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Sindusk

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

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  • Sorcery Fragment Combination
    • Sorcery fragment combination is now available.
    • To start combining your sorcery fragments into a sorcery, you must visit the White or Black altar on Arena.
    • You're required to have at least 2 fragments in your inventory to begin.
    • Right-click the altar and select "Combine sorcery" to begin the process. This will start a 5 minute action timer and announce to the server you are beginning to combine fragments.
    • You cannot move, enter combat, or take damage during this 5 minute period. Doing so will stop the action and you'll have to start over again.
    • Upon completion, 2 fragments from your inventory will combine. The fragments will be renamed with [#/10] at the end to indicate how complete they are.
    • If you have 10 or higher total fragments, they will combine and produce a random sorcery with 2 or 3 charges.
    • If you combine two fragments with a total of over 10, for example a 6/10 and 8/10, they will produce a new fragment after the sorcery is complete with the remainder. In this example, you would receive the sorcery and a 4/10 fragment.
    • All future sorcery fragments will spawn with the [1/10] suffix to indicate that it requires 10 to create a sorcery. Existing ones will have their name update automatically upon successful combination.
  • Arena
    • Supply depots now have a 50% chance to award a lump of high-ql seryll. If it does not award seryll, it will be replaced by a sleep powder.
    • HotA now rewards 3-5 lumps of medium-ql seryll. The HotA medallions have been replaced by sleep powder.
    • Supply Depot and HotA cache weights have been modified slightly, giving higher potential of rare caches. Moon cache and armour caches have been entirely removed from HotA rewards.
    • Quality of HotA caches has been overall increased.
    • HotA currency reward has been doubled from 1-2 silver to 2-4 silver.
    • Slightly increased the total creature count and aggressive spawn ratio.
    • Fixed a bug where Locate Artifact was not working.
    • Fixed a bug causing players to be unable to archer enemy targets while they were on deed.
    • Fixed a bug with deed draining. You should now be able to drain deeds assuming you're part of a village. Unaffiliated players will be unable to drain.
    • Fixed a bug causing players to be unable to obtain fight skill from killing eachother.
    • Fixed a timing error on the 5 minute depot message.
    • Fixed a gamebreaking, critical, nearly unplayable bug where supply depots were announcing the player "begnning" instead of "beginning" to capture a depot.
  • Titans
    • Ifrit now has a priority list for his Smite attack.
    • Titan spell resistance increased from 80% to 95%.
    • Worm Brains can no longer be cast on titans.
    • Titan drops are now automatically generated instead of being provided manually.
    • Titans now heal a single random wound every 5 minutes instead of every 10 minutes.
  • Treasure Maps
    • Slightly increased the chance of obtaining maps during fishing.
    • Treasure maps can now spawn custom creatures such as wyverns, giants, avengers, etc.
    • Chests now contain more currency as a reward.
    • Slightly increased the chance of unfinished rares.
    • Treasure will no longer reward karma/source. I'd like lean towards missions being the primary source for Karma instead of treasure maps.
    • Fixed a bug causing custom creatures to not drop treasure maps while hunting.
  • Mounts & Hitches
    • Mount speed has been completely redone from the ground up, using new formulas and different weights. All mounts after this update will adjust in speed proportional to the new changes that have been made.
    • Mounts speed now scales from all the variables used to calculate speed. The thresholds for damage and hunger have been removed and replaced by a formula with a smoothed function to calculate the new speeds.
    • Equipment on mounts now scale the speed multiplicatively instead of additively. This means that well-equipped mounts will no longer be able to run decently fast when extremely hurt. If they're low on health, they move slow, period.
    • Barding now has a multiplicative speed reduction. Cloth offers the lowest penalty, while chain incurs the largest penalty.
    • Traits remain additive to the hunger and health modifiers, but are now scaled multiplicatively by gear and other effects.
    • Oakshell now has an slowing effect on the speed of a mount depending on power. This effect is more severe than the epic iteration of the spell, applying a multiplicative slow to the creature.
    • The random factors for updating mount speed have been removed, and new checks have been added. Creatures that are damaged will now update their speed instantaneously. When you damage a mount, their speed will drop instantly based on their new health.
    • These changes are experimental and may require tweaking. Feedback regarding mounts being too slow or fast under certain conditions is heavily appreciated.
  • Creatures
    • Avengers, Giants, and Spirit Trolls can no longer be rebirthed, dominated, or tamed on the Arena server. They remain valid on the PvE server.
    • All wyverns have had their ground movement speed reduced. This only affects their move speed when not mounted or hitched. This change is aimed at giving players an opportunity to outrun wyverns without being chased across the map.
    • Charger damage has been reduced significantly. Combat rating has been halved. Fighting skill reduced by 1/5.
    • Creatures no longer have the potential to reward chaos crystals or enchanters crystals on death. Instead, the focus will be on using caches to provide these materials.
  • Miscellaneous
    • Crystal skill usage has been reworked. They now operate off of Soul Depth, but get a bonus from Mind Logic. This replaces the previous scheme of Archaeology (previously Artifacts) and Soul Depth reducing the difficulty. Overall, crystals should have much better results when used after this update.
    • Better farming actions (3x3 and higher actions) are now available at earlier farming levels.
    • Better farming actions now extend up to a potential 13x13 at 99 skill.
    • Artifact caches are now more likely to reward a moon metal item, and now includes seryll as a potential material.
    • Artifact caches are now much more likely to award an enchanted item, and slightly more likely to be rare or supreme.
    • Artifact caches can now award Warhammer and Knuckles.
    • Fo can now cast Locate Artifact.
    • Base imbue power from potions has been reduced from 5 to 1. This means the QL of potions and the skill of the imbuer now has much more effect.
    • Arrow packs will now unpack into arrow of the same material that the arrow pack was created from.
    • Rebirth is now harder to cast on more powerful creatures. Skilled channelers should not see too much of an effect.
    • In-Game map updated on Revenant and one has been implemented for Arena. Thanks to Cyberhusky for producing the maps.
    • Map Viewer has been updated and now has enhanced features. There is now a road view that will show highways built, colors have been added for new tile types, and other minor improvements. If you do not see the Road button (underneath Flat and 3D), you'll need to press Ctrl+F5 to refresh the page cache. Thanks to bdew for the update.
    • Land of the Dead has been temporarily disabled until some changes can be made.
    • Attempted to fix a bug with flowers on the PvE map.
    • Attempted to fix an issue where sandstone veins did not have enough resources on the PvE map.
    • Fixed a bug causing some stats from the 1.6 epic armour update to not function on the server.
    • Fixed a bug with Discord death tabs showing internal Player ID.

 

Old Horse Chart:

Spoiler

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New Horse Chart:

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Edited by Sindusk
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  • Arena Teleports
    • There is now two new body actions that can be performed: Arena Teleport and Escape the Arena.
      • Arena Teleport can be used from the PvE server. It requires 1 minute of uninterrupted channeling to perform.
      • During the channel, the command will display messages that you should absolutely read and interrupt the action if you don't like what you see.
      • Upon completion, the teleport will transfer you to the Arena server. Where you end up depends on a few conditions.
      • If you are a citizen in a village, it will transport you to the village token.
      • If you are not in a village, it will select a random location on the map to transport you to.
      • The random teleport is conditional. You will not end up in water, you will not end up on a cliff, and you will be outside of local range of any existing villages. Otherwise, the location you end up in is completely randomized.
    • On the other side, we have the Escape:
      • Escape the Arena can be used from the Arena server. It requires 3 minutes of uninterrupted channeling to perform. Enemies entering within 80 tiles of your location will interrupt & block your escape.
      • When successful, the escape will transport you to the PvE server. The location, again, depends on a few conditions.
      • If you are a citizen in a village, you will again be transported to your village token.
      • If you are not in a village, you will be transported to the token of the starter town.
      • Any server-bound items, such as artifacts, sorcery fragments, or key fragments, will drop where you escaped from and remain on the Arena.
    • Important: These teleports are being added as an experiment. If they begin to cause more trouble than they're worth, they will be removed.
  • Arena Respawn
    • Respawn has been completely reworked on the Arena server.
    • Upon death, you will now get a new screen asking you where you'd like to respond. In all cases, you will have 2-3 options.
    • The default option selected is the token of your PvP village, if you're a citizen of a village. This will obviously not be an option if you have no village.
    • The second option, which is default if you are not part of a village, is a random location. This will select a random point on the map to spawn you. This will not be in water, on a cliff, or within local range of any existing villages.
    • Finally, there is a button to return directly to the PvE server. Selecting this will transfer you back to PvE and give you the default respawn window, allowing you to select to spawn at the starter deed, your village, any existing allied villages, etc.
  • Meditation
    • The timer between Meditating skill gain has been changed from 30 minutes to 1 hour. With this change, I've also corrected a bug/issue (existing in Vanilla WU) where players could go on cooldown and not receive their skill gain tick.
    • Skill gain for meditation has been significantly increased overall.
    • Meditation tiles no longer require a flat area under conditions such as near water, rock, etc. Instead, you can meditate on any tile for the following paths to advance or obtain your path:
      • Insanity: Any tile in a mine.
      • Knowledge: Any sand tile.
      • Power: Any rock or cliff tile (on surface).
      • Hate: Any mycelium, infected tree, or infected bush tile.
      • Love: Any grass, tree, or bush tile.
    • Beyond this, the following changes have been made:
      • Path of Insanity's Shield of the Gone has been removed.
      • Path of Insanity now grants a permanent action timer haste starting at level 7. Action timers are reduced by 2% for each level after 6. This will grant a total of 12% reduced action timers at path level 13.
      • Path of Hate's 50% damage against animals and humans ability has been removed.
      • Path of Hate now grants a permanent scaling increase to walk/run speed starting at level 4. Speed is increased by 1% for every level after 3. This will grant a total of 9% increased movement speed at path level 13.
      • Planned, but not implemented: Path of Knowledge and Path of Power will have their skill gain and stamina bonuses scaled out starting from level 7, like the Insanity timer reduction is now. This change is not in effect yet but planned for the near future. The reason to mention it is so that players can choose their path wisely according to future changes.
  • Miscellaneous
    • Added custom spell resistance values to some creatures, reducing spell damage dealt:
      • Avenger: +50% resist
      • Charger: -40% resist (Now takes 40% extra damage from spells like Rotting Gut, Fireheart, etc.)
      • Giant: +70% resist
      • Large Boar: +20% resist
      • Spirit Troll: +80% resist
      • Black Wyvern: +60% resist
      • Green Wyvern: +40% resist
      • Red Wyvern: +75% resist
      • White Wyvern: +50% resist
    • Doubled breeding speed on Revenant. Tripled breeding speed on Arena.
    • Unique creatures now deal extra damage to pets.
    • Arrow packs now weigh 4.5kg instead of 2.5kg.
    • Updated bdew's 3D mod to solve a problem where spells could not be cast on large anvils.

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  • New Spell: Replenish (Vynora)
    • Returning from Wyvern Reborn, this spell is unique to Vynora and can be cast on containers.
    • The spell requires 60 faith to unlock, 40 favor to cast, and has a difficulty of 60. It also has a cooldown of 1 hour.
    • Containers enchanted with this spell will refill water over time.
    • If the container has anything aside from water inside (like fish, food, etc) the water will not replenish.
  • New System: Rare Spawns
    • At all times, a creature called a "rare spawn" will now exist on the map. When one is slain, a new one shall be spawned shortly after automatically.
    • The rare spawns come in the form of a Reaper or Spectral Drake. Players from Wyvern Reborn will remember these creatures.
    • Rare spawns are designed to be handled by a small group. They do not have combat mechanics, but they hit extremely hard (harder than a unique in some cases) and have very high damage reduction.
    • Upon death, the rare spawn will drop a random treasure map with relatively high quality.
    • Reapers and Spectral Drakes will not bash fences or walls, and have been redesigned to move slowly and lose vision rather quickly.
    • By default, Reapers and Spectral Drakes have 90% resistance to spells and are immune to Smite and Worm Brains.
  • Leaderboard
    • The main window for leaderboards has been slightly changed and spaced out for ease of use.
    • Two new leaderboards have been added for both servers: Total Skill and High Skills.
      • Total Skill tallies the total combined skill level of each player, then forms a leaderboard of the top 50 most overall skilled players to display.
      • High Skills displays the highest skill values on the server, along with the player who has it and the skill it is. This is currently the only leaderboard where a single player can have multiple entries.
    • Three new leaderboards have been added for the Arena server exclusively: Kills, Deaths, and Depots Captured.
      • Kills displays the total kills in PvP a player has obtained. This counts any contribution on the right side of a death tab.
      • Deaths displays the total amount of times a player has died in PvP combat. This counts any death that occurs in a death tab.
      • Depots Captured displays the amount of depots a player has captured. This only counts for the player who actually performs and finishes the capture action. Nearby players do not get a credit.
  • Decorative Updates
    • Skulls and Stone/Marble Keystones are now tagged as decorations. You can now place them in areas where there are piles of items and they will not enter the pile of items.
    • Stone/Marble Keystones can have items placed on top of them using "Place on top" for further decorative options.
    • New chaos PMK graphics available for wagons: Valhall Descendants (not to be confused with the Valhalla Descendants of Epic, and their graphics) and Legion of Anubis.
  • Spell Rebalancing
    • Expand can now be cast on mailboxes to increase their size. This will allow players to fit items which were previously impossible such as long bows into the mailbox and then remove them.
    • Wind of Ages favor cost reduced from 50 to 40.
    • Circle of Cunning favor cost reduced from 50 to 40.
    • Charm animal cast time reduced from 20 seconds to 15 seconds.
    • Dominate cast time reduced from 20 seconds to 15 seconds.
    • Light of Fo favor cost reduced from 60 to 50.
    • Scorn of Libila healing has been reduced to 33% of it's previous value. For reference, Light of Fo heals at 20% of the value that Scorn used to.
    • Scorn of Libila cast time increased from 10 seconds to 15 seconds. (Default cast time)
    • Fixed a bug where the addition of Locate Artifact to Fo did not apply.
  • Titans
    • New: Titan Rewards
      • The corpse of a titan now contains 3 random sorceries, each with 1 charge.
      • Alongside the sorceries, it will now contain a cache as well. This is usually going to be a very high QL and desirable cache.
      • Finally, it will drop a single random piece of armor. This will generally be a desirable piece.
      • All participants who deal damage with a melee attack will receive an affinity orb and titan cache.
      • Titan caches contain a single item that is heavily randomized. However, it will always have one property in common with any other item from a titan cache. This property is unique to titans and unobtainable from any source outside of titans.
    • Titans now have half hp on the Arena server. This should make them far more manageable for smaller groups with higher coordination willing to take the risk to slay it in the PvP environment.
    • Titan timed mechanics now operate on a pseudo random system to avoid situations of long strings of no mechanics being used or, worse, a string of mechanics in quick succession.
    • Titan melee attacks now deal double damage to pets. This is to discourage but not disable the usage of pets as tanks. It should still be possible to keep them healed through the damage, but it will be much harder than before.
    • Titan minions no longer have corpses.
    • Lilith's mechanics now deal infection damage instead of internal. This means ghost creatures such as Spirit Trolls, Avengers, etc. will be affected by her mechanics.
    • Lilith's Mycelium Void mechanic now does slightly less damage.
    • Fixed a bug where Lilith's timed mechanics were not functioning.
    • Worm Brains can not be cast on titans for real this time.
  • Miscellaneous
    • Path of Knowledge skill gain bonus now scales from level 7 onwards instead of being locked to level 11. You now gain 5% increased skill gain per level after 6:
      • Level 7: 5%
      • Level 8: 10%
      • Level 9: 15%
      • Level 10: 20%
      • Level 11: 25% - Previous Level 11 value
      • Level 12: 30%
      • Level 13: 35%
    • Path of Power's hidden body stamina bonus now scales from level 7 onwards instead of being locked to level 11. You now gain 5 hidden body stamina per level after 6:
      • Level 7: +5
      • Level 8: +10
      • Level 9: +15
      • Level 10: +20
      • Level 11: +25
      • Level 12: +30 - Previous level 11 value
      • Level 13: +35
    • Implemented a pseudo random system for finding treasure maps. Instead of being completely random, your chances increase each time you roll for a treasure map and fail. Upon success, your chance gets worse. This will smooth the amount of maps obtained through common actions like digging, mining, and fishing. Hunting maps are unaffected by this system and remain fully randomized.
    • Eternal Reservoir recipe has been changed significantly. It no longer requires 5 of each normal gem or peat. Some of the other requirements have also been reduced.
    • Players from different faiths may now link with eachother. You are no longer required to be a priest or follower of the same deity to assist someone with their casting. This also subsequently fixes an issue where enemy players could link with eachother on Arena.
    • Mail now costs 10 iron per item sent instead of 1 copper.
    • Charger size has been reduced again slightly. This should assist with bugs like not being able to cross bridges while mounted on one.
    • Chargers now have corpses and can be butchered for horse meat.
    • Unique bonus damage to pets has been slightly reduced.
    • Wyverns that spawn from treasure maps on the Arena server can no longer be dominated, charmed, or tamed.
    • Fixed long spears using weapon smithing. They now use weapon heads smithing.
    • Fixed a bug where casting a buff or debuff on a zombie creature would spam invalid messages, then proceed to work. The spam has been removed and spells can still be cast on zombies.
    • Fixed a bug where archery skill could not be gained unless the player was targeting the enemy they were shooting.
    • Fixed a bug where moving damaged goods into bulk containers would not separate them properly.
Edited by Sindusk
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I've updated the original post with a ton of new information based on the changes made since release. Hopefully it looks cleaner than before and holds information that many people were requesting answers to recently.

 

Also, this post will serve as a PSA. Recently my computer (not game, computer) crashed while playing and I suspect it's due to a recent bug discovered in modlauncher. Bdew was able to track it down and fix the issue that caused the crash, but it doesn't seem to be well known how to obtain and install it. So here's a guide:

  • Ensure Wurm Unlimited is closed before beginning this process.
  • Download the updated files from here using direct download. This will give a .zip file.
  • Extract and overwrite logging.properties and modlauncher.jar to your WurmLauncher folder.
  • Go to Steam and verify game integrity. This will re-download the client.jar so we can re-patch and will not delete your mods.
  • Run patcher.bat (Windows) or patcher.sh (Linux).
  • You should now be up-to-date with the latest version of modlauncher with no other changes necessary to make your mods work and continue playing.

Screenshot guide:

Spoiler

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  • Mod Updates
    • New Mod: Archeotweaks (Bdew)
      • You can read a better description on what this does here.
    • Update: Better Farming (Bdew)
      • Now allows players to harvest and plant all pots in a rack.
      • Edited the harvest & replant sizes slightly to be more accessible early on.
      • Fixed a bug where players could use multi-tile actions to farm/harvest through fences.
    • Update: 3D Stuff (Bdew)
      • Enables drag/drop onto surfaces to place items on objects.
      • Fixed dragging bulk container items to non-conainer surfaces.
    • Update: Tabard Mod (Governor)
      • Updated to fix graphical errors.
      • Added new Legion of Anubis tabard.
    • Update: Bulk Items Separated (Nekoexmachina)
      • Bulk storage sorting can now be turned on and off through an action on the storage container.
      • Bulk containers now have (sorted) and (unsorted) suffixes to display whether or not they're currently sorting.
      • Fixed a bug causing damaged items being inserted into bulk containers to function incorrectly.
    • Removal: More Potables (Ulviirala)
      • Depreciated because Bdew's better farming mod now serves the same purpose and more.
  • Pets
    • All pets are affected by these changes equally on Revenant and Arena, without exception. Pets have been shown to be stronger than many of the players that use them, and these changes are to discourage using pets as a crutch or primary fighting force, and instead to use them as the utility/assistant they were meant to be.
    • All pets now have a combat rating adjustment based on their owner's Soul Depth stat. This is a multiplier equal to (Soul Depth / 50).
      • At the beginning Soul Depth of 20, this would apply an 0.4x multiplier to Combat Rating, resulting in pets being ~60% weaker than their normal selves.
      • As Soul Depth increases to 50, the combat rating multiplier equals out, making pets exactly as strong as they would be without any change.
      • After Soul Depth increases past 50, this multiplier increases to grow, and allows players to make their pets stronger than normal, up to 2x their original combat rating at 100 Soul Depth.
    • These changes affect a pet's ability to hit as well as their chance to evade incoming blows. The result of this change is a direct and heavy nerf to all pets, making them deal less overall damage and less effective at tanking strong creatures.
    • To compensate these changes in regards to some of the tougher content in the game, the damage increase to pets from uniques, titans, and rare spawns has been removed.
  • Valrei Missions
    • The epic missions system has been put into overdrive.
    • Every four hours, a new mission will attempt to be created, up to the cap of 1 mission per epic entity. Will you be able to keep up?
    • Fixed a bug where certain missions would be created without an entity name.
  • Smite
    • Smite has been completely reworked to be the powerful smite it is, without being overboard against tough enemies.
    • Removed a clause which had a potential to reduce faith by 5 if using smite on certain targets.
    • Smite is now a nuke spell that scales its damage based on remaining HP of the target. This means that it serves as a good opener, but becomes less useful as the target drops to lower health.
    • Spell resistance of enemies will reduce the damage that Smite deals frequently. The message will now be either "You smite X" or "You smite X with all your might." The former means it was resisted by the target and the damage was halved. The latter means you bypassed their spell resistance and landed a full-power Smite. You can increase your chances to bypass spell resistance with smite by raising your Soul Strength. It is scaled so that at 100 Soul Strength, you will always ignore enemy spell resistance and get a full damage Smite every time.
    • Damage of Smite is now mitigated by target armor/defenses. Titans and uniques will take significantly less damage than normal enemies. This crosses into PvP where armor you wear will reduce the damage of Smite based solely off the base DR it gives (plate is always better than chain, for example).
    • To compensate for these changes, and thus the reduction in total damage dealt, the cast time of Smite has been reduced to 20 seconds. Furthermore, it now only costs 40 favor. The 70 faith requirement and 90 difficulty remain.
    • Finally, titans and rare spawns are no longer inherently immune to Smite. Go get em, Bambam.
  • Prospecting & Livemap/XRay
    • A complaint recently was that while preventing XRay and Livemap from seeing veins through walls is a good thing, prospecting by default is awful to grind and has very poor visual feedback. With these comments in mind, I set out to make the system a bit better, and the results are as follows.
    • Starting at level 20 prospecting, the server will start sending data to the client about veins they cannot see. This starts at 20 by revealing ores hidden at a diagonal from exposed cave tiles.
    • Every 18th level, you unlock 1 further distance out that you can see. This does not align with analyse or any other system. Analyse is always going to show at least 1 tile further than what the livemap/xray shows.
    • The goal of these changes are to make it so skilled prospectors do not have to go through the tedious task of analysing every area of their caves to find new ores.
    • There is an issue where new hidden ores will not show while you remain in the mine. If you're mining straight, new ores will not populate from the "fog" in the cave until you step out of the cave and back in. This issue is unlikely to be fixed because it would require significant effort to resolve.
  • Discord Relay
    • HotA conquers, neutralizes, and victories will now be relayed to #arena.
    • Artifact reveals will now be relayed to #arena.
    • Trade messages will now be relayed to #trade. Don't ask me to remove WTS/WTB/WTT requirements from the in-game channel. I want to, but it's hard.
  • Miscellaneous
    • New Leaderboard: Most Titles. This displays the players who have achieved the most titles.
    • Arena custom leaderboards for Kills/Deaths/Depots Captured are no longer affected by Opt-Out status. Every player is considered opt-in for those statistics. I'll be working on an "overview" board for these statistics soon.
    • Unique creatures can no longer be hitched to vehicles.
    • Royal Bully (Executioner) title now gives the flat +2 CR in PvE combat as well.
    • Royal Poisoner (Cook) title now allows food cooked by the title owner to have no decay. To identify this, foods cooked by the Royal Poisoner have "royal" in the name.
    • Titans now spawn naturally every 72 hours on the PvE server.
    • Titans now heal a random wound every 2 minutes, changed from every 5 minutes.
    • Enabled Strongwall for Libila on PvE.
    • Enabled Disintegrate for all gods on PvE.
    • Wyvern speeds when hitched have all been equalized. Except one...
    • Forest Spiders now use the fog spider model.
    • Rare spawns are now regenerative and can no longer die to poison or infection.
    • Spirit templars should now ignore rare creatures and titans.
    • Guard towers should now ignore calls for help against rare spawns and titans.
    • Crystal combination now uses Mind Logic.
    • Uniques, Rare Spawns, Titans, and Titan Minions are now immune to being sacrificed via a sacrifical knife.
    • Players from different faiths may now link with eachother. You are no longer required to be a priest or follower of the same deity to assist someone with their casting. This also subsequently fixes an issue where enemy players could link with eachother on Arena. (Nekoexmachina)
    • Removed archery immunity from many creatures. The only creatures that are now immune to archery are regenerative creatures (trolls, wyverns, etc.) being shot with arrow shafts. Actual arrows will still work.
    • Fo should now be able to cast Locate Artifact. For real this time.
Edited by Sindusk
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  • Miscellaneous
    • Chargers now require only 25 body control to mount on the Arena server.
    • Double damage to pets from Uniques, Titans and Rare Spawns has been returned.
    • Removed rebirth casting penalty. Resurrecting corpses should now work if the cast succeeds. The change was intended to make it so low channelers could not resurrect powerful corpses. Instead, it just made them continuously cast over and over until it succeeded. This became more of an annoyance than actually solving any issues, and thus has been removed.
    • Custom creatures such as Giants, Avengers, etc. can now be the targets of valrei missions.
    • Fixed a loophole with afk shield training.
    • Fixed an issue with Discord Relay artifact messages not displaying the revealer name.
    • Fixed an obscure server crash involving weird pet scenarios.

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  • New Spell: Quarry (Magranon)
    • An enchant only able to be cast on a pickaxe from priests of Magranon, this enchant improves the odds of successfully mining rock and adjusting the tile during surface mining.
    • The original chance for a successful surface mining action was a percent based on (Mining / 200). For example, 50 mining would give a 25% chance to successfully surface mine.
    • Quarry casts now function as an additive to that Mining skill, meaning a 50 miner with a 80 quarry pickaxe will have ((50 + 80) / 200) chance to successfully mine. In this example, 130/200 would be equivalent to 65% success rate.
    • Quarry is unlocked at 50 faith for Magranon priests, and costs 40 favor. It has 60 difficulty and can shatter the target. It also has a 1 hour cooldown similar to Replenish and Expand.
  • New Item: Book of Conversion
    • The book of conversion can be purchased off any trader for 5 silver.
    • This book can be consumed to change religious deity. You will automatically become a priest of the deity you select.
    • Alignment will update. If you are black light and switching to white light, your alignment will swap to positive. In the other direction, if you select Libila, your alignment will swap to go negative.
    • The conversion will come at the cost of 10% of your total faith. There is no cooldown.
  • Trader Prices
    • I've examined some of the prices for items that players have not been purchasing, and rebalanced to make some of the items more cost-effective now that the economy is beginning to stabilize.
    • Affinity Orb cost reduced from 3 gold to 1 gold.
    • Rod of Disintegration cost reduced from 5 silver to 2 silver.
    • Hand Mirror cost reduced from 50 silver to 20 silver.
    • Gold Mirro cost reduced from 3 gold to 1 gold.
    • Sealed Map price has been rescaled from (10 silver -> 5 gold) to (5 silver -> 1 gold)
  • Weapon Rebalance & Meta Shift
    • Every now and then I look at what players are using on the server, then make some very minor adjustments to encourage trying out new weaponry. Keep in mind these are generally very minor nudges and should not instantly take a weapon into or out of viability. They are designed to close the gap between meta weapons and off-meta weapons to give players more options to explore new avenues.
    • Nerfs/Reductions:
      • Sceptre of Ascension damage decreased from 17.0 to 16.5 (Arena)
      • Warhammer damage decreased from 9.75 to 9.55
      • Huge Axe damage decreased from 11.5 to 11.35
    • Buffs/Increases:
      • Scythe swing speed improved from 5.0 to 4.8
      • Sickle damage increased from 6.0 to 6.1
      • Halberd damage increased from 9.0 to 9.3
      • Two Handed Sword damage increased from 9.0 to 9.15, swing speed improved from 5.0 to 4.9
      • Longsword swing speed improved from 4.0 to 3.9
      • Short Sword damage increased from 4.3 to 4.4
      • Small Axe damage increased from 5.0 to 5.2
      • Small Maul damage increased from 4.5 to 4.7
      • Large Maul swing speed improved from 6.0 to 5.9
  • Abandoned Vehicle Removal
    • An ongoing problem is that players that are no longer playing leave abandoned carts in villages they used to play in.
    • I've implemented a system with an attempt to solve this while being fair to both the player owning the vehicle (if they decide to return) and the mayor/citizens of the village that the vehicle was abandoned in.
    • This system is Revenant-only. Arena does not obtain this system in any form because they already have the tools necessary to deal with the problems this solves.
    • First condition: this system only takes effect if the owner of the vehicle has been logged out for at least 7 days. If this rule is not met, none of the below applies.
    • Second condition: the vehicle must be parked within the deed limits. Perimeter does not count.
    • Third, and final condition: the person who would like to move the vehicle must be the mayor of the deed. I'm putting the responsible usage of this system specifically on mayors, so if the player returns with a complaint, I will be contacting mayors directly to resolve any abuse of this system.
    • If all of the above conditions are met, the mayor may command the vehicle ignoring any permissions that may be set to avoid this, including exclusion. This does not enable the open hold permission, and the mayor may not take any items from inside unless given permission.
    • Once aboard the vehicle, the mayor is allowed to move the vehicle to anywhere he chooses. Please be responsible with this system and either move it off deed into an open space, or into an area on your deed open to the public so that the player can retrieve their vehicle if they decide to return.
    • If you, as the mayor, opt to move the vehicle off deed and disembark, you will not be able to re-embark as this would break the second condition. Please be mindful of where you move them.
    • This system is going to be closely monitored and any cases of abuse will be dealt with severely. I highly advise using common sense and erring on the side of caution when moving carts to ensure the player can re-obtain their abandoned vehicle if they decide to return.
  • Spell Updates
    • Wind of Ages difficulty reduced from 60 to 55.
    • Circle of Cunning difficulty reduced from 60 to 55.
    • Smite now penetrates armor based on cast power. Skilled channelers can now do upwards of 5x the previous damage values. Also fixed a bug where armour was being calculated incorrectly against certain targets.
  • Chargers
    • Charger mounted speed reduced by ~8% on Arena. They are now about ~6% faster than a normal horse instead of ~13% faster. Revenant speed remains unchanged.
    • Items equipped on chargers should now drop on their corpse when slain.
    • Chargers will no longer path through walls.
    • Fixed a bug where mounted chargers would prevent you from crossing bridges.
  • Miscellaneous
    • The new meditation abilities now have spell effects associated with them. The amount of benefit you gain from each should be visible from the Spell Effects window. Please note that while Shield of the Gone icon/buff is used for Insanity's new action timer increase, it is not giving damage reduction: it is giving increased action speed. Furthermore, "deity movement speed bonus" is being used for the Hate bonus. Knowledge and Power should be displaying correctly.
    • Channeling leaderboard now displays the deity that the player follows.
    • Updated TabardMod to fix an issue causing some items to not appear in the crafting recipe window.
    • HotA now awards 10-20 kingdom tokens to the winners.
    • Supply depots now award 3-5 kingdom tokens.
    • Slightly increased chance for lockpicks to break.
    • Acorns can now be planted into planters.
    • Treasure map rarity now has less impact on the QL of the treasure chest.
    • Fixed fog spider corpses showing up as huge spiders.
    • Attempted a fix for royal food decaying in inventory and under certain conditions.
    • Attempted to fix some missions not being properly destroyed upon completion or expiration, making it impossible for new ones to generate.
Edited by Sindusk
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  • Quality of Life
    • Mining from a vehicle now has a priority list of inserts. It will prioritize BSB, then crates, then the vehicle inventory itself.
    • Surface mining from a vehicle now operates identically to mining cave walls. It will now insert into vehicle BSB, crate, or inventory.
    • Chopping up felled trees from a vehicle will insert the resulting log into a BSB, or crate if BSB is not available, or into the vehicle itself if no bulk containers are present.
  • Treasure Maps
    • Maps can now be obtained from chopping down trees.
    • Maps can now be obtained from foraging. This does not include botanizing.
    • Map obtain rates for activities have been adjusted slightly. The actual values for how many X it takes to get a map will not be revealed and questions pertaining to it will be ignored. I'd prefer to let there be a mystery or estimation done by players instead of knowing exact values.
  • Cache Adjustments
    • Gem caches now have a moderately higher chance of awarding star gems, with higher chances at higher QL's.
    • Dragon caches now have a slightly higher chance of awarding a full dragon armor piece, with higher chances at higher QL's.
    • Crystal caches now have a slight chance of making one or more of the resulting crystals rare, with higher chances at higher QL's.
    • Moon caches now have an extremely low chance of awarding a small seryll lump instead of glimmersteel or adamantine.
    • Moon caches now have a very slight chance of awarding a random chain or plate armour piece made from a adamantine or glimmersteel, with higher chances at higher QL's.
  • Miscellaneous
    • Archaeology tweaks has been reconfigured slightly, and now allows for reports to be generated.
    • Crystal infusion difficulty has been significantly reduced.
    • Clubs now use Carpentry to create and improve, instead of Fine Carpentry.
    • Fixed a bug involving bulk items separation.
    • Fixed a bug involving action timers on Arena.
    • Attempted a bug fix for royal food not being able to be used in more advanced recipes.
Edited by Sindusk
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  • Update: Wurm Unlimited 1.6.3.2
    • Full notes: https://steamcommunity.com/games/366220/announcements/detail/1667898845201385815
    • Highlights:
      • Conditioned creatures (raging, greenish, slow) now have subtle colorings to distinguish them.
      • PvP Affinities are now distributed randomly instead of to the last attacker. If no affinity is gained, a week-long timed affinity is awarded to a random attacker.
      • PvP Ranks are now more evenly distributed.
      • Bugfixes for missions.
      • Fixed the obscene glowing textures when players use an activated item.
  • Mod Updates:
    • StableMaster: Update to WU 1.6.3.2
    • Taxidermy: Update to WU 1.6.3.2

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  • New Creature: Fire Crab
    • Fire Crabs now naturally spawn in sand biomes.
    • These creatures are fairly weak, similar to crabs but perhaps slightly stronger.
  • Timed Affinities (Food)
    • The Problem: It's become common practice for players to have high-quality meals cooked and then take a single bite from several different affinities before grinding. This left food weight having very little impact and gave no reason to eat more than 0.03kg of a food every hour or so.
    • Timed affinities from food no longer grant 10x duration from the first bite. Every bite now has the same duration.
    • To compensate for this change, duration per bite has been doubled. Food that used to give 40 minutes on the first bite and 4 minutes for each one after will now give 8 minutes per bite.
    • Opulence now extends the duration of timed affinities from food by 1% per cast power. A food that would give 8 minutes per bite with a 50 cast opulence will instead provide 12 minutes per bite.
    • These changes are intended to encourage players to eat the kind of food they most intend on skilling, instead of taking one bite from half a dozen foods then fasting for an hour. If this effect is not achieved by these changes, I will make further adjustments.
  • Bloodlust System (Uniques & Rare Spawns)
    • The Problem: Despite my best efforts by increasing damage done to pets and reducing pet combat rating based on owner soul depth, pets are still almost universally the most effective option for tanking uniques. This allows players to use cheese methods such as bringing a dozen corpses of strong creatures, then cycling two players constantly summoning zombie pets to tank the unique.
    • Uniques will now begin to enrage/bloodlust when they damage player pets.
    • Every time damage is dealt to a pet by a unique, the unique will gain a stacking 5% damage buff. In this way, for every 20 hits of damage they deal to pets, they will double their base damage.
    • Bloodlust lasts 10 minutes after the last time the unique has hit a pet. The 10 minute window was chosen because that is the amount of time it would take for all wounds on the unique to heal. When the unique has calmed down, it will broadcast a message in a 50 tile radius stating that the unique has calmed down.
    • When a unique hits 50% increased damage, a message will be displayed showing it is starting to enrage. At 100% increased damage, it will say it is enraged.
    • The bloodlust damage bonus continues indefinitely. If you decide to just continuously throw pets at a unique, it will inevitably start 1-shotting everything. Probably including you with it's AoE attacks.
    • To finalize all of this, pets will now deal 50% reduced damage to uniques. If you want a unique dead, form a group and kill it as a team. Just don't include a ton of pets in that team.
    • The bloodlust system is designed to discourage excessive pet usage. While it is not perfect, I'm hoping it will at least solve this abuse case in the short term. I'll be looking at further improvements and wish to hear your thoughts about other ways to solve this problem.
  • Sleep Bonus
    • Sleeping in a bed now grants twice as much sleep bonus than before. The previous value was 24 hours = 1 hour of sleep bonus. This is now doubled to 24 hours = 2 hours of sleep bonus.
    • Quality of beds now affect the amount of sleep bonus you obtain as well. For every 1QL of bed, you will obtain 0.5% more sleep bonus. This will grant 25% increase overall at 50ql, meaning 2 hours would turn into 2.5 hours.
    • This change is aimed at players who do not have much time in a day to play. This should allow them to obtain more sleep bonus to make their limited playtime more rewarding.
  • Leaderboards
    • New Leaderboard: Uniques Slain - Displays how many uniques each player has slain. Unfortunately, this will not apply to retroactive kills before this update was applied. Limited to top 20 entries.
    • New Leaderboard: Titans Slain - Displays how many titans each player has slain. Like the uniques leaderboard, this will also not apply retroactive kills from before this update. Limited to top 20 entries.
    • Both of the new leaderboards ignore opt-in status. This information would be obtainable with enough effort in tracking it through the Discord messages regarding slayers, anyway.
  • Arena
    • Sword of Magranon damage decreased from 15.0 to 7.5
    • Sceptre of Ascension damage decreased from 16.5 to 8.5
    • Hammer of Magranon damage decreased from 17.5 to 9.5
    • The above artifact changes were made with the consent of the owners as an effort to reduce their impact on the balance of the PvP server.
    • All combat damage dealt in player vs player or player vs pet combat has been halved on Arena. This essentially applies a 50% multiplicative damage reduction to all PvP combat.
    • Fixed a bug where the Crown of Might would give the CR bonus aura to enemy players.
    • Fixed a nasty bug where players could get stuck inside of structure doors/gates if they were animated to open by an enemy, then attempted to be passed through. Now, it will simply let you through the gate instead of glitching you in place forcing a relog.
  • Crystals
    • Crystal caches now grant several more crystals and their quality will now be moderately higher, more closely reflecting the QL of the cache.
    • Crystal combination has been adjusted pretty significantly.
      • Combination timers are now faster.
      • Combination timers now use Mind Logic. With higher Mind Logic, your combine actions will be faster.
      • Combination success chance is now reliant heavily on Soul with difficulty reduction from Mind.
      • Combination of lower-tier (normal/rare) crystals has become easier. Combination of supreme/fantastic crystals has become more difficult.
    • Chaos crystal infusion is now easier overall.
      • Difficulty has been reduced baseline and more difficulty has been added per rarity level, evening out at fantastic quality.
      • The target item quality level now has less effect on the difficulty of infusion, allowing lower QL items to have a higher chance of successful infusion.
      • Chaos infusion now uses Soul with difficulty reduction from Mind.
    • Enchanter crystal infusion has been adjusted slightly.
      • Enchanter crystal infusion is now significantly less difficult baseline.
      • Difficulty will now increase based on how many enchants are on the target item. This will reach equilibrium with the previous difficulty at 4 enchants, then proceed to get harder than before with more than that.
      • Switched the order of power checks for some of the effects to make them more "safe" to use at middling powers.
  • Miscellaneous
    • Court Rustfiend (Kingdom Title): Now increases speed of action timers for improving smithing-related items by 10%.
    • Temper actions now use the speed enchant of the water for improvement timer calculation.
    • Knuckles can now be crafted out of all metallic materials. This includes gold, silver, lead, zinc, tin, copper, and bronze.
    • Rare spawns now grant a rift cache to all participants who deal damage.
    • Warhammer base damage reduced from 9.55 to 9.4
    • Truehit and Excel now offer half their previous value in CR bonuses. They now give 1 CR per 60 power for offense (Truehit) or defense (Excel).
    • Facebreyker and many other creature types will no longer be selected for epic missions.
    • Bloodthirst damage calculations have been switched over to epic mechanics. Instead of a flat increase to damage per power, it now provides a multiplicative scaling increase to overall base damage, up to a cap of 30% more damage. This will make bloodthirst less effective on fast-attacking weapons and more effective on slow weapons by comparison to it's previous iteration. Players using high BT knuckles will notice a decent reduction in damage output, whereas players using warhammers/huge axes will likely benefit from this change.
    • Creatures created by epic missions should no longer spawn in water, even if they're capable of swimming.
    • Moon metal weight multipliers for win streaks in HotA on Arena has been removed. This will be re-enabled when competition returns to the Arena server.
    • Treasure map rarity now scales treasure chest quality differently. It no longer adds flat quality and now increases the quality towards 100 by 25% per rarity. For example, an 80QL supreme map now gives +50% towards 100, which would make it 90QL. Alternatively, a 98QL supreme map gets the same +50% towards 100QL, resulting in 99QL.
    • Log volume has been decreased to 1/4 of previous values. This means they will take up 1/4 as much space as prior to this patch. Unfortunately, this has a side effect of quadrupling the amount of logs currently existing in bulk containers. While this is not ideal, I consider this side effect mostly harmless and players can keep the 4x logs produced by this change. If you thought you had too many before, congratulations! You now have 4 times too many.
    • Vehicle creatures can now have size multipliers based on their condition. Champion crocodiles, chargers, etc. will be quite large after this update. This change is mostly just a test to see how people feel about it.
    • Blue wyverns can now be dominated. They can also now spawn female. Good luck finding one.
    • Optimized some Discord Relay code so that player count on the bot is more reliable.
    • Horse equipment now takes a dynamic amount of damage when being used by horses instead of a constant 0.01. Higher QL or Harden casted gear will take less damage over time.
    • Updated 3D Stuff (bdew) to fix an issue where players could place invalid items on objects.
    • Updated Bulk Separated (Nekoexmachina) to fix an issue where players could toggle sorting on bulk containers they don't have access to.
    • Updated Cross Faith Link (Nekoexmachina) to fix an issue where two "Link" options were being displayed under some situations.
    • Fixed a bug where horse gear was not taking damage while being used.
    • Fixed a bug where the front right horse shoe was being counted for speed twice in horse speed calculations.
Edited by Sindusk
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9 hours ago, Sindusk said:

Sleep Bonus

  • Sleeping in a bed now grants twice as much sleep bonus than before. The previous value was 24 hours = 1 hour of sleep bonus. This is now doubled to 24 hours = 2 hours of sleep bonus.
  • Quality of beds now affect the amount of sleep bonus you obtain as well. For every 1QL of bed, you will obtain 0.5% more sleep bonus. This will grant 25% increase overall at 50ql, meaning 2 hours would turn into 2.5 hours.
  • This change is aimed at players who do not have much time in a day to play. This should allow them to obtain more sleep bonus to make their limited playtime more rewarding.

Nice boost here on the Sleep Bonus gains, very useful. Also, finally making bed QL have some beneficial effect is a very creative addition. I can see this being something that should be added to WO as well.

 

9 hours ago, Sindusk said:

Bloodlust System (Uniques & Rare Spawns)

Seems to me that players are having a pretty easy time at killing these type mobs, so I think these listed changes are worthwhile to examine their effect upon the situation. Nice to see that overall you are putting much focus upon all these issues and making many adjustments and improvements to the server along the way. Well done!

 

=Ayes=

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  • Creature Sizes
    • Adjusting creature sizes so all creatures were affected was a mixed bag, with some enjoying it and others despising the fact that their hitched creatures were too large.
    • Horses, Hell Horses, Chargers, and Wyverns now have the size modifier from conditions applied at 20% effectiveness.
    • Added some new code that was recently introduced to the size modifiers that affects creatures under very specific conditions.
    • Slow creatures are now less huge.
  • Timed Affinities
    • While the food affinity changes in the last patch were a great step forward, it caused an issue where QL of meals didn't actually really matter. Eating 5 bites of a 10QL meal giving 1 minute per bite would end up at 5 minutes of affinity with 3% food bar filled, meanwhile a single bite of a 50QL meal grants 5 minutes of affinity and fills 3% as well.
    • To compensate for this, I've adjusted the line for how much food fills up a player so you're filled more by low QL food, and less by high QL foods.
    • This should have 2 positive effects. Players who do not want to interact with the food system that much (low cooking skill and don't cook often) should be able to fill their food bar by cooking less. Meanwhile, players seeking timed affinities can now get more affinity per bite of food at higher QL levels, making higher QL food even more desirable for skillers.
    • I've added a chart demonstrating the change for amount of fill per bite of food at the bottom of these notes. The line reaches equilibrium at ~35QL.
  • Miscellaneous
    • Fixed an issue where Magranon's 25% damage bonus would reduce the damage bonus from aggressive fighting skill.
    • Fixed Fire Crabs not having corpses and dropping creepy eyeballs when they died instead.
    • Fixed Fire Crabs not being able to be tamed.
    • Fixed some wogic which was interfering with Harden and making enchanted tools take more damage.

 

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  • New Mod: Automata (By Nekoexmachina)
    • Sick of digging clay yourself? Tired of making bricks for that project you want to complete? Need a hand but nobody is willing to help? This is the solution.
    • Presenting Automata, the first automation mod for Wurm. Using a combination of magic and machinery, you'll be able to have devices perform mundane tasks for you automatically.
    • For the initial release you'll be able to have the device dig for you (peat/clay/moss/tar only) or churn out bricks from shards (including non-stone bricks such as sandstone etc.)
    • Here's an introduction guide to get you started:
      • To begin, you'll need a Strange Device. This can be created through Fine Carpentry started by large nails and a plank. Finish with 2 ribbons, 3 large chain links, a log, and 4 planks. The recipe is available in the Crafting Recipes window.
      • Next, you'll need to awaken the device. A new spell, Labouring Spirits is now available to all gods to accomplish this task. Labouring Spirits is one of the hardest enchants to cast, at a whopping 90 difficulty and requiring a draining 120 favor. Casting this spell is not easy, but once you've got the spirits in the device, it will be set up to proceed.
      • Step two, you'll need to power the device. The desired source of power for these devices is favor from vesseled gems, which supply power equivalent to the stored favor. This power will drain during operation. To keep the device running, you'll need to supply it a steady stream of vesseled gems.
      • Finally, before the device can begin working, you'll need to give it a tool to work with. The two currently implemented tools are shovel and chisel for their respective tasks. Furthermore, the spirits are picky, and require a rare or above tool to be satisfied. Please note that giving the object the tool will "consume" that tool and it can not be extracted from the device afterwards.
      • Now your device is set up to work. To dig, simply move the device onto a patch of clay, peat, moss, or tar. Supply it with a small or large crate somewhere nearby to deposit the resources, then activate it.
      • To chisel shards into bricks, supply a bulk storage bin with the shards near the device. Also supply a nearby small or large crate. Upon activation, it will take shards from the BSB and deposit them in brick form to nearby crates.
      • If you get confused anywhere along the way, simply examine the strange device to get some information about what the device needs next.
    • I've done my best to make this mod approachable, but due to it's innate complexity, there may be some confusion in how to get it started and operational. I hope players will work together and share information they discover with eachother to assist others.
    • Any suggestions you have are welcome. New tools are planned for further automation features. Any feedback on how accessible this mod is and changes you'd like to see are welcome.
    • This mod is very early in development and issues may arise. Please report them in the discord #general or #suggestions channel. If anything significant arises, I'm not opposed to deploying a hotfix patch during the week to resolve it before it becomes an issue.
  • New Spells: Jewelry Enchants
    • Each god now has their own unique enchant specifically for rings and bracelets.
    • These enchants do not stack with themselves. If you are wearing two rings with the same enchant, they will not stack. Instead, it will use the higher value.
    • These enchants are extremley hard to cast. They should be considered a luxury item, not a necessity. They have a baseline 80 difficulty, and the cast is further reduced based on the quality of the target item. If the ring is low quality, the power will almost always be low as well.
    • You can only have one of these enchants on a ring. Furthermore, these can also be cast on bracelets. If you opt to not use armor sleeves, you can potentially obtain all four god's bonuses.
    • Fo - Endurance: Reduces stamina loss. This has no conditionals and will work at all times, whether you're improving items, digging a road, or simply moving.
    • Vynora - Industry: Improves skill checks. This applies to a great deal of actions and will allow you to improve a little bit higher, parry a little bit more often, get higher average ores while mining, etc.
    • Magranon - Prowess: Increases Combat Rating. This affects your ability to hit and evade in combat.
    • Libila - Acuity: Reduces favor cost. This effect only applies to spells with a favor cost over 10.
  • New Spell: Efficiency (Magranon)
    • Efficiency is an enchant applicable to any enchantable item, including tools, weapons, etc.
    • Efficiency reduces difficulty of skill checks when using that item. This applies to a great deal of actions, including getting higher average ores with a pickaxe, blocking more often with a shield, and creation chance when making items with an anvil.
    • Magranon unlocks this spell at 50 faith. It requires 50 favor to cast and has a difficulty of 60. It has no cooldown.
    • Efficiency has negating interaction with Blessings of the Dark and Circle of Cunning. If either of those enchants exist, you cannot cast Efficiency, and vice-versa. It does stack with Wind of Ages, Nimbleness, etc.
  • Healing Spell Rework
    • All healing spells have been completely recoded from the ground up to function more cleanly.
    • All spells now have improved messages for both the caster and target, giving better details about the wounds healed and which spell was used.
    • Fixed duplicate messages when you cast heals on yourself to reduce event spam.
    • Power is now accounted for in all healing spells meaning better channeling will make your heals stronger than before.
    • New System: Healing Resistance
      • All spells now share a healing resistance debuff. Whether you're using Cure Light, Light of Fo, or Scorn of Libila, they will all work off the same resistance.
      • Resistance to healing is no longer a pass/fail. Instead, the resistance now reduces the amount of healing done.
      • The debuff will be shown as "Heal Resistance" on your buff bar. The higher the duration of the debuff, the less effective heals will be on you.
      • When approaching about ~30 minutes of healing resistance, heals are almost completely ineffective.
      • This healing resistance system affects both players and creatures. That includes pets.
      • The healing resistance system only affects spells. Bandaging wounds, life transfer, farmer salves, and other healing effects are unaffected.
    • Cure Light/Medium/Serious
      • These spells now have a base healing amount and a scaling healing component based on power of the cast.
      • When the spell completes, the message now includes what type of wound was healed (Acid, Bruise, Poison, etc.)
      • All of these spells have a potential higher than their previous amount of healing done (by about ~50%) when the cast power is high enough.
      • Low channelers may see up to a 50% decrease in healing done per cast.
      • Fixed a bug where Path of Love's healing hands was doubling healing instead of applying the proper 50% increase.
    • Heal (The Spell)
      • Heal no longer guarantees a full heal on the target.
      • Instead, it now creates a "healing pool" with a base amount and scaling component based on the power of the cast.
      • It will prioritize wounds it can fully heal first. If it sees a wound it can heal, it heals it completely then removes the amount healed from the healing pool.
      • When there are no longer any wounds it can fully heal, it picks a final one at random and heals it with the remainder of the healing pool.
      • Healing resistance is not applied until after the effect of the spell. Spells will not be hit by resistance mid-spell and when you cast on someone with no resistance, they will get the full benefit of the spell from start to finish.
      • Players with low channeling may not be able to get a full heal off this spell anymore. The minimum is somewhere around ~50% of total health with a low cast and a poor cast.
      • The new maximum is about 150% of health, allowing skilled channelers to perform a full heal even at ~33% of healing resistance (about a 10 minute debuff).
      • Players with Path of Love's healing hands will obtain a 50% larger healing pool with Heal.
    • Light of Fo
      • Radius of Light of Fo is now more reliable.
        • Instead of poor casts only applying a heal to players within 1 tile of the caster, the minimum range is now 3 tiles in every direction (7x7 total area).
        • This radius can go higher, nearing 5 tiles in all directions (11x11), with stronger casts.
        • Amount of linked players is no longer a factor in radius.
      • When a player is healed by Light of Fo, it will now display a toast message telling them who casted the Light of Fo that healed them.
      • Light of Fo no longer simply selects 5 random wounds and heals them as much as possible.
        • Light of Fo now creates a total "healing pool" from a baseline healing amount and scaled via cast power. A new healing pool is made per target of Light of Fo.
        • When a proper target is found to be healed by Light of Fo, it will find any wounds which have more damage than 1/5 of the healing pool. It makes these wounds priority wounds.
        • The first effect it will do is to heal all priority wounds with as much power as it can spare (1/5 of the total healing pool).
        • When finished with the priority wounds, it will start selecting wounds at random to heal with the remainder of the healing pool. If it can heal it fully, it will, then select another wound. If not, it will heal it as much as possible then finish the spell.
        • Light of Fo can still only heal a maximum of 5 wounds on a target. As soon as a 5th wound is touched in any part of the spell, it will stop all operations and finish the spell.
        • Healing resistance is only applied after the full spell is done, meaning players will not have their wounds resist healing during the spell process.
        • Path of Love's healing hands now functions on Light of Fo, granting a 50% larger healing pool.
      • Fixed a bug where Light of Fo would play the healing effect on players even if they had no wounds to heal.
    • Scorn of Libila
      • Scorn of Libila's radius now works identically to the new Light of Fo's radius.
      • Scorn of Libila now also uses a "healing pool" similar to the new Light of Fo and Heal spells. However, Scorn of Libila has one healing pool for all nearby targets. This makes it less effective at healing larger groups.
      • The damage component of Scorn of Libila adds to the overall healing pool for the spell. The damage component is always done first, so hitting more targets will provide more total healing.
      • Healing from Scorn of Libila now selects targets identically to Light of Fo. This means it will no longer heal untame horses and neutral creatures.
      • Players affected by the healing component of Scorn of Libila will get 1 or 2 toast messages displaying which wounds were healed from Scorn of Libila and who the caster was.
      • The healing from Scorn of Libila works in reverse order from Light of Fo. It will select the lowest wounds and make them a priority to heal.
      • If it can fully heal the first wound with the remaining pool, it will do so and move onto the next largest wound for that target. Scorn of Libila can heal a maximum of 2 wounds per target.
      • This mechanical change to Scorn of Libila makes it very effective at healing low wounds across many players, or high wounds among a few players. It can no longer simply heal 2 wounds on every nearby player (for example from a unique AoE) on everyone in the area. It will run out of healing pool and players will go unaffected by the Scorn.
      • These mechanics also make it very simple to counteract the effectiveness of Scorn of Libila in PvP. Adding smaller wounds through minor spells or enchants which separate wounds will become a critical weakness for Libila players, since Scorn of Libila now only targets the lowest wounds.
      • Healing resistance is only applied after the full spell is done, meaning players will not have their wounds resist healing during the spell process.
      • Finally, the overall healing pool of Scorn of Libila increases by 50% for players with Path of Love's healing hands effect.
  • Titan Reward: Titanforged
    • Titans previously gave an item with Efficiency from their titan caches. It used to stack with all other enchants including BotD, LT, Nimbleness, etc.
    • Now that Magranon has Efficiency as a spell, something new had to be introduced for Titans to replace it.
    • Previously, I was against revealing rewards so that there was a mystery to uncover.
    • Unfortunately, it seems that people are unwilling to challenge themselves to earn an unknown quantity.
    • So here's what a titan cache will give you (each player who attacks the titan earns one after it's defeated):
      • When the titan cache is opened, it will reward you with a random item made of glimmersteel or adamantine. If it's a wood item, it will be made from willow.
      • The item is always going to be a useful item (tool/weapon), such as a small anvil, hammer, leather knife, short sword, etc.
      • The item will have a randomized value of the new enchant Titanforged. Titanforged is a combination of Wind of Ages, Circle of Cunning, and Efficiency.
      • Titanforged stacks with all other enchants and applies additively to other enchants, but at half value.
      • For example, 100 WoA, 50 CoC, and 50 Titanforged on an item will act like it has 125 WoA, 75 CoC, and 25 Efficiency.
      • Titanforged can only be obtained via Titans. Enchanter crystals will never add Titanforged to an item.
  • Spell Changes
    • Magranon has learned Circle of Cunning.
    • Fo has learned Wind of Ages.
    • Frantic charge duration has been multiplied by 20. This brings it up to equal durations of other buff spells such as Truehit and Excel.
    • Rebirth no longer works on the corpses of unique creatures.
    • Oakshell has been adjusted to fix an error created through a bugfix a long time ago. The armour it provides should be roughly half of what it was prior to this update. This applies to player-casted oakshell only.
    • Rewrote the Replenish spell code which should hopefully solve most of the bugs with it and potentially introduce others. Such is the way of coding.
  • Unique Regeneration
    • Uniques no longer have the natural regeneration associated with most creatures, and has been placed on a new regeneration system.
    • Removed the regenerative property from all uniques. They will no longer have wounds heal lightly at random intervals.
    • Uniques will no longer have wounds tick healing 10 minutes after being applied.
    • Now, uniques will regenerate a static amount every second.
    • This changes the game plan for uniques from "kill it within 10 minutes" to "outdamage the regeneration" - if you're slowly whittling away at a unique dealing 2% of its health per minute through the regeneration, you'll be able to kill it after 50 minutes of combat without getting "reset" at the 10 minute mark.
    • I've done my best to attune the regeneration to match the healing previously done at the 10 minute mark. They should heal 100% of their full health bar back every ~10-15 minutes. This means that if a unique was capable of being slain before, it should still be able to be killed after these regeneration changes, but the fight will take longer.
  • Rarity Improvements
    • Rarity windows now operate on bad luck protection similar to recently introduced treasure map finding.
    • Rare materials now have a 5% chance to transfer rarity during improvement and creation actions scaled based on weight used.
    • This applies to any combinable resource used to create an item or improve an item. For example, using a rare lump will have a 5% total chance to transfer its rarity over the 1kg it has.
    • The chance is modified based on the amount used to improve or create with. For example, if you use 0.1kg of supreme lump while improving your pickaxe, that improvement action (if successful) will have a 0.5% chance of turning the pickaxe supreme.
    • This makes it so that combining rare materials is no longer detrimental to obtaining rares. When you combine up a 40kg rare iron lump, consuming it to improve would net on average 2 rares via improvement.
    • Furthermore, creating items using rare components such as handles, blades, nails, planks, etc. are now much better as well.
      • The following system only applies to items which are created in their entirety from two consumable resources. For example, using a rare handle and a rare sword blade to create a sword would use this system. Using a rare anvil and a rare lump will not use this system, since the anvil is not consumed in the process. Metallurgy does work. Using rare charcoal with rare iron will produce rare steel, for example.
      • When the item is created, it will roll randomly between the two rarities of the resources used to create it, distributed equally.
      • For example, using a rare handle with a supreme blade will give a 50% chance at a rare, and 50% chance at a supreme.
      • Using a normal handle on that same supreme blade would yield a 33% chance at normal, 33% chance at rare, and 33% chance at supreme.
      • Using a fantastic handle on the supreme blade would offer a 50% chance at supreme, 50% chance on fantastic.
      • If both items are the same rarity, it completely guarantees that the resulting item will be the same rarity. A fantastic handle and a fantstic blade will always create a fantastic sword.
  • Treasure Maps
    • New System: Guardians
      • Each chest now considers the ambushing mobs as "guardians"
      • Slaying all guardians will reduce the quality of the lock on the chest significantly.
      • Uniques spawned in this fashion are not considered guardians. Leading the unique away and then slaying the remaining guardians will count as having slain them all, and reduce the lock of the chest.
      • Lock quality has been nearly doubled across the board. It will be much harder to lockpick a chest without killing the guardians now.
      • This increase in quality extends past 100QL, and the locks contained on maps above 80QL can now be above 100. Nearing 90QL, the resulting lock will be over 120QL, which becomes entirely unable to be lockpicked without slaying all guardians first.
    • Unfinished PMK wagons are far less likely to be the unfinished rare in a chest.
    • The new unfinished PMK wagons (Legion of Anubis and Valhall Descendents) are now available as potential unfinished rares in treasure chests.
    • New rare items can now be found.
  • Mod Updates
    • 3D Stuff v0.14 (Bdew)
      • Fixed issue that caused ghost items to be left when removed from surfaces for some special items
      • Added high bookshelf, coffer and cupboard as surfaces
      • Fixed players being able to turn placed items without permission
      • Added fine high chair to surfaces
    • Highway Portals (Bdew)
      • Fixed particle effect sticking around when portal is deactivated by village disband/resize
      • Randomized teleport location a bit to prevent things (e.g. carts) being stuck on top of each other
  • Miscellaneous
    • Blades smithing titles: Bladesmith (50), Renowned Bladesmith (70), Master Bladesmith (90), Legendary Bladesmith (100)
    • Weapon heads smithing titles: Headsmith (50), Renowned Headsmith (70), Master Headsmith (90), Legendary Headsmith (100)
    • You can now make subgroups in inventory groups.
    • Being a commander or passenger on a vehicle now incurs a 30% combat rating penalty. This does not apply to mounts, only vehicles such as carts, wagons, boats, etc.
    • Mining gems, source crystals, salt, and flint will now automatically be inserted into BSB/FSB/crates/the hold of your vehicle while mining from a vehicle. If it is not a bulk resource (like a gem) it will just go to the cargo hold of the vehicle.
    • Chaos crystals can no longer be infused into unfinished items.
    • Leather and chain barding now have a slightly lower movement penalty for equipped mounts.
    • Reaper and Spectral Drakes now have slightly less damage reduction. This should make them more reasonable to fight in smaller groups without pets.
    • Unique & Rare bloodlust has been reduced from 5% to 3% per attack on a pet.
    • Kingdom offices now require a bid of 25% more than the previous highest bidder in order to take office.
    • Humanoids can no longer be hitched to vehicles. Existing humanoids will be automatically unhitched.
    • Missions will now be more intelligent about what they select to spawn for creature-based missions (sacrifice/slay/traitor).
    • Worg mounted speed has been reduced.
    • Food fill and Timed affinities are reduced by 50%. This means you will fill half as much but also gain half the timed affinity as before. You will be required to eat twice as much of your food after this patch to obtain previous results.
    • Opulence affinity timer bonus reduced from 1.0% to 0.25%. Opulence is very easy to cast and foods last a long time. Opulence should only provide a mild bonus, not double effectiveness.
    • Fixed a bug where mount speed was not being affected by speed modifiers such as web armour and frantic charge.
    • Fixed an issue where mount speed was being affected by vanilla weight limits (body strength) instead of the new, higher, modded weight.
    • Fixed a server crash involving PvP missions targeting guard towers.
Edited by Sindusk
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Sadly, no longer playing on this server. Character with name Nekoexmachina was transferred to another player @MootRed

Unless character name change is a feature (of which I've read on steam discussions - some item named "name change certificate" supposedly exists), this name is used by that player from now on.

 

So long, and thanks for all the fish.

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Incident Report & Aftermath

 

A bug was discovered shortly after release of the May 15th patch. This allowed players with a rare tool to place it into the second slot of the crafting window to obtain the 5% rarity transfer chance when creating objects. It was then hotfixed the next day. However, during the time that the bug was active, certain players abused the bug to obtain hundreds of rare and supreme items. For the past several days, we've been trying to think of a proper way of approaching this situation, as some of those items are used as primary tools, weapons, and armor.

 

For this, we've decided as a pair it's best to write up a script for the specific timestamp of any items made rare in the ~12 hour window between May 15th and May 16th to be set back to normal rarity. The items will remain, the enchants will stay, and nothing will change except the rarity of the item. We are not apologetic to anyone who abused this exploit.

 

This is going to have false positives. If you come to discover that something you previously had as a rare has been set back to normal rarity while you were not a subject of abusing this bug, please put in a support ticket. We'll be handling any issues case by case.

 

For reference on how bad this was, 713 rare+ items had been made, mostly consisting of tools/weapons/armor, during this time period. By comparison, 1519 random rares (including rock shards, dirt, etc.) have been made since the start of the server.

 

  • New Mod: Priest Love (by Friya)
    • Priests don't get enough credit for their work. Creators of items get their name engraved, but priests who cast our great enchants go entirely unrecognized. This mod changes that.
    • From now on, priests will have their name on any enchant they casted.
    • Successful casts on an item will now display their power in an event message.
    • Items with casts from before this mod was implemented will remain without a name attached.
  • Weapons Meta
    • Another minor tweak to weapon stats based on usage rates.
      • Huge axes are still by far the most used weapon by experienced players due to it being the highest base damage. For this reason, it's being reduced to perfectly match large maul. It will also receive the same speed, making them functionally identical with one being a slashing weapon and the other being a mauling weapon (with higher parry).
      • Warhammers continue to be the most used 1-handed weapon. While I feel their actual damage is fine, their swing timer is getting a slight reduction to try and align them with the DPS of other weaponry.
      • Two-handed swords have gone from one of the least used weapons to one of the most used weapons. I feel they're currently one of the staples of balanced two handed weaponry.
      • Knuckles are still seeing heavy usage after the bloodthirst changes. However, I feel they're fine in their current iteration. Instead of nerfing them, I'd prefer to put power into the other 1h weaponry that isn't seeing as much use below them.
      • Huge clubs, while wielded by trolls and some uniques, are not dealing more damage than 1 handed clubs right now. I'm changing this by buffing them significantly. Keep in mind this will make mobs wielding them much more dangerous.
    • Huge Axe damage reduced from 11.35 to 11.25
    • Huge Axe swing speed improved from 6.0 seconds to 5.9 seconds
    • Scythe damage increased from 9.0 to 9.1
    • Small Axe damage increased from 5.2 to 5.3
    • Warhammer swing speed nerfed from 5.5 seconds to 5.6 seconds
    • Long Spear damage increased from 8.0 to 8.1
    • Huge club damage increased from 8.0 to 10.5
    • Small Maul damage increased from 4.7 to 4.8
    • Short Sword swing speed improved from 3.0 to 2.85
    • Long Sword damage increased from 5.5 to 5.7
    • Long Sword swing speed improved from 3.9 to 3.8
    • Medium Maul damage increased from 7.75 to 7.85
    • Hammer of Magranon damage decreased from 17.5 to 9.5 (this was a change that was supposed to have been implemented earlier, but failed to apply).
  • Miscellaneous
    • Enchant orbs from arena supply depots can now have new enchants: Mindstealer, Harden, Efficiency, Quarry, Prowess, Industry, Endurance, and Acuity.
    • When a treasure chest's guardians are all defeated, it will now display a message in a 20 tile radius mentioning that the treasure's protection is reduced.
    • Warhammer heads (and thus warhammers) can now be made out of all metals. This includes silver, gold, bronze, brass, etc.
    • Combat Rating penalty from fighting on a cart has been reduced to 25% from 30%.
    • Bloodlust has been reduced to 1% per attack on a pet down from 3%. Bloodlust messages will now be much more frequent so that if a pet is being attacked and the creature is enraging, it will be far more obvious.
    • Sorcery Fragments are now awarded directly from the Supply Depot instead of from the cache. This fixes an issue where sorcery fragments could be obtained on PvE.
    • Fixed a bug where the ring enchants were stacking with eachother. Rings with multiple of these enchants already existing will cease to function until you've dispelled them to the point that only one of the four enchants remains. To recap, this is Acuity, Endurance, Industry, and Prowess.

 

Example product of the bug from May 15th:

Spoiler

ZZ0CdsM.png

 

Edited by Sindusk

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  • Major System: Materia Overhaul
    • One of my largest endeavors yet, this completely overhauls the material system of the game and makes it so every material has it's niche.
    • Initially this will only cover metallic materials in the game. I have left room to expand this system into wood materials and similar in the future.
    • Metals
      • Base Metals
      • Iron - The staple. This is going to be the baseline material, with little to no modifiers when it comes to how it operates.
      • Copper - The conductor. Copper's primary use is going to be for enchantment. Casting on items made of copper will result in higher casts, and the copper will also augment any casts on the item to function more optimally. This is an enchanter's best friend.
      • Gold - The precious. Gold's primary use is going to be for tertiary bonuses. Weapons will parry more frequently. Tools are more receptive to enchants. Armour has increased glance rates. This all comes at the cost of increased damage taken.
      • Lead - The durable. Lead's primary use is going to be for raw power at the cost of speed. Weapons will hit hard but swing slowly. Tools will produce better results at the cost of higher action timers. Armour will have higher DR at the cost of movement speed.
      • Silver - The shining. Silver's primary use is going to be for balance of power and speed at the cost of tertiary power. Weapons will hit harder and faster, but have reduced parry. Tools work faster and produce better, but are less receptive to enchants. Armour has higher damage reduction and increased movement speed, at the cost of reduced glance rates. This all comes at an additional cost of increased damage taken.
      • Tin - The lasting. Tin's primary use is going to be for containers. Tin will reduce the decay on items inside and have the effect of Expand augmented. It will also increase the heating effects of items inside, making them optimal for cooking.
      • Zinc - The quick. Zinc's primary use is going to be for speed over power. Weapons will swing faster but deal less damage. Tools will work quickly but produce worse results. Armour will have faster movement speed at the cost of damage reduction.
      • Alloys
      • Brass - The fast conductor. Brass' primary use will be for speed and enchanting power at the slight cost of power. Weapons will swing faster but deal less base damage. Tools will function faster but produce worse. Armour will have faster movement speed at the cost of damage reduction. Brass is always easier to enchant and increases enchant power.
      • Bronze - The conductive staple. Bronze's primary use will be for power and enchantment at a slight cost of speed. Weapons will hit harder but swing slower. Tools will produce better but function slower. Armour will have higher damage reduction but incur a movement penalty. Bronze is always easier to enchant and increases enchant power.
      • Steel - The staple alloy. Steel's primary use is going to be a combination of power and speed at a slight cost of enchantment. Weapons will harder and faster. Tools will produce better and function faster. Armour will have higher damage reduction and movement speed. Steel will be less receptive to enchanting effects.
      • Moon Metals
      • Adamantine - The durable powerhouse. Adamantine has massive bonuses to strength and durability. Weapons will hit harder. Tools will produce better. Armour will have increased damage reduction and durability.
      • Glimmersteel - The ultrafast. Glimmersteel has massive bonuses to speed. Weapons will swing faster. Tools will function faster. Armour will have increased damage reduction and increased movement speed.
      • Seryll - The ultimate. Seryll will be a solid combination of all of the above, granting bonuses across the board.
    • Due to the raw amount of numerical value changes from this overhaul, there's no way to properly convey them through text.
    • There is several images linked below in to showcase the new value changes. Please use them as a reference. They will also be available in the Revenant Data Spreadsheet.
    • However, due to the complexity of some of what's displayed, I'm going to give a few examples of neat interactions now available:
    • The New Steel Armour
      • Steel armour now has 3% base damage reduction added to whatever is made from it. We'll use a chain coif as an example. We're going to assume it's 100QL.
      • A 100QL steel chain coif has a base DR of 65.5%. This is the initial 62.5% from being chain armour, and 3% from the steel material.
      • Now we need an attack to test against. We're going to use a crushing attack, for example from a troll, to test the new interaction.
      • We're first going to have to see if it glances. This glance rate is determined by both the damage type dealt and the material of the armour.
      • In our case, chain armour has a 25% base glance rate against crushing attacks. However, steel now has a -2.5% global glance rate. We apply this to get 24.3% glance rate.
      • Looks pretty unlikely to glance, so let's move onto the next step, damage reduction calculation.
      • As stated before, the initial damage reduction is 65.5% from our steel chain coif. The next step is damage effectiveness. Chain has a 107.5% effectiveness against crushing damage.
      • This would normally mean that our DR against crush is now 70.4% (0.655 * 1.075). However, steel now has a DR effectiveness modifier of 4%. This brings our 107.5% up to 111.8% (1.075 * 1.04)
      • With the new effectiveness applied, our new DR against crush is actually 73.2% (0.655 * 1.118). This makes it more effective than even glimmersteel against crushing damage.
      • However, with the new power comes a drawback. Steel is now weak against piercing damage, and will apply a -2% DR effectiveness modifier.
    • Enchanting Modifiers
      • All materials now have a modifier for difficulty, action speed, and enchants.
      • These can be very, very significant in choice of material for skilling or operating in the game.
      • For example, copper now has one of the best enchant modifiers. It gives 2% increased enchant power to anything cast on it. This would make a 100 power Wind of Ages become a 102 power Wind of Ages in function.
      • However, this comes at the drawback of 1% action timer and 1.5% difficulty increase. If you use a copper pickaxe, for example, you will swing roughly the same rate because the 1% action timer decrease cancels out the 100 wind of ages. However, you'll also mine lower quality ores on average because the difficulty is now increased.
      • This difficulty increase can of course be counteracted by casting Efficiency on the pickaxe. With enough power, the bonus given by the copper material may completely negate or even surpass the difficulty reduction.
      • These should open up new and interesting options for what players use as their primary tools.
      • Furthermore, certain materials have hidden bonuses to certain types of enchants. Here's a few:
        • Tin now grants 20% increased power to Expand. This means a 100 Expand tin cauldron will hold as much as a 120 Expand iron cauldron.
        • Adamantine now grants a 5% increased power to damage enchants and Nimbleness. This multiplies with the 1% global enchant modifier. This means a 100 cast Flaming Aura on an adamantine longsword would act like a 106.05 power Flaming Aura (100 * 1.01 * 1.05).
        • Steel now grants a 5% increased power to armour enchants. This multiplies with the -1.5% global enchant modifier. This means a 100 cast Web Armour on a steel breast plate will act like a 103.42 power Web Armour (100 * 0.985 * 1.05).
        • There are other hidden enchant bonuses for other materials. I've heard Vynora and Libila like gold, while Fo and Magranon prefer silver. It's up to the players to find out what these bonuses are and share amongst eachother.
  • Life Transfer Adjustments
    • Explanation
    • We're at a point in the server where players are starting to "outscale" even the most difficult of creatures.
    • A lot of the problem boils down to how Life Transfer works. When in aggressive with dual wield or a two hander, players now have high enough casts that they generally heal all the damage they take with every attack. This leaves very little desired in the way of defense, making offense a heavy priority.
    • This is a careful matter, because reducing the power of Life Transfer directly would harm newer players ability to scale up in combat. I wanted to be careful about how I approached this for that reason.
    • After much consideration, I've decided on the following change being the most fair:
    • Life Transfer now has 50% effect in healing elemental wounds (Acid, Burn, Cold). It also has 30% effect when healing other non-physical wounds (Infection, Internal, Water, Poison).
    • I believe this is the most fair because the "early-game" mobs that players use to obtain fight skill are generally doing physical wounds, and will not notice this change. However, higher level players fighting the elemental wyverns, avengers, spirit trolls, etc. may end up needing to back out and bandage up every now and then.
    • Furthermore, I wanted to address Arena's iteration of Life Transfer. With the changes to how PvP damage works on Arena, Life Transfer was healing wounds too rapidly in combat. For that reason, I'm implementing the following change:
    • Life Transfer in PvP combat (including against player pets) now has 50% effect. This multiplies across the previous change for damage types, allowing players dealing elemental or non-physical wounds to have their damage "stick" in combat more (unless healed through healing spells).
    • I'll be monitoring how these changes affect players and adjusting it as necessary. I realize that I'm starting pretty heavy-handed in these changes and that putting some power back into Life Transfer may be necessary.
  • Armour Adjustments
    • Explanation
    • Right now acid damage is acting as a form of "true damage" piercing through all armour types, making potions of acid the absolute best damage source for weaponry.
    • The goal of these changes is to shore up that weakness in the armour paradigm, as well as giving armour a more clear "focus" of what they are supposed to be.
    • Acid will remain somewhat neutral across the board, remaining a decent source of damage against everything, but no longer better than a more specialized damage source against certain armour types.
    • While at it, I also wanted to make it so Drake would be a directly upgraded version of cloth and leather, while dragonscale was directly upgraded version of chain and plate.
    • As a result, I'm giving drake the same damage type weaknesses that cloth and leather share, while dragonscale will have the same weaknesses that chain and plate armour share.
    • Drake and dragonscale continue to have a higher base DR, so don't worry. They're still top tier armours right up there with moon metal.
    • Changes
    • Cloth effectiveness versus bite increased from 80% to 90%.
    • Leather glance rate versus acid increased from 20% to 35%.
    • Leather effectiveness versus crushing increased from 100% to 105%.
    • Studded Leather glance rate versus acid increased from 20% to 45%.
    • Studded Leather effectiveness versus crushing increased from 100% to 107.5%.
    • Studded Leather effectiveness versus cold reduced from 110% to 105%.
    • Chain effectiveness versus acid reduced from 100% to 95%.
    • Chain effectiveness versus crushing reduced from 107.5% to 105%.
    • Chain effectiveness versus slashing increased from 100% to 102.5%.
    • Drake Hide glance rate versus bite reduced from 50% to 40%.
    • Drake Hide effectiveness versus bite reduced from 100% to 97.5%.
    • Drake Hide glance rate versus crushing increased from 50% to 55%.
    • Drake Hide glance rate versus slashing reduced from 50% to 35%.
    • Drake Hide effectiveness versus piercing reduced from 100% to 95%.
    • Drake Hide glance rate versus burning reduced from 30% to 20%.
    • Drake Hide glance rate versus cold increased from 50% to 60%.
    • Drake Hide effectiveness versus cold increased from 105% to 110%.
    • Drake Hide glance rate versus acid increased from 30% to 45%.
    • Dragonscale glance rate versus bite increased from 40% to 55%.
    • Dragonscale effectiveness versus bite increased from 100% to 105%.
    • Dragonscale glance rate versus crushing reduced from 50% to 30%.
    • Dragonscale glance rate versus slashing increased from 20% to 45%.
    • Fixed an issue where Drake and Dragonscale armour had higher damage reduction than intended. They were set to 70% and 75% in my configuration (expecting that to be the final result) instead of the proper 65% and 70%, where an additional 5% is added on later in the formula to create the proper 70% and 75% values. Before this patch, drake was giving 75% DR base and dragonscale was giving 80% DR base unintentionally.
  • Unique Loot
    • Uniques now have additional loot on their corpse:
    • 1 Affinity Orb
    • Between 1 and 3 Random Caches
    • If it's a hatchling: 2 drake hide pieces.
    • If it's a dragon: 2 dragon scale pieces.
  • Miscellaneous
    • There is no longer a minimum damage requirement to inflict a wound. You can use knuckles or even your bare fists to inflict wounds against uniques and other high-armor targets. Just don't expect the wounds to be very big. Huge thanks go out to Bdew for solving this which has been a pain for years.
    • Arena damage reduction in PvP has been reduced from 50% to 30%.
    • Aura of Shared Pain now has it's return damage reduced by enemy spell resistance. This does not apply to PvP.
    • Adjusted chances of obtaining a treasure map with various activities.
    • This patch introduced a ton of various bug fixes regarding armour, weapon, and general item properties. Certain material modifiers not applying correctly, damage reduction on armour not being calculated properly, and other problems have been tightened up and resolved.

 

Spoiler

Base Material Statistics:

N1XDaZY.png

DR & Glance Rates:

886IfdX.png

 

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Winner of Unofficial Contest: A week ago, I challenged players in GL-Freedom to create the recipe "Budda's Terrible Pasta Dish" and gave them the recipe to complete it (shown at the bottom of this post). I had completely forgotten about it until I logged in and received this mail.

 

aVp6NQN.png

 

To my surprise, Critias took the time and effort to actually cook this insane recipe. For his efforts, his wish will be granted, and he will receive the title Pastamancer when he next logs in.

 

This type of thing is really fun, and I want to encourage more of it. It's no secret that pizza is the most consumed food on Revenant. There are several players cooking pizzas for their villages and alliance. But who makes the best pizza? Who is the real pizza master? I'd like to find out. I'm offering a bounty on the title Pizzamancer to the first person who achieves the following:

 

Mail one of each of the following pizza's to Sindawn in one backpack (Quality does not matter): four seasons pizza, full house pizza, hawaiian pizza, Pandalet's one true pizza, pizza margherita, pizza mariana, Zarasy's three cheese pizza.

 

The first player to achieve this task will receive the title. Good luck to all challengers, and may the pizza be with you.

 

Pizza Recipes:

Spoiler

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  • New Item: Eternal Orb
    • The purpose of this item is to allow players to move their runes, imbues, and enchants from one item to another. While I've had a hard stance against adding something of this nature in the past, I'm introducing it now at high cost due to the new material changes. Forcing players to re-create their highly enchanted, runed, and imbued tools as a new material seems unjustified and un-fun.
    • Eternal Orbs can be purchased from any trader for 20 silver.
    • To use an eternal orb, activate the orb, then target the item of choice and use "Absorb enchants"
    • This will consume the Eternal Orb, create an Enchant Orb, then move any rune, all imbues, and any enchants onto the Enchant Orb.
    • If the target item does not have any enchants, it will give a message saying so and the orb will not be used.
    • Eternal Orbs do not transfer rarity.
  • Item Update: Enchant Orb
    • With the introduction of Eternal Orbs, there were significant improvements to the functionality of Enchant Orbs.
    • Enchant Orbs can now handle rune application. If there is a rune on the enchant orb, and a rune on the target item, it will refuse to transfer the rune, and remain on the Enchant Orb.
    • Enchant Orbs now handle imbue transfers intelligently.
      • If there is no imbue on the target item, the imbue will transfer in its entirety like any enchant.
      • If there is an imbue, and the combined total of the imbue on the Enchant Orb and target item are less than 100, it will add them together and apply it to the target item.
      • If there is an imbue, but combining the two would total over 100, the Enchant Orb will only transfer as much as necessary to achieve 100 power in the imbue. The remainder will stay on the Enchant Orb.
      • If there is an imbue already at 100, it will refuse to transfer the imbue and it will remain on the Enchant Orb.
    • Enchant Orbs will no longer transfer a lower enchant to an item that's already enchanted with that spell. For example, trying to use a 50 WoA Enchant Orb on a 70 WoA item will no longer consume the Enchant Orb and replace the 70 with a 50. It will instead refuse to transfer the enchant and the 50 power will remain on the Enchant Orb.
    • If there are two conflicting enchants on the Enchant Orb, such as AOSP and Web Armour, it will apply the first one, then negate the second one down the list because it now has a negating enchant.
    • Enchant Orbs are now only consumed when all of the enchants have been transferred off the orb, instead of when any transfer succeeds.
    • Enchant Orbs can now transfer enchants to items that used to refuse to accept enchants from Enchant Orbs (like Expand casts to frying pans, forges, etc.)
  • Miscellaneous
    • Players now regenerate stamina on vehicles regardless of slope. (Thanks Bdew!)
    • Moon metal veins per unique blessing reduced from 20 per unique to 10-15 per unique.
    • All artifacts have been destroyed permanently on Arena except for the Mouth of Vynora and Eye of Vynora.
    • Fixed an issue where bred blue wyverns were not receiving custom names.

 

Budda's Terrible Pasta Dish:

Spoiler

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Edited by Sindusk
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I'm new to this server and have enjoyed it so far. I used to play Wurm Online but later didn't have time for the grind, after that I played on a WU server but decided to leave due to poor admin decisions. I've witnessed admins on other servers making changes to the game that are too drastic or convenient, but you haven't done anything of the sort. Very agreeable changes so far, especially having material types make more of a difference and buffing unpopular weapons.

 

Some things I will mention however, but just in my opinion:

* Buffing the Sickle hurts the Medium Axe since it already has more DPS than the latter. Maybe the Medium Axe needs a small buff too?

* While I like the addition of Wyverns and Giants, I don't think Fire Crabs or Spirit Trolls add much to the game since they are the same but with a different effect.

* It feels like there's too many creatures for how big the map is. Almost everywhere I go I see armies of animals being ignored. Maybe this is just because the server is new.

* Selling sleep powders or having increased XP events/weekends might help those of us who have less time catch up.

Edited by Draulius

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Zero-Risk Arena

This patch is introducing a controversial change to Revenant. This change is something I'm calling "Zero-Risk Arena" - the Arena server from the time of this patch forward can be played without risk (or at least minimal risk). This change comes off a history of events, an extensive amount of discussion, and a variety of reasons that I'm going to do my best to outline here.

 

First off, let's start with history of the Arena server and events. To begin with, since the server launched, only two groups have set up deeds and made an effort to actively participate in PvP. These groups had some decent skirmishes early on in the server's lifespan, but eventually one of them opted to stop playing. This left the other group of players in a strong position with all artifacts, some of the highest skills on the server, and reaping the rewards of the Arena server for the last month and a half without contest. After some discussion a while ago about how nobody was willing to attempt to attack the group based on their strength, I started working with that group to begin reducing how intimidating they were. With their consent through the process, I nerfed the artifacts, made several mechanics changes to weaken their position on the server (such as mounted speed changes), and most recently ended up deleting almost all the artifacts on the server entirely. However, this still did not create an atmosphere I was happy with. The group was still extremely intimidating and nobody wanted to risk their gear, skills, or affinities in a fight they thought was lost before it began.

 

Next came the discussion of how to resolve this issue once and for all. I began a dialogue with the players of Revenant to determine what needed to happen to encourage them to participate in going for objectives such as Supply Depots and HotA. The end result was a variety of reasons consisting of losing gear, losing skill, losing affinities, and a lack of reward given the risk. I took all of this into consideration for how I would approach the next changes I made to Arena.

My goals with the changes were as follows:

 

Players could go to arena knowing exactly what was risked to weigh versus the reward. Something that always bothered me was the 50/50 chance on Resurrection Stones and Magranon. I never enjoyed having loss be determined by the roll of the dice. In a PvP environment, skill and weighing risk/reward should always be prioritized over RNG.
Investment to compete and punishment for loss were to be significantly reduced. This is being termed the "carebear" style of PvP by some players. To be quite frank, it is. Players don't need to commit or play as hardcore as before to participate in combat. However, I don't see that as a negative change. I see it as an opportunity to introduce a new population of players to PvP who are otherwise put off by how "hardcore" it is. One of the greatest benefits of Wurm Unlimited is that we can change the paradigm of how the game is played without "sticking to the roots" of how it once was. These changes incur a massive shift in how PvP is played, and allows players who would otherwise never touch it to dip their toes in and give it a chance.
Make the reward for victory the objective, and not the loot from the kill. Revenant Arena is setup with randomly spawned objectives (supply depots) being the key to roaming combat, and HotA being the primary battlefield for coordinated combat. This has been extremely successful, with many deaths occurring near these objectives over the duration of the server. Even when the player kills themselves do not offer rewards, the kill is just a means to obtain control over the objective.

With that out of the way, here is the list of changes:

  • Zero-Risk Arena
    • Player deaths on Arena will no longer drop items. Player inventory and gear will be retained for respawn whether they choose to spawn on the PvP server or PvE. There will be no items dropped regardless of whether the player was slain by other players, neutral creatures, or deed templars.
    • Resurrection Stones now protect the player from losing fighting skill and other skills (such as body strength) on death. This has a 100% success rate.
    • Resurrection Stones also prevent players from losing their affinity to their attacker. This has a 100% success rate.
    • Players slain while a resurrection stone is active will drop 1 silver coin on their corpse. This is not taken from the players bank account, but instead from the King's Coffer as a bounty. This essentially rewards any killers with a fifth of the 5 silver cost of the resurrection stone purchased by the slain player. Players without a resurrection stone active will not drop a silver coin.
    • Players without a resurrection stone active will always incur the -0.25 fighting skill loss, minor skill losses (assuming they are not high enough in Path of Knowledge), and have a chance to lose their affinity to an attacker.
    • All repairable equipment in a slain player's inventory and equipped on their character will incur heavy damage upon death. This has a hard minimum of 10 damage but can extend up as high as 50 damage if the material and quality are poor. This will never destroy an item, and caps out at 99 damage, in the case that an already-damaged item incurs the damage done (such as a shield or armor damaged while in combat before death). Again, this only affects items which can be repaired, and thus excludes items such as ropes, sleep powder, food, etc.
  • Other Notes
    • Player skill in a weapon only affects the weapon damage up to skill 50. When a player is above 50 skill with a weapon, the skill only affects their chance to parry. Chance to hit is entirely based on combat rating and fight skill. This means a player with over 50 skill with their weapon will deal as much damage as a player with 90+ weapon skill, assuming all relevant stats are the same.
    • Body Strength reduces damage taken up to 33% at 100 skill, and increases damage dealt by 33% at 100 skill, scaling linearly. A player with 30 body strength will deal 10% more damage and take 10% less. A player with 60 body strength will deal 20% more damage and take 20% less.
    • The notes above are vanilla mechanics and are not changed on Revenant.

This gives an economic risk/reward for players on Arena. They can either spend their money to buy a Resurrection Stone to ensure they keep their skills intact and their affinities safe, or they can opt to go without it and suffer the skill penalties if they are killed. This also allows players the option to hunt on Arena for the fighting skill increase, as well as kill other players doing the same for a small bounty of 1 silver or potential affinity.

 

Furthermore, due to how default mechanics work, a player only needs 50 skill in a weapon and reasonable fight skill to participate in PvP. My hope is that these changes create more PvP activity over objectives on the Arena server. My secondary hope is that it leaves a positive economic footprint where players are more inclined to have their gear repaired and re-improved after deaths, and spend money on Resurrection Stones for when they decide to venture into combat. As always, I'll be monitoring this change closely and making adjustments based on player feedback and my own intuition of how to proceed. Until then, get out there and fight! You've got nothing to lose. Not anymore.

 

  • Mod Updates
    • Highway Portals v1.6 (Bdew)
      • Fixed deactivated portals staying planted
    • Better Farming v1.5 (Bdew)
      • Fixed issue where combined crops dropped in bsb/fsb would retain the "pile of" name
      • Area harvesting will no longer add to rare or processed (chopped, etc.) piles of crops
      • Area planting will no longer use rare or processed (chopped, etc.) crops
  • Leaderboards
    • New Leaderboard Section - Achievements
      • There is now an entirely new section of leaderboards specific to achievements.
      • There are 134 achievements to choose from with a variety of conditions.
      • These achievements have been hand selected out of the nearly 500 in Wurm because they have a counter attached (more than a yes/no).
      • Many achievements have been edited with new names, descriptions, and requirements to make them more functional than their vanilla iteration.
      • Some of these achievements are essentially duplicates, with conditions such as "Kill a Spider" and "Kill 50 Spiders" being some examples. The achievements which are done in multiples will be removed later.
      • Certain players have had their counter for two specific achivements significantly reduced or reset to prevent witchhunting.
    • Most Affinities - Leaderboard displaying which players have the most total affinities across all their skills.
    • Most Unique Achievements - Leaderboard displaying which players have the most unique achievements. This is not the sum of all achievements, but rather a counter for how many they have at least one count in.
    • Largest Structures - Leaderboard displaying the largest and most complex structures on the map.
  • Erosion System
    • Erosion is a new system specifically designed to slowly smooth the terrain of the map over time.
    • The focus is to reduce or eliminate the frequent "bumps" that occur naturally on the map.
    • The system works extremely slowly for technical reasons. I have been extremely strict with how it functions to ensure it doesn't interrupt normal gameplay.
    • Erosion will not make changes to anywhere near a deed, near a road, near a structure, near fields, or near rock.
    • It will prioritize areas dominated by grass, trees, sand, tundra, steppe, and snow as it's top targets for erosion. Again, if the area is on deed, it is immune to the system entirely. It goes as far as to make sure it's not wihtin a deed's perimeter either.
    • Flattened areas which fit the conditions of the erosion system (very uncommon) will be affected extremely slowly. The erosion system simply moves dirt along a single tile border. This means that the dirt will have to flow from the outsides of the area inwards. Due to how slowly the system operates, this could take days to go only a few tiles inwards.
    • The goal of this system is to reduce the "unnatural" look of the maps and begin making it look more appealing.
    • The checks in place to smooth the terrain prioritize making it so slopes align, not to make the area flat. For example, a 10 slope leading into a 15 slope is smooth. The system would leave this alone. However, a 10 slope leading into a 30 slope is not smooth. The system would erode the 30 slope down towards the 10 slope until they come closer to matching. We're not going to have mountains flattened down to rock and our deserts filled in.
    • You can see a gif of the system working in a small, controlled area at the bottom of these notes.
    • The Arena server does have this system.
  • Archaeology Overhaul
    • A vast majority of the "trash" fragments from Archeology are now removed.
    • Fragments of caches (dragon cache, moon cache, rift cache, etc.) have been added, and require various numbers of fragments to complete.
    • Fragments for several of the statue items has been adjusted to make them more reasonable to obtain.
    • New items including adamantine, glimmersteel, and seryll lumps are now possible fragments to obtain.
    • Some special items have also been added to the table that are extremely difficult to obtain otherwise.
  • Affinity Orb Rework
    • Affinity Orb price has been reduced from 1 gold to 50 silver from traders.
    • When using an affinity orb, instead of being a completely random affinity, a new window will appear.
    • In this window, you will be able to select 1 of 10 random affinites to select.
    • This change is retroactive and will affect Affinity Orbs that existed before the patch.
    • Each Affinity Orb's selection will remain exactly the same regardless of where it's used or who uses it.
    • The Affinity Orb is consumed only if the accept button is used. When you see 10 affinities you can close the window using the X and trade it away to another player. They will also be have those same 10 affinities to select from.
  • Treasure Maps
    • New Cache: Tool Cache - Awards a random tool. This can be of many different materials and have several interesting effects.
    • Cache distribution has been adjusted. Gem caches are now less common. Crystal caches are now more common. Other caches have had minor variations in their chances to make room for the new tool caches.
    • Output quality from all caches has been slightly improved.
    • Armour caches now have a very small chance of awarding a rare or higher item.
    • Enchants on Artifact cache rewards have been improved.
    • Battle Yoyos and Clubs can now be awarded from Artifact caches.
  • Arena Rewards
    • Supply depots now award both a sleep powder and seryll, instead of one or the other.
    • Base quality of Seryll awarded from supply depots has been increased to 80 from 70.
    • QL of adamantine and glimmersteel lumps from HotA is now more randomized based on win streak. In return, their base quality has been increased from 50 to 60.
    • Gem caches have been removed from the reward table of HotA. Tool caches have been added.
    • Base quality of Seryll awarded from HotA has been increased to 40 from 30.
    • Maximum quality of Seryll awarded from HotA has been improved from 70 to 100.
  • Miscellaneous
    • Creature count on Revenant reduced from 50,000 to 45,000.
    • Titans now use a static regeneration system similar to uniques, although much, much slower (roughly 1/40th as fast).
    • Sorcery items can now be split into several items with single charges. Right-click the sorcery and select "Split sorcery" to split the charges into individual items.
    • Sorcery items can now be used in any location with a flat 3x3 area and an altar. They no longer have requirements to be above a certain height, in a certain terrain, being undergound, etc. Any 3x3 area with an altar will allow the sorcery to be used.
    • Enchanter Crystals can now apply Efficiency as a possible outcome.
    • Armour titles no longer give a bonus to improving armour items when equipped. Instead, these bonuses are applied automatically regardless of what title you use.
    • Items with Titanforged enchants can no longer have Eternal Orbs used on them.
    • Combat polling frequency for creatures has been increased significantly. Instead of once per second, creatures will update their combat status at a similar rate to players. This should help to mitigate interactions where creatures will spike 2 or 3 hits in a single attack.
    • Fixed an bug where cast power displayed by the priest love mod would always display the existing enchant power even if the cast power was lower.
    • Fixed an issue where barding was slowing down horses more than intended.
    • Fixed an issue where gear equipped on creatures in Arena would sometimes not drop when they died.

 

Erosion Demo - Controlled Environment: This effect would occur over the course of weeks or possibly months in real time.

 

On 6/2/2018 at 3:34 PM, Draulius said:

I'm new to this server and have enjoyed it so far. I used to play Wurm Online but later didn't have time for the grind, after that I played on a WU server but decided to leave due to poor admin decisions. I've witnessed admins on other servers making changes to the game that are too drastic or convenient, but you haven't done anything of the sort. Very agreeable changes so far, especially having material types make more of a difference and buffing unpopular weapons.

 

Some things I will mention however, but just in my opinion:

* Buffing the Sickle hurts the Medium Axe since it already has more DPS than the latter. Maybe the Medium Axe needs a small buff too?

* While I like the addition of Wyverns and Giants, I don't think Fire Crabs or Spirit Trolls add much to the game since they are the same but with a different effect.

* It feels like there's too many creatures for how big the map is. Almost everywhere I go I see armies of animals being ignored. Maybe this is just because the server is new.

* Selling sleep powders or having increased XP events/weekends might help those of us who have less time catch up.

 

Sorry for the late response to all of this, as I've been hard at work at the patch for today. You bring up some really great points and I want to address them all here.

 

Axe, Sickle & other weaponry balance: My balance is almost entirely dictated by what players are using. When a majority of players start using a weapon, it's generally for a reason, and it's up to me to figure out what that reason is. Yes, sickles are really good stat-wise, but that CR reduction from skill penalty actually keeps it roughly in line, since players are generally in the 8-12CR range at end-game and -1 hurts your chance to hit quite a lot. Also, slashing weapons tend to be more effective since most of the tougher creatures are wearing leather and drake armour. This makes their glance rate versus crushing damage pretty high, meaning slashing weapons which look like they would do less damage than a crushing weapon are actually dealing effectively more, based on the target. I encourage feedback on weapons, and so far there is a wide variety of weaponry being used on the server. My changes are just trying to hit the outliers.

Creature Additions: For the most part I agree. They don't really offer much "new" content in the way of visual aesthetic. The problem is that unfortunately I'm limited by the existing models in the game. I am doing my best to utilize the creatures that are available, and I have plans for more "common" creatures to come in the future. I'll play around with changing the Spirit Troll model to the Troll King model (while staying spectral) and see how that looks, just to diversify the visual appeal a bit.

Too Many Creatures: I agree completely, and have been hesitant to adjust it because some players have given me the opposite feedback: They like the dense wilderness. However, when I travel to densely populated areas like the southern desert or northwest forest, I see there are only 2-4 tiles between each creature. As a result, I'm making an adjustment to bring the maximum creature count from 50,000 to 45,000 in this patch. We're going to see how much of an effect a 5% reduction has. Hopefully it keeps things dense enough for the players who like it, but eases it up a bit for those who prefer the calm.

Sleep Powder, Skill Gain, etc: I feel the skill gain on Revenant is the closest to ideal I've ever played on in a Wurm Unlimited server. While 8x-1x sounds slow, the actual rate is quite different because of how heavily modded the server is. Sleep powder is abundant through treasure maps, which are obtained through what most new players do: Digging, Mining, Fishing, Woodcutting, Foraging, etc. Every treasure map rewards at least one sleep powder. This fact, combined with the fact that obtaining maps has bad luck protection (you're guaranteed a map after X amount of actions) makes it so newer players do not feel behind. Furthermore, Treasure Maps can also hold items that players can sell for enchanted tools, further increasing their skill gain.

 

I've had a friend trying the server for a couple of weeks now, starting brand new. He found 5 treasure maps in the limited time he's played, and has been able to purchase a pickaxe, hammer, etc. with 80+ skill gain enchants (BotD/CoC) with what he's obtained from killing creatures. An 80 cast tool gives +80% skill gain, and sleep bonus doubles it multiplicatively. For someone using sleep bonus and an 80 cast tool, the rate of skill gain is 360%. Using this as our example, we can apply that to the skillgain rate and say that Revenant operates at ~28.8x - ~3.6x rate.

 

Finally, due to my new additions where food affinities give 30% multiplicative skill gain, and enchants can go up to 200, we have players at endgame using the following math:

 

200 CoC tool: 3.0 multiplier

Sleep Bonus: 2.0 multiplier

Food Affinity: 1.3 multiplier

Total: 3.0 * 2.0 * 1.3 = 7.8x, or 780% skill gain rate.

 

Players who are extremely well established are playing the server at ~62.4x - ~7.8x rate.

 

I understand that many players are put off by the rate, which looks very slow. However, due to the heavily modded state of Revenant, the actual rates vary heavily. The only way to know if you like it is to try it for yourself. Everyone has their own ideas of what they want, but I feel Revenant's skill gain is one of the most well rates I've seen on a server, offering dedicated skillers something to work towards, while being fast enough in the early game that it doesn't feel sluggish.

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This is, by far, the most intricately designed and thought out patch yet. Revenant is quite an experiment, but with much background and care put into it. I daresay, as someone who has played 7000 hours on the most well-known servers since WU release, anything by Sindusk will be of the utmost quality. Revenant is a version of Wurm that I wish it originally was to begin with.

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  • New Item: Affinity Catcher
    • The Affinity Catcher can be used to "capture" and sell your affinities to other players or characters.
    • You require a minimum of 3 total affinities in order to use an Affinity Catcher.
    • To use the item, you must have it in your inventory and activated. Right-click on the skill in your skills window with the affinity you want to capture and use "Capture affinity"
    • When this is done, assuming you meet the conditions to have the affinity captured, it will absorb the affinity from your character and place it in the catcher. The catcher will automatically rename to "captured X affinity" to signify that it contains the affinity.
    • To redeem the affinity, simply activate and right click the captured affinity and select "Gain affinity" - the captured affinity will be consumed and you will obtain the affinity it had captured.
    • Affinity Catchers are available at traders for 10 silver, and may also be obtained through other means.
  • Skill Gain Adjustments
    • Skill gain ticks are no longer static, and instead work off a function based on the result of the action.
    • Failures will now award skill gain if they're close enough to being a success instead.
    • Actions with difficulty close to your skill level now grant over double the standard skill gain ticks.
      • Spam creation remains mostly unchanged since the difficulty of the actions was so low that the resulting powers is almost always close to maximum, resulting in very slight if any increased skill gain from before.
      • Improving items that are extremely low below your skill level are also mostly unaffected for similar reasons.
      • Improving items at a quality similar to your skill level will generally result in actions that give the new maximum skill tick.
      • This change to skill gain adjusts the base gain and is multiplicative with all other factors including enchants, sleep bonus, and food affinities.
    • The goal of these changes is to provide incentive for players to actually improve items near their skill level to gain the best skill ticks, without invalidating the spam creation method (if that's what you prefer to do).
  • Achievement Leaderboards
    • Newly Tracked Achievements - These ones are retroactive and will count actions before this patch.
      • Vault Hunter - Pick a lock
      • Another Mans Trash - Trash an item
      • The Invisible Man - Successfully stealth
      • Bulk Hoarder - Deposit a bulk item
      • Maintenance - Repair a fence, floor, or wall
      • Explorer - Move one tile
      • Hedging Your Bets - Plant a hedge or flower bed
      • One With The World - Meditate
      • Mushroom Collector - Pick a mushroom
    • Removed a vast amount of achievements which were "duplicates" that simply tracked multiple at a time.
    • Renamed several achievements to be more fun.
    • Fixed an issue where Total Affinities leaderboard was not counting single skills with multiple affinities.
  • Miscellaneous
    • Worg mounted speed and natural armour has been reduced slightly on Arena.
    • Spirit Trolls now drop humanoid meat instead of insect meat.
    • Disabled the updated combat polling for now while bugs are worked out.

 

UrJeJ1Q.png

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revenant.png

 

  • D.U.S.K Overview
    • The D.U.S.K system is a full combat redesign with the intention of making combat more active and engaging.
    • The secondary intention of this new system is to open up new strategies and tactics for combat, rewarding proper preparation and execution for each encounter moreso than simply having the "best" gear and stats.
    • Finally, this improves the combat log to increase clarity. The colors able to be used in the combat log were fairly limited, but I've done the best I can with what I have available.
  • Tempering Expectations
    • It's very important to note that this was a massive undertaking and it's not going to be well refined.
    • There will likely be broken fighting strategies, awful balance, and combat with creatures you once found easy may be either impossible or trivial.
    • I'm depending on solid, constructive feedback to help iteration on this system. The system will be adjusted and the problems will be solved.
    • All I ask is for some patience while the system is adjusted and improved.
    • With that out of the way, let's dive into some details on how the new combat system works.
  • New Combat Flow
    • The previous combat flow was as follows: Swing -> CR Hit/Miss -> Shield Block -> Parry -> Dodge -> Glance -> Damage
    • The new combat flow is now: Swing -> Accuracy -> Dodge -> Critical -> Parry -> Shield Block / Parry -> Damage
    • Swing - The beginning of an attack
      • The swing step is mostly unchanged from the previous combat system. However there are a few details that should be noted.
      • Swing timers for secondary weapons no longer only applies after the first combat round.
      • Secondary weapons now swing at 40% of their standard rate, down from 50%. This includes headbutts, wingbuffs, etc. from creatures.
      • Stamina loss when swinging a weapon (hit or miss) has been adjusted.
        • There is now a base stamina cost, instead of being entirely dependent on the weight of the weapon.
        • Weapon weight is now less of a factor in stamina loss than previously.
        • Total stamina cost is now modified by fighting stance. Aggressive requires 20% more stamina per swing, and defensive requires 20% less stamina per swing.
        • This should make aggressive a high stamina cost way to deal lots of damage quickly, while defensive is more oriented towards lengthy combat or draining the opponent of stamina.
      • Creatures now turn towards the target when they attempt a swing.
        • They will only turn when they attack, meaning that getting behind a creature after they swing for a bonus is now a more viable option.
        • This improves Web Armour's effectiveness because after they land a hit, their next attack is further delayed, giving you a larger opportunity to obtain backstab attacks.
        • This will make identifying the target that a strong creature (unique etc) is attacking much easier.
    • Accuracy - Hit/Miss
      • Whether you hit or miss is no longer a pass/fail based on Combat Rating.
      • Instead, each successful swing will create an "accuracy" for that attack. This accuracy check uses the weapon skill.
      • The accuracy will help determine how effective some defensive measures are, and also give additional bonuses for extremely accurate strikes.
      • Failing the accuracy check will result in a miss.
      • Players with very low skill (less than 20) in their weapon will likely notice about a 60/40 rate of hit/miss.
      • Players with mediocre skill (around 50) in their weapon will likely see about 80/20 or 90/10 rate of hit/miss.
      • Players with high skill (more than 70) in their weapon will almost never fail the accuracy check, and generally have high accuracy rolls on their attacks making defensive measures less effective.
      • Positive Factors:Weapon Skill, Fighting Skill, Height Advantage (above opponent), Flanking (behind opponent), Focus, Mounts
      • Negative Factors: Height Disadvantage (below opponent), Vehicle (cart/wagon/etc.)
      • Beneifical Buffs: Truehit, Nimbleness
    • Dodge - Avoid the attack as a defender
      • Dodge is no longer a rare RNG-heavy occurrence, and instead a core mechanic of combat.
      • The defender checks their fighting skill against the accuracy of the attack in order to determine their chance to dodge. The defender body control also plays a critical role.
      • Dodge chance is highly modified based on current stamina of the defender. If the defender has no stamina, they are extremely unlikely to dodge. All creatures (including NPC's) have stamina and can be affected by this change. Uniques, titans, rare spawns, and some other creatures that used to have extremely high combat rating are immune to this effect.
      • Positive Factors:Fighting Skill, Body Control, High Stamina
      • Negative Factors: Attack Accuracy, Low Stamina
      • Beneficial Buffs: Willowspine, Excel
    • Critical - Double Damage & Defensive Bypass
      • Critical strikes are now available in both PvE and PvP, on both sides of combat. Players can critically strike creatures, and creatures can critically strike players.
      • Critical strikes instantly double the damage being dealt, and bypasses all further defensive checks (parry & shield block). Only a dodge will prevent a critical strike.
      • Factors at play can raise critical strike chance under very specific conditions up above 10%.
      • Truestrike (from the sorcery) grants a guaranteed critical strike. This comes with the benefits of bypassing defensive checks.
      • Critical strike chances aren't in a very good spot (using default calculations) and I'd like to adjust how they function before diving into specific factors.
    • Parry - Block damage via your weapon
      • Parry no longer has a "cooldown" based on RNG and the weapon skill now plays a larger factor in determining whether you parry.
      • Instead of a cooldown, each parry will incur a low duration debuff that reduces your chance to parry.
        • The debuff for parry is called "Clumsiness" - you can ignore the description saying it reduces combat rating.
        • The duration of the clumsiness debuff is determined by the amount of damage parried. Parries on very light attacks will incur very low duration clumsiness, and high damage attacks will incur higher duration clumsiness.
        • Duration is tied entirely to the amount of penalty to parry you have. Longer durations will incur higher penalties, and as the debuff wears out, your chance to parry increases.
        • Clumsiness caps out at 25 seconds maximum. This cap should only be reached through excessive parries of high-damage attacks. Most common attacks will only incur a few seconds of parry debuff.
        • Swords have a bonus that applies only half the duration when parrying. This makes skilled swordsmen extremely effective at parrying.
        • This debuff applies to NPC's as well as players.
      • Parry chance is moderately affected by stamina. As your stamina decreases, your chance to parry also decreases.
      • Fighting skill now plays a significant role in assisting your parry rate. Higher fighting skill will allow for much easier parries.
      • Parry is directly affected by the attack accuracy. High accuracy attacks will be very difficult to parry.
      • Parry rate per weapon has a direct effect on the difficulty of parry. It will be extremely unlikely to parry with a weapon that has a low parry rate, unless the wielder is extremely skilled with it.
      • Positive Factors:Weapon Skill, Fighting Skill, High Stamina, Weapon Parry Rate
      • Negative Factors: Attack Accuracy, Low Stamina
      • Beneficial Buffs: Excel, Nimbleness
    • Secondary Block/Parry - Block damage via your offhand or shield
      • Blocking with a shield works similarly to the new parry. The debuff is instead called "Exhaustion" and works identically to the parry debuff, but for shields.
      • Parrying with an offhand is modified by the same systems that govern primary weapon parry. However, there is an important note.
        • Clumsiness with a weapon is based on the weapon type, and not the actual weapon.
        • For example, dual wielding warhammers will share Clumsiness between the two of them. However, if you were to wield a warhammer and medium maul, their Clumsiness debuffs would be applied individually when each one parried.
        • This gives the option to focus on obtaining high skill with a single weapon type and giving yourself two rolls to parry (while sharing the penalty), or to diversify your weaponry and give yourself optimal defenses without sacrificing offense.
        • Offhands have double penalty from the Clumsiness debuff. This will not affect the duration applied when they are used to parry, but will affect their rate of parry when the Clumsiness debuff is active.
      • Blocking with shields is now heavily affected by stamina. As your stamina decreases, your chance to block also decreases.
    • Damage - The step towards death
      • Damage calculations are mostly the same with some minor optimizations and efficiency changes.
      • Chance for a wound to stack on top of an existing wound at the same location has been increased from 70% to 80%. This should cause less total wounds throughout combat.
      • Damage calculations for Frostbrand and Flaming Aura have been adjusted to 0.35% damage per power, up from 0.333%.
      • Elemental Immunity from Path of Power is no longer pure immunity to elemental damage.
        • Elemental Immunity now grants 20% additive reduction to elemental damage per level after 8 (20% at 9, 40% at 10, 60% at 11, 80% at 12, and full immunity regained at level 13).
        • This change was made due to how many creatures are now utilizing elemental damage types in combat, including Titans. Players were able to fully ignore the damage of Ifrit by activating Elemental Immunity while fighitng him. This included immunity to his Smite spell.
        • Incoming PvP damage will be reduced by half the amount at each level (10% per level after 8). This caps out at 50% reduced damage while Elemental Immunity is active at Path of Power level 13.
      • New verbs have been added to the vocabulary for combat damage messages. They are now as follows:
        • Strength: unnoticeably, very lightly, lightly, hard, very hard, extremely hard, deadly hard, brutally hard, fiercely, viciously, savagely, +2 more to find.
        • Damage: tickle, slap, irritate, hurt, harm, damage, injure, cripple, maim, mutilate, +2 more to find.
  • Miscellaneous
    • All combat messages have been updated with new and improved multicolor lines. These contain more information about combat and try to distinguish important information through color.
    • Special moves are now available to use as soon as you enter combat.
    • Weaponless secondary attacks no longer occur for players if they have a weapon equipped.
    • Secondary attacks for NPC creatures are fully unlocked. Creatures with many secondary weapons (such as dragons) will now utilize their whole weapon arsenal without holding back when attacking.
    • Armour now takes roughly double the amount of damage in combat from before.
    • Missing with a weapon will now play a miss sound. Gone is the awkward silence of diceroll combat.
    • Focus now reduces incoming damage slightly at every level instead of only at Supernatural stage. Total damage reduction has been reduced.
    • Salves/potions that change damage type now override Venom's damage type change. However, Venom will still apply it's poison to the wound, allowing fire/cold/acid wounds to be poisoned.
    • Critical attacks now have a new message stating that they were critical strikes.
  • Bug Fixes
    • Wind of Ages/Blessings of the Dark no longer overrides Frantic Charge for increased swing speed.
    • Thornshell now reflects damage when used on NPC creatures.
    • Weapons now take damage when used by creatures (shod clubs etc. will now drop damaged from the troll using it in combat).
    • Damage from elemental enchants now ignore the damage threshhold. They now deal full damage regardless of the armour of the enemy.
    • Aura of Shared Pain and Web Armour now both apply their effects if they exist on an armour, instead of Aura of Shared Pain taking priority.
    • Stacking infection on a wound no longer randomizes it's value twice. It instead only rolls the random value once.
    • Dominated creatures dealing damage now counts as PvP for the purposes of damage reduction from body strength and similar.

I cannot stress enough that this system is unpolished and, frankly, unfinished. There's still quite a bit to do, but I believe it's a huge step in the right direction. Here's the short list of some changes I'd like to make going forward:

  • Special Moves being reworked. They're currently not very useful in PvE combat outside of fringe scenarios. They also have issues in PvP where the player must remain immobile to execute the special, allowing the opponent to simply move away. I'd like to reduce the timers and adjust their effects, as well as potentially adding a global special move cooldown. This would allow players to choose which specials to execute at which time to create interesting tactics during combat.
  • Targeting Stance should be an active decision based on the goals you want to accomplish. Currently, where you target on the enemy has very little impact. I'd like to make it more interactive, so players can use a kiting strategy on creatures by targeting their legs, increase their defenses by targeting their arms, or simply go for heavy damage by targeting the head.
  • Critical Strikes are in a less-than-ideal state. I'd like to make the critical strike chance calculations a bit more intuitive and allow players to specialize their weaponry to try and aim for higher critical strike chances. I find critical strikes to be fun when tempered to be reasonable, but also realize they can quickly become out of control. I'd like to take my time and do this right instead of rushing into it for the sake of change.
  • Additional Factors should be added to some of the combat steps. Off the top of my head, lightweight armour should give higher dodge chance than heavy plate. Focus should play a larger role in more steps, including dodge, critical strikes, and parry. I'd also like to add enchant interactions such as Wind of Ages increasing the parry and block recovery rates.
  • Armour Differential needs to be improved. With the removal of glance rates, there's now a void in armour differences where there used to be a clear image of their advantages and disadvantages.
  • Skill Gain needs to be improved in some areas. For example, blocking with a shield while in defensive should be giving defensive skill gain. Minor details like this have yet to be implemented.

As a final note, it is very possible I've missed some changes in these notes. Again, it was a massive undertaking and trying to document every change was very difficult, since it was an overhaul from scratch instead of changes.

  • Priest Love Update
    • Failed casts will no longer say it landed with a power of X. No message aside from the failure will display.
    • Successful improvement casts will now state the power of the improve cast, and what the new power is.
    • Examining items with enchants is now displayed in multicolor lines.
  • Miscellaneous
    • Drinks now fill the water bar at 20% of their previous value.
    • Replenish can now be cast on wells.
    • Affinity Catchers should now be available on traders.
    • Meditating and lockpicking will always give a moderate skill tick, even if the action "fails." Keep in mind that higher power actions will give better skill ticks still.
Edited by Sindusk
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  • Combat
    • Glancing
      • An issue spotted with the new combat system is that DR is now the only thing that determines the best armour, making Dragonscale universally best again. For that reason, I'm re-implementing glancing, but in a different way.
      • Combat flow has been updated to add a new step before damage, Glance.
      • Updated Flow: Swing -> Accuracy -> Dodge -> Critical -> Parry -> Shield Block / Parry -> Glance -> Damage
      • Glance - Doubling Down Armour DR
        • Glance does not work like how it used to. Instead of completely avoiding damage, it mitigates damage significantly.
        • Glance rates are identical to before, meaning a glancing blow can occur as often as the previous glance rates would against the same incoming damage types.
        • Damage reduction for glancing attacks is scaled linearly based on QL of the armour, from 0% at 0QL to 2/3 (66.6%) damage reduction at 100QL. This is 0.66% reduction per QL.
        • This means an 80QL armour will reduce damage by ~53.3%, and 90QL armour will reduce damage by 60% on glancing attacks.
    • Minor Changes
      • Added Fighting Skill as a factor for shield block success rate. Reduced the amount accuracy impacts shield blocks. Overall, shields should be far more likely to block attacks now.
      • Doubled Life Transfer effectiveness to make up for calculation differences in the new combat system. More changes to Life Transfer making it more intelligent and giving visual feedback will come soon.
      • Creatures with many secondary weapons (wyverns, dragon) will now use them less frequently.
      • Added a slight variation to certain secondary attacks on creatures to make them less likely to all occur at the same time.
      • Edit: Critical Strikes now deal 1.5x damage instead of the previous 2.0x damage.
    • Bug Fixes
      • Implemented animations for attacks on all creatures. [Hotfixed 6/20]
      • Fixed an issue where Web Armour's messages were displaying in gibberish. [Hotfixed 6/20]
      • Fixed an issue with Life Transfer not working properly. [Hotfixed 6/20]
      • Fixed an issue with Flaming Aura squaring damage dealt. [Hotfixed 6/20]
      • Fixed an issue with Rotting Touch being calculated incorrectly. [Hotfixed 6/20]
Edited by Sindusk
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Have you always hated the slowness of the combat in Wurm, the weapons contantly bouncing off monsters or armor, the rng involved, the semi-afk slow pace of a fight or constantly missing with your weapon of choice?

 

With this combat system rework everything is faster, every swing counts. Your weapon won't miss as much after having properly trained on it. A situation can turn very bad pretty fast. Deaths are likely to happen.

 

This is your chance to experience a different type of wurm combat, come join us and don't forget to leave your feedback on Discord or to Sindusk!

Edited by MashHiven

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