carefully controlled bounty mod will balance the economy with deed upkeep being drained out of the economy entirely instead of going back into the King's Coffers. The most successful items added to Wyvern including the Arrow Packs and Affinity Orb have been ported to the launch for Revenant.

 

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Direct Connect: 192.95.31.54:3720 (or sarcasuals.com:3720)

 

Revenant (PvE Map)

Revenant.png

 

  • Ruleset
    • Automated/Looping macros and bots are prohibited.
    • Flyhacks and speed hacks are prohibited.
    • All other client mods, including the public ESP mod, are allowed.
  • Primary Features
    • Treasure Hunting - Treasure maps are able to be obtained and tracked down using a compass, spawning a treasure chest and guarding mobs. You can even get ambushed by a unique when attempting a difficult enough map.
    • Custom Skillgain - Skillgain will starts high, then slowly decreases to a lower multiplier as you rise in skill, down to around 1x when you reach ~90.
    • Leaderboards - See how you stack up to other players in our specialized leaderboards.
      • Skill Leaderboards - Select a skill and see the top 20 players in any given skill.
      • Achievement Leaderboards - Achievements such as how many bears each person has slain and how many knarr's they've built are also tracked. See who has created the most supreme items or cut the most trees.
      • Unique Leaderboards - New leaderboards for unique tracking. See who has built the largest structure, has the most affinities, slain the most uniques, and more.
    • Discord Integration - New unique rumors, GL-Freedom, and death tabs are all integrated into discord channels that work both ways. Talk in GL-Freedom from your phone!
    • Mastercraft - Achieving 90+ skill has more benefit than usual, providing a curved increase to the power of your rolls as you gain skill closer to 99, which then doubles in power during the curve from 99 to 99.9999
    • Bounty - Bounty mod calculates reward based on the combat strength of the creature, and not some static number. The bounty comes from the king's coffers to keep the economy stable.
    • Spellcraft - Adjustments and bugfixes to spellcasting to improve the overall feel of spells and faith gain.
    • Armoury - Weaponry tweaks will occur over time, buffing weaker weapons to make them viable in the meta over time.
  • Priest Settings
    • Priest restrictions removed. You can build, improve, farm, etc. without penalty regardless of which deity they decide to follow.
    • Maximum Faith 150. Prayers have been re-scaled to work up to a new faith cap of 150, allowing high faith priests to cast complex spells without needing to link.
    • Prayer once per hour. You now only need to pray once per hour, instead of the standard 20 minutes. In return, each prayer will offer 3x more faith. This allows exploration after prayer without having to feel chained to the altar.
    • Libila Enabled. Anyone can play Libila on any server, with full access to the Libila spell list. Minor inconveniences like Mycelium being overgrown by grass and animals requiring Bless before being tamed have also been removed.
  • New Spells
    • Harden (Vynora/Magranon) - Enchant that reduces the amount of damage taken by items through use. Keeps your equipment in top shape.
    • Replenish (Vynora) - Enchant that automatically refills containers with water over time. Useful on items such as waterskins, barrels, and even fountains (without requiring a water source).
    • Summon Soul (All) - Summons a player to your location. Has a long cast time, high favor cost, and is blocked in PvP if there are enemies nearby. The player being summoned also must accept the summon to avoid abuse.
    • Expand (All) - Increases the size of a container. The container will remain capped at 100 items, but it will store larger/heavier objects. Allows forges to store up to 100 ores, mailboxes to fit longbows, and chests to fit saddles.
    • Efficiency (Magranon) - Reduces the difficulty of skill checks with that item. This applies to many different actions, allowing players to mine higher average quality of ore, succeed in improvement more often, and similar. Has negating interaction (does not stack) with Circle of Cunning and Blessings of the Dark.
    • Quarry (Magranon) - Casted on a pickaxe, this makes surface mining more likely to adjust the terrain. Higher casts give a higher chance of ensuring the rock level changes after mining.
    • Titanforged (None) - Obtained on items only by slaying a Titan, this acts as a stackable Wind of Ages, Circle of Cunning, and Efficiency buff at half effect.
    • Jewelry Enchants - Only one of these enchants can be on a single jewelry item. You can wear one of each enchant. Multiple of a single enchant on multiple items will not stack, and instead only use the highest value.
      • Prowess (Magranon) - Increases Combat Rating while the jewelry is being worn.
      • Industry (Vynora) - Reduces difficulty of skill checks while the jewelry is being worn.
      • Endurance (Fo) - Reduces stamina loss while the jewelry is being worn.
      • Acuity (Libila) - Reduces favor cost of spells while the jewelry is being worn.
  • Uniques, Titans, and Rare Spawns
    • Uniques have been reworked significantly.
      • Static Regeneration - No longer are unique fights limited to sub 10 minute battles where it's simply a gear check of if you can do enough damage in time. Uniques now heal at a static rate (X% health per second). This generally makes fights take somewhat longer, and also become more tactical, giving players a chance to back out and regroup without the unique fully healing while they're regrouping.
      • Improved Loot - Each unique drops an Affinity Orb and several other items of interest when slain. More loot is available for distribution.
      • Moon Metal Blessing - When uniques die, they bless the world with several veins of moon metal (adamantine and glimmersteel). These are placed randomly and could potentially be near or in a deed.
      • Loot Assistance - At the end of every slaying, player names are randomly generated into a list, allowing randomized distribution to all participants without having to use /roll or alternatives.
    • Rare Spawns are a new type of creature where only one can exist on the map at a time.
      • Small Group Balance - These spawns are designed to be handled by a small group of 3-5 skilled players, or 2-3 veterans. This makes them ideal targets for small hunting parties, while not being the target of "unique slaying" size groups.
      • Rift Rewards - Every player who participates in slaying one of these creatures is awarded a rift cache, which opens up into rift crystals, rift wood, and rift shards.
      • Treasure Map - On the corpse of the slain creature is a guaranteed medium-high quality treasure map.
    • Titans are my take on raid bosses in Wurm Unlimited.
      • Combat Mechanics - Titans obtain unique abilities including AoE attacks, target smites, add phases, and similar. These are not your standard "attack until dead" creatures. They require tactics, attention, and reaction to the mechanics they perform.
      • Titanic Rewards - Titans have the best rewards of anything in the game. All participants receive an Affinity Orb and Titan Cache which provides a guaranteed Titanforged item. The titan corpse contains multiple different sorceries and several other items of intrigue.
  • Material Overhaul
    • Materials have been completely reworked from the ground up to offer new and unique bonuses.
    • Creating items from certain materials has a variety of special benefits and, in some cases, penalties.
    • Iron is used as the baseline with no changes, meaning the system can be ignored entirely by using iron tools. However, if you seek to truly maximize your effectiveness, you'll want to start seeking new tools made of alloys or moon metals.
    • More information can be found on the spreadsheet below.
  • Custom Creatures
    • Forest Spider - Common spiders that deal poison damage.
    • Giant - Large giants found rarely in forests with clubs that deal acid damage.
    • Avenger - Ethereal guardian found in tundra that deals frost damage.
    • Spirit Troll - Ethereal troll found in snow biomes that is capable of dealing crippling frost wounds.
    • Wyverns - Multiple different colors of small drakes that can be tamed, dominated, mounted, hitched, etc.
  • Custom Items
    • Affinity Orb - Grants the player a random affinity when consumed.
    • Eternal Orb - Sold at traders. Consumable item that allows players to move enchants from one item to another.
    • Book of Conversion - Sold at traders. Consumable item that allows players to switch their deity at only a minor faith loss instead of a full faith reset.
    • Enchant Orb - Can come with a random enchant. The enchant can then be transferred to an item without risk of shatter.
    • Depth Drill - Drills a tile corner, revealing the amount of dirt until you hit rock. Beyond that, it can also locate nearby ores.
    • Disintegration Rod - Sold at traders. This removes 1000 hits from any vein (no ore is provided), or instantly destroys a cave wall (like the Disintegrate spell).
    • PMK Wagons, Banners, and Flags - Art from PMK's in Wurm Online can be crafted specifically. Like the art from The Crusaders? You can make it here, then mix and match that with an Ebonaura wagon.
    • Chaos Crystals - This is a volatile crystal that can be infused on items for a variety of outcomes. It can increase rarity, or destroy the item outright. Uses the Soul & Mind characteristics.
    • Enchanters Crystals - This crystal can adjust the enchant properties of an item. Uses the Soul & Mind characteristics.
    • Mass Storage Unit - A massive storage unit designed to hold multiple BSB's, FSB's, chests, and crates, all in one neat window.
    • Arrow Packs - Craft 40 arrows and a quiver into an arrow pack. Improve the arrow pack, then unpack to receive a quiver with 40 arrows of the QL of the arrow pack. This also transfers any enchants from the Arrow Pack to all 40 arrows.
  • Meditation Reworked
    • The timer between Meditating skill gain has been changed from 30 minutes to 1 hour. With this change, I've also corrected a bug/issue (existing in Vanilla WU/WO) where players could go on cooldown and not receive their skill gain tick.
    • Skill gain for meditation has been significantly increased overall.
    • Meditation tiles no longer require a flat area under conditions such as near water, rock, etc. Instead, you can meditate on any tile for the following paths to advance or obtain your path:
      • Insanity: Any tile in a mine.
      • Knowledge: Any sand tile.
      • Power: Any rock or cliff tile (on surface).
      • Hate: Any mycelium, infected tree, or infected bush tile.
      • Love: Any grass, tree, or bush tile.
    • Beyond this, the following changes have been made:
      • Path of Insanity's Shield of the Gone has been removed.
      • Path of Insanity now grants a permanent action timer haste starting at level 7. Action timers are reduced by 2% for each level after 6. This will grant a total of 12% reduced action timers at path level 13.
      • Path of Hate's 50% damage against animals and humans ability has been removed.
      • Path of Hate now grants a permanent scaling increase to walk/run speed starting at level 4. Speed is increased by 1% for every level after 3. This will grant a total of 9% increased movement speed at path level 13.
      • Path of Power's hidden body stamina bonus now scales from level 7 onward instead of being locked to level 11. You now gain 5 hidden body stamina per level after 6.
      • Path of Knowledge skill gain bonus now scales from level 7 onward instead of being locked to level 11. You now gain 5% increased skill gain per level after 6.
  • Quality of Life
    • Fatigue Action Override - You can now make fatiguing actions from vehicles and mounts. Improve from a horse. Build from your wagon. Sow from your cart. You no longer need to "be on solid ground" to do that anymore.
    • Vehicle Auto-Deposit - While performing gathering actions from a vehicle, you will automatically store the results in proper containers in your vehicle. This applies to mining, woodcutting, and digging.
      • It will deposit bulk items into Bulk Storage Bins that are loaded into the vehicle if they exist and have space.
      • It will deposit bulk items into crates if there are no valid Bulk Storage Bins to deposit them into.
      • It will deposit any items that do not fit in the above directly into the hold of the vehicle. This includes gems.
    • Sorcery items can now be split into their individual charges.
    • Inventory groups can now have sub-groups for further inventory organization.
    • Logs now take up significantly less volume in bulk containers.
    • Leather and Logs can now be combined, allowing you to save a good enchant.
    • Rarity system has been significantly improved. Fantastic items are now more attainable.
    • Shields can take less than 0.01 damage when you block.
    • Added a "Receive all mail" button to mailboxes. It will automatically accept up to the first 100 non-CoD mails that were sent to you and place them directly into the mailbox.
    • Added an "Unequip all armour" button when interacting with equipped items. It will... well... unequip all your armour.
    • Food and drink timed affinities are now universal. If you get a Fletching affinity from a drink you make, so will everyone else. Furthermore, food affinities have been improved from 10% to 30%. Cooking is a valid profession.
    • Damage taken by items over 90 have been re-scaled. An item improved to QL100 is immune to damage and will never decay.
    • Loot Assistance messages are broadcast when a unique creature is slain, randomly ordering participants for loot distribution (if it's wanted by the slaying group). It also displays rough estimates of how much damage each player did to the creature.
    • Creatures born on enchanted grass have a random trait removed immediately on birth (like an auto-genesis).
    • Mailboxes, Trash Heaps, Altars, and Bell Towers can be loaded for transport.
    • Body action to check your bank balance.
  • Exhaustive Mod List
    • Armoury - Bugfixes and adjustments to weapon, armour, and combat.
    • AshProduce - Forges now produce ash while burning.
    • Better Digging - Dig directly to your cart or wagon. Dropped on the ground if not on a vehicle.
    • Better Farming - Perform farming actions in a small area as skill increases.
    • Bulk Items Separated - Items are sorted by quality levels when deposited in bulk storage bins.
    • Careful Harvest - Allows you to replant your crops automatically upon harvest.
    • Craftable Pauldrons - Create unique pauldrons using various skills.
    • Crop Mod - Fields do not wither.
    • DiscordRelay - Allows server chat and events to be broadcast to Discord, and vice-versa.
    • FireBurnTime - Shows the remaining burn time more accurately on lit containers.
    • Harvest Helper - Minor adjustments to improve harvesting.
    • Hitching Post - Item that allows you to hitch your animal in place.
    • Hitch Limits - Improvements to creatures hitched onto vehicles.
    • HotS Fixes - Bugfixes for Libila.
    • Highway Portals - Create portals to instantly transport to deeds connected via the highway system.
    • Inbreed Warning - Warning message when attempting to inbreed.
    • Increase Merchant Items - Merchants can now hold up to 90 items.
    • Kingdom Offices - Bid for kingdom titles in a PvE environment.
    • Kingdom Stuff - Allows creation of kingdom and PMK-specific items for player use.
    • Meditate Mod - Guarantee meditation success, no 10 tile movement.
    • Move Mod - Adjustments to movement speeds of vehicles, mounts, and boats.
    • Move To Center - Provides an action that allows you to move items directly to the center of a tile.
    • Mycelium - Minor fixes to the spread of mycelium.
    • No Holy Ground - Allows construction within the vicinity of white and black light.
    • Server Packs - Allows custom graphics to be displayed from the server to clients.
    • Server Player Counter - Corrects the server player count on the server list.
    • Server Tweaks - A suite of various bugfixes and tweaks for Wurm Unlimited servers.
    • Sindusk Library - Required for various other mods.
    • Spellcraft - Various bugfixes and gameplay adjustments involving deities, faith, and spellcasting.
    • Spell Mod - Priest restrictions removed.
    • Stable Master - Allows conversion of creatures into tokens that can be redeemed.
    • Starter Gear - Adjusts the starting gear of new players.
    • Tabard Mod - Allows players to create kingdom-specific tabards to wear.
    • Taxidermy - Players can create kits to keep corpses as decorations.
    • Three Dee - Tables and other decorations can now have items placed on top of them.
    • Timer Fix - WoA/BotD function properly with increased action timers.
    • Trader Mod - Adjusts items stored on traders. They will now hold 50 sleep powders at all time.
    • Treasure Hunting - Treasure maps that can be hunted down and opened for great rewards.
    • Wyvern Mods (Adjusted) - The collection of mods designed for Wyvern Reborn. This will be adjusted and tweaked heavily to work with the new server.

 

Revenant Arena (PvP)

Arena.png

 

  • Revenant Arena
    • The arena is seamlessly tied in with the Revenant PvE map. Items and skills will transfer from Revenant to Arena.
    • You can sail from any border of our PvE map to the Arena through plot course. Alternatively, you can use the Arena teleport to enter and retreat from the Arena server. More details below.
    • There are no starter deeds on the PvP map. On death, if you do not have a village token to respawn at, you will instead respawn at a random location on the map. You can also opt to respawn directly to the PvE server.
  • Zero-Risk PvP
    • Players do not drop their items upon death. Instead, any repairable items take heavy damage. This excludes items without the ability to be "repaired" such as food, ropes, cotton, etc.
    • Resurrection stones now protect players from losing skills or affinity on death. If the killing player does not get an affinity because a resurrection stone was used, they will instead get silver for killing the target (from the King's Coffers via the amount paid for the Resurrection Stone).
    • These changes make it very minimal risk to participate in the PvP server. The spoils of victory is the objective you're after, and not the loot of the opponent.
  • Supply Depots
    • Supply Depots spawn in a random location on the map every 11 hours. They are marked by a red beam of light visible from across the map (Rift light, if familiar with WO).
    • It is required to have at least 25 fighting to capture a supply depot. This is meant specifically to prevent risk-free alt captures and ensure that killing someone trying to capture a depot results in a death tab.
    • The capture has a 4 minute action timer. You must be standing still and remain out of combat for the duration of the channel. Taking damage (spells, archery & war machines included) or entering melee combat will interrupt the action.
    • Rewards: Sorcery Fragment, Enchant orb (40-80 power), 2-3 caches, currency, seryll/sleep powder, and a few other potential rewards that are not guaranteed on every depot.
  • Hunt of the Ancients
    • Hunt of the Ancients will begin at the center of the map every 37 hours.
    • The HotA is unchanged from default mechanics. Four pillars will spawn when the hunt begins, and the first alliance or village to capture all four wins the hunt.
    • Rewards: Key Fragment, Affinity orb, 5-8 caches, currency, 5 addy/glimmersteel lumps, sleep powder, seryll, and a few other potential rewards not guaranteed every victory. Moon metal weights are increased as HotA win streak increases. All items delivered into the HotA statue to the alliance capital.
    • Fixed various bugs involving HotA, including a secret where the HotA statues were supposed to come in Glimmersteel or Adamantine for groups that have extensive HotA win streaks.
  • Arena Teleports
    • There are two body actions that can be performed: Arena Teleport and Escape the Arena.
      • Arena Teleport can be used from the PvE server. It requires 1 minute of uninterrupted channeling to perform.
      • During the channel, the command will display messages that you should absolutely read and interrupt the action if you don't like what you see.
      • Upon completion, the teleport will transfer you to the Arena server. Where you end up depends on a few conditions.
      • If you are a citizen in a village, it will transport you to the village token.
      • If you are not in a village, it will select a random location on the map to transport you to.
      • The random teleport is conditional. You will not end up in water, you will not end up on a cliff, and you will be outside of local range of any existing villages. Otherwise, the location you end up in is completely randomized.
    • On the other side, we have the Escape:
      • Escape the Arena can be used from the Arena server. It requires 3 minutes of uninterrupted channeling to perform. Enemies entering within 80 tiles of your location will interrupt & block your escape.
      • When successful, the escape will transport you to the PvE server. The location, again, depends on a few conditions.
      • If you are a citizen in a village, you will again be transported to your village token.
      • If you are not in a village, you will be transported to the token of the starter town.
      • Any server-bound items, such as artifacts, sorcery fragments, or key fragments, will drop where you escaped from and remain on the Arena.
    • Important: These teleports are being added as an experiment. If they begin to cause more trouble than they're worth, they will be removed.
  • Arena Respawn
    • Respawn has been completely reworked on the Arena server.
    • Upon death, you will now get a new screen asking you where you'd like to respond. In all cases, you will have 2-3 options.
    • The default option selected is the token of your PvP village, if you're a citizen of a village. This will obviously not be an option if you have no village.
    • The second option, which is default if you are not part of a village, is a random location. This will select a random point on the map to spawn you. This will not be in water, on a cliff, or within local range of any existing villages.
    • Finally, there is a button to return directly to the PvE server. Selecting this will transfer you back to PvE and give you the default respawn window, allowing you to select to spawn at the starter deed, your village, any existing allied villages, etc.
  • Sorcery Fragment Combination
    • Sorcery fragment combination is now available.
    • To start combining your sorcery fragments into a sorcery, you must visit the White or Black altar on Arena.
    • You're required to have at least 2 fragments in your inventory to begin.
    • Right-click the altar and select "Combine sorcery" to begin the process. This will start a 5 minute action timer and announce to the server you are beginning to combine fragments.
    • You cannot move, enter combat, or take damage during this 5 minute period. Doing so will stop the action and you'll have to start over again.
    • Upon completion, 2 fragments from your inventory will combine. The fragments will be renamed with [#/10] at the end to indicate how complete they are.
    • If you have 10 or higher total fragments, they will combine and produce a random sorcery with 2 or 3 charges.
    • If you combine two fragments with a total of over 10, for example a 6/10 and 8/10, they will produce a new fragment after the sorcery is complete with the remainder. In this example, you would receive the sorcery and a 4/10 fragment.
  • Deed Mechanics
    • Deeds can be placed at any location on the map, regardless of influence. There is a minimum distance of 100 tiles between any two deed tokens.
    • Kingdom titles will be obtained identically to how it's done on Revenant: bidding with Kingdom Tokens purchased from the trader.
    • Deeds will be limited to 5 guards at most.
    • Spirit templars will attack anyone who is not a citizen or ally of the deed they're guarding.
  • Arena-Specific Mechanics
    • Global Damage Reduction - Players (and their pets) take reduced damage from other players (and their pets). This allows for more drawn out and tactical fights.
    • Local Range - Reduced to 50 tiles down from 80. This applies to surface-to-surface vision, cave-to-surface and cave-to-cave remains 20.
    • Champions Disabled - Champion player system is completely disabled on Arena.
    • Mount Gear Anywhere - After leading a creature, you can equip it with shoes, saddle, barding, and similar. You do not need to have it tamed or branded.
    • One Lead Maximum - You can only lead one creature at a time. You'll have to decide between a pet or a backup horse.
    • Karma Port Disabled - Karma teleport has been disabled on the Arena.
    • Stats Tracking - Kills, deaths, and depot captures are tracked and openly displayed on the Leaderboard system.

 

Supply Depot (Red Beam):

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Material Overhaul:

 

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In-game Leaderboards:

 

Main Leaderboard selection screen:

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Opt-Out players show up as "Unknown":

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Special leaderboards including total overall skill level and highest actual skill levels:

oNDbfvl.pngU0oPDC1.png


Full Discord Integration:

 

All in-game chat channels:

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#gl-freedom:

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#event:

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#arena:

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#deaths:

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Skill Gain Algorithm & Comparison:

 

XQeMJjV.png

Edited by Sindusk
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This looks great. I would probably prefer to see the skill gain begin at 5x rather than 10x, and then have the diminishing returns as you explained, but that's not enough to deter me from playing here. Looking forward to launch.

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Updated with the exhaustive list of mods that will be utilized on the server. I'm expecting to have a beta 1.6 server up for testing within the next day or two. It will be wiped before the full release. If you're interested in joining in and seeing what you'll be getting, or simply find a spot to settle before the full release, please visit our Discord server for further updates.

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Revenant Beta

IMPORTANT: The beta server will be wiped upon full release. This is strictly for testing purposes and progress will not be saved into the live launch of the server.

 

EDIT: The beta is over. The current server online is fully launched and will not be wiped.

 

I've put up a server running the 1.6 beta for testing of features before launch. You'll need to set your game to the beta branch of Wurm Unlimited. To do this, go to Wurm Unlimited -> Properties and set to beta-branch in the Betas tab. You'll be able to find the server by searching "rev" or something similar in the bottom right corner of the launcher and selecting Revenant (PvE/PvP) in the list.

 

It's not quite in the finished state I want it to be, but here's some features I'd like testing and feedback on:

  • Skill Gains
    • The custom skill gain system is in effect. This scales the skill gain rate from 10x to 1x over the course of skilling up.
    • The system functions as a smooth curve and you will not hit "walls" where skill gain drops dramatically.
    • For reference points, around 40 the skill gain is about 3x and 60 is between 1.5x and 2x.
    • I'll be taking feedback on the rate of early skill gain, and am open to adjusting it based on player input.
  • Bounty & Creatures
    • I've had to rework my bounty formula significantly to fit the new economy. I've also included some custom creatures that I can remove before launch if ill received. Here's a few questions to answer:
    • Does killing a large rat versus killing a huge spider feel worth it (both ways)?
    • Are there any creatures that are too tough yet reward too little?
    • Does the amount of money that creatures reward make sense?
    • Some creatures are typed randomly (greenish, champion, scared, etc.). Are the random typed creatures annoying or interesting?
    • Do the custom creatures feel too strong to fight? Are they too difficult to run away from?
    • Is there any new creature that is the bane of existence and the best action would be to remove it?

These tests will be combined in junction with stability and error checking tests. I'll also be running a few quick "events" during this time if enough players online to test a few other mechanics too.

 

Screenshots to assist in setup for those interested in connecting:

Spoiler

P2DsClz.png

dpxFqwz.png

 

Edited by Sindusk
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Skill Multiplier: 10x to 1x , I think this puts some people off

Skills start at 20, Skill Multiplier: 3x to 1x, is about the same but will not put people off

 

Action Speed: 3x is a bit high for me, I prefer 2x

 

Deed upkeep appears activated, but what about deed purchase? Are the first 121 tiles free or do we need to kill hundreds of things with newby skills and weapons before creating a deed. Deed upkeep helps remove abandoned deeds which is good, but deed purchase will make the start too hard/slow for many people.

 

Can priests cast any spell?  or is it one spell group per character?

Edited by zCat

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8 hours ago, zCat said:

Skill Multiplier: 10x to 1x , I think this puts some people off

Skills start at 20, Skill Multiplier: 3x to 1x, is about the same but will not put people off

 

Action Speed: 3x is a bit high for me, I prefer 2x

 

Deed upkeep appears activated, but what about deed purchase? Are the first 121 tiles free or do we need to kill hundreds of things with newby skills and weapons before creating a deed. Deed upkeep helps remove abandoned deeds which is good, but deed purchase will make the start too hard/slow for many people.

 

Can priests cast any spell?  or is it one spell group per character?

Skill Multiplier: These are really good points, and I see your point about it being off-putting at first glance. I'm still tweaking this slightly and I'm beginning to think that 10x might be too high of a starting point, and will likely be lowering it to somewhere between 8x and 5x. In the grand scheme of things, this doesn't have much impact on the early game, as getting to 20-40 skill is relatively fast. Here's a graph displaying the current curve of the implemented system so far:

Nd0qWCc.png

 

Action Speed: 3x was determined as my go-to point after some testing. It requires high skill and high enchants to get spam creation down to the 1.5 second "minimim" point where players begin to grind most effectively. 5x was definitely too fast as demonstrated on Wyvern. The goal was to make it slow enough so people don't breeze through everything, but fast enough to make the game not feel sluggish when you're near the middle area of skilling. 3x is what I ended up on, and I'm going to stick with it unless there's overwhelming feedback to the contrary from the beta test.

 

Deed Upkeep & Purchase: There will be an initial deed cost and upkeep. I understand the sentiment that getting your deed started would require too much work and put off new players, but unfortunately that was one of the hardest lessons I learned from running Wyvern Reborn. If players are all given the option to create their own deed, they will. Nobody will create villages with each other, people will become isolated, and a community will not flourish. I'd describe the atmosphere of Wyvern as "cliqueish" after everyone was established on their own deeds. My goal is to encourage players to work together and pool resources to create villages with multiple members. I'd prefer to have more citizens than mayors this time around.

 

I know that this might not align with the goals of every player, and if you're someone who absolutely wants to be an isolationist, you'll have to settle with not having a deed very quickly, or try to work your way towards enough money to earn that privilege.

 

Priest Spells: Spell lists will be restricted to each god's spell list. This will hopefully encourage trading and interaction with other priests. Some unique changes will likely occur in the future to make gods more desirable (Vynora more desirable in combat/PvP, Magranon more desirable for QoL/PvE, etc).

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I'm planning to officially launch the server tomorrow, shortly after WU 1.6 goes live. It will be running the 1.6 patch.

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On ‎4‎/‎2‎/‎2018 at 11:37 PM, Sindusk said:

Skill Gains

  • The custom skill gain system is in effect. This scales the skill gain rate from 10x to 1x over the course of skilling up.
  • The system functions as a smooth curve and you will not hit "walls" where skill gain drops dramatically.
  • For reference points, around 40 the skill gain is about 3x and 60 is between 1.5x and 2x.
  • I'll be taking feedback on the rate of early skill gain, and am open to adjusting it based on player input.

 

As for this skill gain system I think it is pretty mild, since even at the starting point of 10x once a person hits 40 skill it drops off dramatically. Then at 60 skill it is almost WO style. At 40 skill levels game play is really not that great and even at 60 skill levels there is nothing overpowered about those reduced skill gains. Then you continue reducing gains all the way up to 90 skills where it seems they will be the same as WO. It seems to me that at this rate it will achieve your objective of limiting the number of top level skilled players for a very long time, except of course those extremists who will devote most of their day to grinding up skills just for the sake of some sort of "achievement".

 

If you reduce skill gains any more than this stated method, along with the need to obtain coins for deed placement and upkeep, I think it will deter a number of players from continuing to play on this server for any length of time. After all, in general WU is a more casual style of game play than WO, which I think is its strength and draws more players to it, especially with new servers unproven to stand the test of time. Even at these skill gain levels the server holds a marginal attraction to me, with only the newness and various mod improvements being to main reason to check it out to see how everything works out over time.

 

Best of luck with it all. Hopefully it will withstand the test of time, which reveals all.

 

Happy Trails

=Ayes=

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@AyesI appreciate the insight and you have good points. The server will deter players who aren't looking to stick with it for a good amount of time. I accept this, because doing otherwise and making the game faster ends up like my other server, Wyvern, where everyone is maxed out in everything. My focus is on server longevity. I intend to make this the final server I ever release, and that means sticking to game systems that are slower and avoid rapid gratification. Players expressed the desire to play with the new content and QOL of Wyvern Reborn, but at a slower pace more akin to WO. This is my one and only attempt to reach that balance.

 

While I wish I could make the perfect server that everyone wanted to play on, it's something out of reach. Some people want a slow pace, others want a fast pace. Some want all sorts of new content and others just want to play vanilla. Pleasing everyone isn't something I can do, so I'm looking inward and asking myself, after thousands of hours on Wyvern, what type of experience am I looking for? To put it bluntly, it's the beginning. When I was one of very few people who had 80 blacksmithing and felt like it was an achievement. When people I never met or heard of would message me requesting orders to be filled in a growing economy. Where the deed I was in on the PvP server was still vulnerable and the other kingdoms were causing mayhem right outside our borders.

 

This is my attempt to revitalize that part of Wurm. Compete for dominance in a corner of the market that no one is selling. Capture the first uniques and hold community slayings. Build infrastructure by constructing canals and tunnels. Participate in new objective-based arena PvP gameplay (more info soon). All of these are aspects which I'd like to promote. If this sounds like something you're interested in, come give it a shot. As always, my ear is to the ground and I listen very intently to what my players have to say. Most of my mods are inspired by the ideas of those who play on my servers.

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10 hours ago, Sindusk said:

Pleasing everyone isn't something I can do, so I'm looking inward and asking myself, after thousands of hours on Wyvern, what type of experience am I looking for?

Thank you for the response. You expressed your intent for the server well and I found it interesting to read for further understanding of those objectives. This is the wonderful thing about WU and the various servers that their creators make available to the public, that being that they can shape them to their own individual visions and see these results unfold over time. A real gift to other players in this respect, which I am sure many appreciate.

 

I did play the original Wyvern when WU launched and enjoyed being there for quite some time. Perhaps I shall drop into your new one here as well. Again, I wish you the best with it and may you find it a rewarding experience to provide to yourself and to others.

 

Happy Trails

=Ayes=

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I am happy with the skill gain, and am pleased that you will not be paying silver for people to spam roads and guard towers.

Any server that I join will have to have an easy way for me to have 100 tiles that provide complete security for my stuff and which I can farm.  I do want to be close to other people for trade, as I do not want to be able to get lots of 80 skills in the first year. If you give everyone a settlement form, worth perhaps 4s, then I think you will get far more prople.

The ability to ride a horse and a starter village at the spawn point with iron mine and forges would also help. Being attacked by a scorpion as soon as I spawned on the Beta server was not a good start.

Planning for the long term is good, but the first week will be far too hard for me.

 

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The server is now online and officially launched, running Wurm Unlimited 1.6.

 

  • Starting Tips
    • Priest at 1 faith - As soon as you convert to a god and have 1 faith, you can become a priest. Select your deity from the start and don't concern yourself with having to return.
    • Load & Unload no longer have a minimum body strength requirement.
    • Horse riding no longer requires 21 body control.
    • Starter mallet is provided so you wont have to create one yourself.

 

Things will still be getting tweaked and adjusted based on what I see from the launch. Starting area is a work in progress.

Edited by Sindusk
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We're 10 hours into launch and already have a highly active playerbase! Thanks for the support everyone, now to reveal what many are anticipating the most. After countless conversations with several experienced WO PvP players, the following Arena design was created:

 

Revenant Arena Design

  • Launch Date: Estimated ~Friday, April 13th. Time TBD.
  • Unique Features
    • Arena Diplomacy - No Kingdoms
      • All players will belong to the Freedom Isles kingdom. Libila will be enabled for Freedom Isles.
      • Players will be enemies with any other player who does not meet one of the following conditions: Same alliance, same deed, on friends list, same team.
      • Player-Made Kingdoms are disabled.
    • Supply Depots
      • Spawns in a random land location every 11 hours.
      • The location will have limitations to avoid being too close to an established deed.
      • Depots will be marked by a beam of red light similar to the White or Black lights.
      • Capturing one will require a 3 minute channel and a global message will be announced saying the depot is being captured.
      • Their content will always include at least one sorcery fragment.
    • Hunt of the Ancients
      • Spawns in the central location of the map every 37 hours. The location is subject to moving in the future.
      • This will be standard HotA mechanics with 4 pillars in a no-build zone.
      • The victorious deed/alliance of the HotA will receive a HotA statue with rewards including a key fragment inside.
    • Rewards Explained
      • Sorcery Fragment - Combine 10 sorcery fragments to obtain a random sorcery with 1 charge. The fragments are not able to transfer cross-server and will drop on logout.
      • Key Fragment - Combine 50 key fragments to obtain a Key of the Heavens. The key fragments are not able to transfer cross-server and will drop on logout.
      • Key of the Heavens - When a player ascends using a Key of the Heavens, they will be able to pick 1 trait and 5 spells to apply to their custom deity. The rest will be randomized.
      • Calculated out, this means 1 sorcery charge will possibly be obtained from supply depot every 110 hours, or roughly every 4.5 days.
      • Similarly, this means a Key of the Heavens can be obtained through HotA every 1850 hours, or 77 days.
      • These values are NOT absolutely final and subject to change.
  • Deed Mechanics
    • Deeds can be placed outside of kingdom influence.
    • Alliances can be formed between deeds.
    • Deed draining mechanics will be adjusted to prevent "alt deeds" from being abused.
    • There must be a distance of at least 100 tiles between any two deed tokens.
    • Tower System (Work In Progress)
      • An initial tower for a deed can be placed within the deed limits.
      • From that point forward, all towers must be constructed within the radius of a tower owned by that deed.
      • This will result in a tower chain being required to claim territory.
      • Towers cannot be conquered, and must be bashed. A new conquer system may be considered in the future.
      • Towers will prevent a deed from having their borders extend into the radius.
      • If a deed disbands, all towers belonging to the deed will be immediately destroyed.
  • Other Bonuses
    • Reduced Local Range - The local range of players in the server is reduced to 50 tiles from 80.
    • Mount Gear Simplified - Players can equip and unequip mounts that they are leading, without the requirement of taming them.
    • One Lead Creature - Everyone will be limited to 1 lead creature at all times. You'll have to choose between having a single spare horse or bringing a pet to combat.
    • Karma Port Disabled - Karma teleport will be completely disabled for the Arena server.
    • Fighting Skill Bonus - Fighting skill gains will be slightly increased (~50% more) on Arena. Other skills will remain the same.
    • Bounty Increased - Bounty from slaying creatures will also be slightly increased (~20% more) on Arena.
    • Treasure Maps Enhanced - Treasure maps on the Arena server will have higher rewards than their PvE counterparts.
  • GM Policy [Arena Only]
    • No monitoring or actions taken against any player unless a support ticket is filed by another player.
    • Disputes between players will not have any GM intervention. If game exploitation is involved, the results of the initial incident stand. A rule will be placed to discourage exploitation of the mechanic until a patch can be written too resolve the issue from that point on. This is the policy utilized in theft incidents.
    • Bugs or exploits causing player property loss (items, vehicles, creatures, etc.) will not be refunded. Skill loss can be refunded if proper proof is provided.
    • Bugs or exploits causing player property benefit (duping, creating invincible items, etc.) will be solved on a case-by-case basis, but aimed at removal of ill-obtained property. Skill gained through exploitation may also be reset.
    • Minor issues such as a cart being stuck or a player being glitched in a door can be resolved through GM intervention assuming the player is neither in an enemy deed and enemy players are not nearby (in local range).
    • Disclaimer - These policies are meant to cover a wide variety of cases, but cannot cover them all. In these fringe cases, the best judgement of the GM team will be used.
Edited by Sindusk
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Minor update/hotfixes:

 

  • Champion Creature Loot
    • Tools should no longer drop almost exclusively at 10ql. They are now more likely to be between 10 and 60ql.
    • Enchants now roll fewer times with a lower cap. This should result in a more targeted result instead of a wide variation.
    • Small anvil has been added to the drop table.
  • Minor Changes
    • Mapviewer has been set up! Map available at https://www.sarcasuals.com/revenant/
    • Bulk Transport mod has been disabled for now. It causes some issues and we'll just use the vanilla bulk transportation method for the time being until I can work on a fix.
    • Lockpicking skill gain has been tripled.
    • Lock picks no longer require 25 minimum locksmithing to create.
    • Bounty for passive mobs is now enabled. However, they will reward significantly less than most aggressive creatures.

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  • Leaderboards
    • There is now a Leaderboards action on your body and hand.
    • Selecting this will open up a new window in which you can select a leaderboard to view, or opt in/out of the system.
    • Players will be opted out by default. Opting out means that your skill entry will still display on the leaderboard, but your name will show as "Unknown"
    • Opting into the system will allow any player looking at any leaderboard to see your name if you're in the results.
    • Leaderboards will display only the top 20 highest skilled players in each skill. This count includes anyone opted out of the Leaderboard system.
    • If you are one of the top 20 in a leaderboard, your entry will be bold. It will also display your name even if you're opted out, but only for you.
    • All GM characters are exempt from leaderboard entries. If someone has 99 in a skill and shows as Unknown, it's a player who obtained it legitimately and is opted out, not a GM.
    • Note: This system is very new and can feel a bit clunky. I'm pushing this out to get it into the hands of players to enjoy, but QoL improvements regarding window management will be implemented in the future.
  • Minor Changes
    • Fixed a bug with depositing and withdrawing items from the bank potentially causing sync issues, deleting the item.
    • Updated the in-game map to reflect the custom map. If it is still displaying incorrectly, you'll need to clear the cache of files from your packs folder in your client WurmLauncher folder. Instructions in the image below.
    • Lockpicks will now break far less often. Instead, they are more likely to simply be destroyed from raw damage on failed lockpick attempts.

 

Leaderboard Example (all players except myself opted-out):

Spoiler

juYxdb7.png

 

Resolving ServerPacks/ingame map issue:

Spoiler

Navigate to your client folder, open WurmLauncher/packs, then delete all jars that are not graphics, pmk, or sound.
This will not damage your experience on other servers, as you will re-download their server packs when you connect again.
CfhhoLA.png

 

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  • Weapon Smithing Changes (by Nekoexmachina)
    • Weapon smithing has been reworked so that all weapons now depend on Weapon heads smithing or Weapon blades smithing instead of the parent skill Weapon smithing.
    • Improving weapons success rate will now depend on the sub-skill, and provide skill ticks for that sub-skill.
    • Weapon blades smithing: Carving knife, Butcher knife, Sacrifical knife, Shortsword, Longsword, Two handed sword, Sickle, Scythe, Steel Spear
    • Weapon heads smithing: Small axe, Large axe, Huge axe, Small maul, Medium maul, Large maul, Halberd, Steel Staff, Knuckles, Warhammer
  • Kingdom Offices (Error: One of my mods decided not to function properly, so while the tokens can be purchased, the bidding will not function for now)
    • Kingdom tokens are now available from traders for 10 copper each.
    • Kingdom tokens can be crafted into tokens used to bid for Freedom Isles kingdom titles.
    • A minimum bid of 10 tokens is required to obtain a title.
    • You must outbid someone by 5% of their tokens to overtake them in a title.
    • All token bid counts are reduced by 10% at a certain time every day.
  • Mount & Hitch Changes
    • Chargers have been adjusted:
      • I originally intended to disable chargers from spawning altogether, but overlooked something when setting up the server originally.
      • Because they have been spawned and players are using them on their carts and similar, I will not be removing them after the fact.
      • Instead, I'll be adjusting them to more closely resemble and function how I intended them to, but slightly closer to hell horses.
      • They will still have the low armor that makes them highly vulnerable in combat. They will still be slightly faster mounts than hell horses. They can still be equipped with a saddle and shoes, and have a higher potential speed than any other mount in the server. They will still have a higher seat due to size than other mounts, but their size has been somewhat reduced from previous values. Their insane 37 body control requirement will remain.
      • They will no longer pull vehicles (carts/wagons) faster than hell horses or wyverns. They can potentially be better than wyverns with gear, but will not outpace a similarly-geared hell horse.
      • Chargers will now be able to spawn naturally again at low frequency in Steppe areas.
    • White wyverns can now spawn in Tundra areas.
  • Minor Changes
    • Prayer is now limited to once per hour. To compensate, you now gain 3x as much faith per pray. This change was done with the intention of giving players more freedom to do other activites and give a longer period of time before they have to revisit an altar, without upsetting the balance of faith gain.
    • Fixed a bug where Libila followers could not absorb mycelium.
    • Armoury's dual wield combat improvements are now active.
    • Clicking "Ok" after viewing a leaderboard will now bring you back to the main leaderboard window.
Edited by Sindusk
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  • New Spell: Expand
    • Based on Bag of Holding mod by ago, this new spell can be cast on containers to increase their capacity.
    • This spell is available at 40 faith, costs 40 favor, and has a 60 difficulty for all gods.
    • The spell also has a 1 hour cooldown. The cooldown only triggers on a successful cast. Cast wisely.
  • Minor Changes
    • Titan mechanics have been re-enabled. This was intended from the start, but I missed a check where it would poll their mechanics.
    • Wyvern speeds on carts have been significantly reduced. This was intended from the start, but missed a check where it was requiring it to be a PvP server.
    • Important discord messages will now be accompanied by map name. You will see (Revenant) if the message comes from the PvE server and (Arena) if it comes from the Arena server.
    • Creatures that are rebirthed or bred will no longer award loot or bounty. Dominated or charmed creatures will still award bounty on death.
    • Added Harden to the Vynora spell list. It can now only be cast by Vynora and Magranon.
    • The following actions can now be done while moving and doing other actions: Bank Balance, Leaderboard, Unequip All.
    • Bounty is now limited to 1 per player. Logging in 2 alts and slaying a creature will not award triple bounty anymore.
    • Fixed a bug where the Unequip All action would take items out of equipped containers (armour out of backpack, for example).
    • Fixed an issue causing Kingdom Offices to not work correctly.
    • Fixed an issue where some of my changes from last patch did not take effect.
    • Edit: Treasure maps are now more common to find and reward more currency. They also now have at least one sleep powder.
  • Known Bugs
    • You cannot gain Archery skill from firing arrows unless you are targeted on (in combat with) the enemy you're shooting. This is a side effect of afk shield training being disabled. I'm working on a solution.
Edited by Sindusk
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  • Changes
    • Updated 3D placement mod. The new action is now "Put on top" instead of "Place"
    • Knuckles, Warhammer, Club, and Battle Yoyo have all undergone some significant nerfs. They should now be more in-line with the current weaponry arsenal instead of being balanced around the previous Wyvern statistcis. They are still valid weapons.
    • Deed refunds are now available. Disbanding a deed will give you the full cost of founding and whatever money remains in the upkeep. Costs for hiring a guard (2 silver each) will not be refunded.
    • Caches from treasure maps and similar now have a minimum quality and weight that their contents award.
    • Large carts and wagons can now go up to 60 slope instead of the previous 40.
    • Kingdom token difficulty has been reduced significantly.
    • Kingdom tokens now take 20 damage on failure, instead of being destroyed outright. Side note that mend does work on them.
    • Players can now build houses twice as large. This change is specific to the PvE server.
    • The week delay between converting deities has been removed.
    • All players who deal damage to titans prior to their death is awarded an affinity orb.
    • Titans now heal a single random wound every 10 minutes.
    • Fixed a bug causing titan creatures to not attack.
    • Titans now have 80% resistance to spell damage.
    • Titans can no longer be rebirthed.

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  • Revenant Arena
    • Revenant Arena, our kingdomless PvP server, is now available!
    • You can sail from any border of our PvE map to the Arena through plot course.
    • There are no starter deeds on the PvP map. On death, if you do not have a village token to respawn at, you will instead respawn at a random location on the map.
  • Supply Depots
    • Supply Depots spawn in a random location on the map every 11 hours. They are marked by a red beam of light visible from across the map (Rift light, if familiar with WO).
    • It is required to have at least 25 fighting to capture a supply depot. This is meant specifically to prevent risk-free alt captures and ensure that killing someone trying to capture a depot results in a death tab.
    • The capture has a 4 minute action timer. You must be standing still and remain out of combat for the duration of the channel. Taking damage (spells, archery & war machines included) or entering melee combat will interrupt the action.
    • Rewards: Sorcery Fragment, Enchant orb, 2-3 caches, currency, and a few other potential rewards that are not guaranteed on every depot.
  • Hunt of the Ancients
    • Hunt of the Ancients will begin at the center of the map every 37 hours.
    • The HotA is unchanged from default mechanics. Four pillars will spawn when the hunt begins, and the first alliance or village to capture all four wins the hunt.
    • Rewards: Key Fragment, Affinity orb, 5-8 caches, currency, 5 addy/glimmersteel lumps, hota medallions, and a few other potential rewards not guaranteed every victory. Moon metal weights are increased as HotA win streak increases. All items delivered into the HotA statue to the alliance capital.
    • Fixed various bugs involving HotA, including a secret where the HotA statues were supposed to come in Glimmersteel or Adamantine for groups that have extensive HotA win streaks.
  • Deed Mechanics
    • Deeds can be placed at any location on the map, regardless of influence.
    • Towers will be disabled for now. A custom system that I've outlined before is being worked on. When it's ready, I will implement it and players begin building towers to take land.
    • Kingdom titles will be obtained identically to how it's done on PvE: bidding with Kingdom Tokens purchased from the trader.
    • Deeds will be limited to 5 guards at most.
    • Spirit templars will attack anyone who is not a citizen or ally of the deed they're guarding.
  • Arena-Specific Mechanics
    • Local Range - Reduced to 50 tiles down from 80. This applies to surface-to-surface vision, cave-to-surface and cave-to-cave remains 20.
    • Mount Gear Anywhere - After leading a creature, you can equip it with shoes, saddle, barding, and similar. You do not need to have it tamed or branded.
    • One Lead Maximum - You can only lead one creature at a time. You'll have to decide between a pet or a backup horse.
    • Karma Port Disabled - Karma teleport has been disabled on the Arena.
    • Stats Tracking - Behind the scenes your stats will be tracked. Currently tracked: kills, deaths, supply depots captured. This will be used in the future, likely with the Leaderboard system.

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Took a video of some players attempting to cheese one of the titans with the latest changes on PvE.

https://www.twitch.tv/videos/250021014

Players are not yet skilled enough to take on the Titans naturally, so I respect these attempts at killing them through cheesy and unorthodox methods. I'll be making changes after this one dies to prevent the same cheese strategy on future kills, as is my policy.

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  • Arena-Specific Changes
    • Bash timers are now 15 seconds.
    • Destroy actions such as bashing fences and structure walls can no longer be done while mounted or driving a vehicle.
    • Mailboxes can no longer be loaded or unloaded.
    • Lockpicking now has a minimum timer of 10 seconds, up from 5 seconds.
    • Supply depots will now announce a message in GL-Freedom 60 minutes prior to spawning.
    • Messages for supply depots will now be broadcast to the #arena channel in Discord, instead of #event.
    • Messages involving the time until next HotA should now be displayed in the #arena channel on Discord.
    • Depots should now have a wider spawn area, instead of being heavily skewed towards the center of the map.
    • Fixed a bug causing Supply Depots to respawn instantly regardless of timer on server restart.
    • Fixed a bug causing certain items to bug out or not have proper interactions.
    • Fixed a bug causing players to be unable to drain deeds.
    • Fixed a bug causing spirit templars to be unable to be attacked under certain conditions.
    • Fixed a bug causing off-deed mine doors to remain open with enemy presence for longer than they should.
    • Fixed a critical bug that could cause spirit templars to target themselves or other templars.
  • Miscellaneous
    • Locate Artifact faith requirement has been reduced from 90 to the default 80.
    • Small axes now use heads smithing.
    • Staff now uses head smithing.
    • Sacrificial Knife now uses blades smithing.
    • Bless and Refresh should no longer cause a "does not accept the infidel!" error when casting it on a BL character from a WL character or vice-versa.
    • Expand success message should now display properly instead of "reducing damage taken."
    • Horses and Hell Horses can now climb up to 60 slope when mounted, from 40.
    • Kingdom Office messages will now be relayed to the Discord #event channel.
    • Sol Demons no longer spawn naturally on sand in PvE. Instead, they can only spawn off mycelium. They will continue to spawn on sand in the Arena. This change was introduced because mounts can be attacked by Sol Demons, and makes it troublesome to travel for newer players.
    • Red Wyvern hunting distance has been reduced.
    • Missions now award currency on top of the existing sleep bonus and karma. This should allow pure crafters to have a valid source of income if they're uninterested in combat.
    • The /who message from the PvE server will now only show the amount of players on PvE, to prevent Arena from knowing the amount of players online.
    • Fixed a bug causing the Discord bot to display Arena players online instead of Revenant players online.
  • Known Arena Issues - Fixes are in the works for the following, but could not make it to this update:
    • HotA action timers are being modified by server action timers. They require 1 minute 40 seconds to capture instead of the standard 5 minutes.
    • Taking command of a vehicle you do not own does not transfer ownership.

Edited by Sindusk
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bump for awesome logo wow who made that haha cool server hip nice nice skateboards when?

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