Posted November 15, 2018 Thought: What if you could have lead sickles enchanted with venom and imbued with acid. Does "Potion of Acid" work in PVE on regular mobs? Does "Venom" work in PVE on regular mobs? I suspect the answer is no and no but I don't know for sure. Share this post Link to post Share on other sites
Posted November 15, 2018 21 minutes ago, Neville said: Does "Potion of Acid" work in PVE on regular mobs? Does "Venom" work in PVE on regular mobs? I suspect the answer is no and no but I don't know for sure. The benefit to imbuing your weapon in PvE circumstances is the power to boost your weapon's damage through jewellery. And Venom will be made to never glance. Giving higher damage output against enemies who have high glance rates. Share this post Link to post Share on other sites
Posted November 15, 2018 2 hours ago, MrGARY said: BT working on bows is already a huge issue, especially when one combines a BT bow with fa/fb arrows. But at least BT has to actually be 'worked' for, which a majority of people probably do not want to be bothered to do it. If you can just simply throw a cast on a bow in minutes, then everyone will need it because it's so easy to do for the people in large kingdoms or with priests that have high channeling. End result is that it just increases the entry level to pvp even higher. But that's just the simplistic way of looking at it. Imagine people with LT bows, you are making the strong stronger. 10 chain/plate guys vs 10 drake/scale guys, don't think I need to say which are the newer weaker group and which are the stronger more experienced. If the 10 chain/plate guys are getting a drake/scale guy beat up and in danger of dying, the guy being beat up won't have to wait in danger for a lof cast to go off, they can just simply run away from the slower chain/plate guys and laugh as they sit in safety shooting the sitting ducks with a shortbow, getting free heals all the way back to full health. Or the guy running around wrecking horses with spears that gets banged up by aosp bardings, he can just run away and shoot horses that are too wounded to move fast to heal. Now imagine boat pvp, forget needing to cast off full heals rackin up that healing resistance, just shortbow the worst guy in the enemy boat and stay healed Its a can of worms that needs to be closed not opened more LT actually useful in PVP, and an interesting choice on a bow, along with BT and FB/FA/etc.? Sounds like a good thing, not a bad. And since an FA/FB bow should always be worse than a fully-charged BT bow (which already exist), I'm not buying the idea that allowing FB/FA bows somehow raises the entry level for PvP: rather, it makes it easier for new players to get bows closer in effectiveness to BT10K (which again, -already- exist). Not allowing BT to stack with enchanted arrows would be a nice consequence, as well. Share this post Link to post Share on other sites
Posted November 16, 2018 5 hours ago, Neville said: Thought: What if you could have lead sickles enchanted with venom and imbued with acid. Does "Potion of Acid" work in PVE on regular mobs? Does "Venom" work in PVE on regular mobs? I suspect the answer is no and no but I don't know for sure. In melee every normal mob in the game just has a generic armor with no damage modifiers and like 20% glance rate or something so i dont think its gonna beat LT/FB/BT in any cases. Share this post Link to post Share on other sites
Posted November 16, 2018 (edited) From what I know, enemies have a set glance rate, for example, rift beasts have a 35% glance rate to cuts and pierce, and 40% to bash for example. I wonder what it's generic armour type is. Or if it affects DR. I'm curious what effect enemies generic armour values have, crocodiles have plate, trolls have studded, scorps have studded, etc. In terms of PvP, acid is sort of a good all round damage type for most armours, while burn is very concentrated towards leather bearing enemies, drake studded etc. While cold is great against metal and scale bearing enemies. Edited November 16, 2018 by Wiolo Share this post Link to post Share on other sites
Posted November 16, 2018 14 hours ago, MrGARY said: they can just simply run away from the slower chain/plate guys and laugh as they sit in safety shooting the sitting ducks with a shortbow, getting free heals all the way back to full health If you think that when u're low HP you can just run away from 10 guys in chain, stop a cople of tiles away and start archering them and it actually hitting people since they're all waving their shields at you , you've clearly never been in a 10v10 Share this post Link to post Share on other sites
Posted November 16, 2018 On 11/13/2018 at 12:00 PM, Grumpysmith said: @Sindusk Thank you for your long post, and I'm sorry for your recent troubles. My sincerest wish for your full recovery in all respects. My Monday morning issue would be the need for some attention to the Truehit/Nimble issue regarding BL. Accuracy is an important issue and I didn't notice it in your most recent post regarding the work you've recently completed or in your upcoming work effort. I agree with this regarding accuracy. In my opinion Truehit is an important, if not often, overlooked spell and it is by far among my favorites. It would be painful to lose Truehit from Libila's spell kit. The only issue I have ever had with Libila is that Scorn of Libila frequently did not work as intended and from what I understand that will be addressed. I'd also prefer Reveal Creatures over AOSP in her spell list after the nerfs to locate soul's range were implemented. And yes, I know that last part sounds a bit insane. Note: I have not had the time to read over every single part of this long thread. Also: If you haven't already. Get well soon Sindusk! 1 Share this post Link to post Share on other sites
Posted November 17, 2018 (edited) I feel the same Challenge, there is only one deity who can cast Truehit on freedom now, and that's Smeagain, although I do believe that Truehit does suit Smeagain well, I would like to see it returned to Nahjo/Tosiek, it's kinda what gave Nahjo his edge in combat, and giving it to Tosiek kinda makes sense compared to Libila, who can have up to 5+ offensive CR through her offensive bonus and truehit, while Tosiek doesn't have that bonus nor Nahjo, making them still lesser good than Libila in combat. But also giving them some extra love as support roles in combat, Nahjo also has Frantic charge and cure light. Giving him a very good round of combat abilities without being too strong. Edited November 19, 2018 by Wiolo Share this post Link to post Share on other sites
Posted November 18, 2018 (edited) On 11/9/2018 at 1:30 AM, Sindusk said: On 11/6/2018 at 5:19 PM, Llawnroc said: -----> Priest's of 100 Faith should gain permission from their god to improve armor and weapons only without penalty; to promote their god and to gain favor.( Only Champions still get bonus DR, and other non-priest abilities.) character statistics would still be nerfed for the priest, but skill gain wouldn't. --------> Essence drain should add 2-5 favor per hit (1h) and 3-8 favor (2h); on top of planned mechanics. -----------> I loved the comment about mediation and favor gain(reminds me a bit of EQ). it would make meditation useful more than only for paths levels. Maybe even give the character in meditation an aura which lights up the sky so that creatures and other characters can interrupt and locate. so that "enlightenment" really creates a light(maybe like a pillar like BL/WL/rift.. it could be really fun for PVP; setting traps, utility, with a risk. still have a bit more of reading to catch up on this thread. Unlocking the ability to improve is probably worse than just making it work from the start. While unlocking spells makes sense, putting the ability to perform a basic action behind a grind will be viewed quite negatively in implementation. It's something that sounds neat on paper, but in reality it leads players to look at the grind ahead of them to unlock the ability to do something simple and say "nah not worth" and leaves a bad taste in the mouth. -there is no perk to getting 100 faith, this would be one. It's not efficient to "grind" as a priest due to the Body gains penalty. Being able to improve ONLY ARMOUR/WEAPONS is fairly limiting and only helps battle priests. Giving favor per hit is an interesting idea. If the implementation of Essence Drain doesn't work out how we intend it, this seems like a good buff to give it. For now, I think keeping on track with the current purpose of the spell (LT for Libila) without mucking it's identity with new mechanics out the gate is the way to go.- With the healing changes; It seems to me that bigger heals would be preferred rather than any small heal that Essence Drain provides(unless the healing resistance is based off total health gained and not a per swing), and the internal wound mechanic just seems.. odd to me; internal wounds should be created by all blunt weapons instead of an enchant(side note: mauls should be internal&pierce damage). And keeping with the name of your new spell gaining favor would fit nicely. I love the intention of the spell despite my suggestion. Meditation linked to favor gain could be something interesting. I'm not sure how that would work out in reality but I'll play around with it a bit and see how it feels.- something worth it like, 1 favor per second of meditation and like a 100% chance to be critically hit, but idk if that would make channeling grind too easy.. but i'm sure it would make for an interesting PVP experience seeing priest just start meditating in the middle of a battle forcing enemies to focus them.. ------> I was considering a Lead Short sword with LT for PVP; lead SSword should cause fast small poison wounds, and LT healing. I doubt it would be very effective but I was thinking it would be an interesting defensive strategy and scare people from dying to poison with so many wounds- I was curious if lead weapons are going to act similar to the venom with the glances removed? AND if we could get a buff to how fast poison might kill a player. I think death from poison would make pvp so much more interesting if it was a real concern. I only wanted to explain my thought process.(replies in purple) Edited November 18, 2018 by Llawnroc Share this post Link to post Share on other sites
Posted November 18, 2018 7 minutes ago, Llawnroc said: I was curious if lead weapons are going to act similar to the venom with the glances removed? Well... that would be much too powerful if copper and lead weapons never glanced on top of having FB/FA being able to be cast on them, they would effectively be the new meta because they would just... have a better DPS. It would also make venom not useful. Share this post Link to post Share on other sites
Posted November 18, 2018 (edited) But actually there is great perk for 100 faith. You will be able to cast spells that required linking alone which is awesome. I only wish that for gaining 100 faith your only option isn't sermoning. I understand that getting 100 faith should require effort and time but sermoning isn't good mechanic imo. You choices are: 1. Play in PvP kingdom and relay on kingdommates to listen your preaches 2. Wait for impalongs 1-3 times a year and get around 5ish faith per one, totally ruining your RL with 3 hour timers that week and competing with other priests into rotation 3. Own machine powerful enough to run atleast 5 clients and invest 10ish silver for month and do it yourself again commuting to 3h timers 4. Pray that you can find sermoning group in a community and again do stuff from 3. For me all these options sucks. Not to mention that while in sermon group you are forced out of your deed and can't do much things that you would normally do. Praying your way to 100 is insane and not even sure how much years you need of doing that. @Sindusk Have you give some thoughts about alternatives for us not so social people with limited time and lot of RL commitments? It would be great if someone have some ideas that would be balanced still and not to easy but more suitable for single players. Like removing 5 prayers a day with gain limit, or completing a mission for god that would give you some faith gain based on participation, sacing supreme for a faith gain, those are some ways that I could think from the top of my head. Edited November 18, 2018 by kochinac 5 Share this post Link to post Share on other sites
Posted November 18, 2018 1 hour ago, Llawnroc said: It's not efficient to "grind" as a priest due to the Body gains penalty characteristic penalty got removed years ago 1 hour ago, Llawnroc said: With the healing changes; It seems to me that bigger heals would be preferred rather than any small heal that Essence Drain provides(unless the healing resistance is based off total health gained and not a per swing it's based off amount healed. 1 hour ago, Llawnroc said: there is no perk to getting 100 faith, this would be one. having faith above 90 adds to the bonus to channeling casts, as well as being able to cast more spells without linking after update. 1 hour ago, Llawnroc said: I was considering a Lead Short sword with LT for PVP; lead SSword should cause fast small poison wounds LT would be super weak coz it wouldn't heal from the poison damage, not to mention it's on a shortsword. Share this post Link to post Share on other sites
Posted November 18, 2018 22 minutes ago, Oblivionnreaver said: characteristic penalty got removed years ago Can you point me in a direction where I can get that "years ago" confirmed? Does not seem removed for my Nahjo priest. Share this post Link to post Share on other sites
Posted November 18, 2018 4 minutes ago, Cecci said: Can you point me in a direction where I can get that "years ago" confirmed? Does not seem removed for my Nahjo priest. https://forum.wurmonline.com/index.php?/topic/145010-patch-notes-08sep16-combat-updates/ 2 Share this post Link to post Share on other sites
Posted November 19, 2018 (edited) I'm trying to figure out the usage case for Bearpaws. I tried it out on the test server, and while it seems to increase weaponless fighting damage to an extent that it becomes marginally useful, I can't really think of any situation where it's terribly useful, for a number of reasons: It doesn't appear terribly strong, compared to "real" weapons. It can't have the benefits of any enchantments a decent weapon is likely to have. It requires investment in a skill you otherwise wouldn't really be using (Weaponless Fighting). Is there something about it I'm missing? EDIT: I do see it's probably better for PvP, but should that damage boost maybe apply to PvE as well, or something? Right now it seems like it might still be pretty useless in PvE. Edited November 19, 2018 by Ostentatio 2 Share this post Link to post Share on other sites
Posted November 19, 2018 New update to the test server today: All creature enchant spells (Excel, Truehit, Goat Shape, etc.) no longer give the infidel error if the target is not hostile. Hostile targets will still give the infidel error. Lifted the restrictions to create house walls and fences for all priests. This also fixes issues with priests being unable to continue those objects. Bows are now considered weapons for the purposes of enchanting. This allows Bloodthirst, Nimbleness, and similar enchants that target weapons to be cast. Keep in mind that not all weapon enchants actually provide a benefit on bows. Resurrection stones no longer stack with the item protector passive.The item protector grants 35% (same as before), but resurrection stones now override the passive and grant their usual 50%. New messages have been implemented to make it more obvious what occurred. If you have a passive and resurrection stone, the message you get afterwards will reflect what actually saved your items (the passive or the stone). Fixed an issue where Scorn of Libila was not applying Heal Resistance properly. Fixed an issue where Vynora could not flatten tile borders. Fixed an issue where the extra combat damage passive was not reduced from 25% to 15% in certain scenarios. Fixed an issue where Soul Strength was not applying resistance to spells properly in some cases. Known Issues There are no keybinds for new spells and some of the changed spell keybinds no longer function properly. Jewelry enchants give no status indicator for extra damage or protection against elements. Scorn of Libila and Light of Fo aren't properly targeting high-damage wounds as intended under certain circumstances. This covers every problem I'm currently aware of. If there is anything that is either a bug or major concern, please reply here and I'll be sure to get around to either answering or fixing the inquiry. 4 Share this post Link to post Share on other sites
Posted November 20, 2018 Posting here since it is the official thread... [7:20 PM]Egard: @Sindusk why this : [7:20 PM]Egard: Lifted the restrictions to create house walls and fences for all priests. This also fixes issues with priests being unable to continue those objects. [7:20 PM]Egard: Makes zero sense thinking from a pvp perspective [7:20 PM]Egard: What’s the point of being a non priest other then crafting [7:20 PM]Egard: Being a priest restricts you a lot on deed defense [7:21 PM]Egard: But this change just promotes everyone and their mothers to be priests [7:21 PM]Egard: It has much bigger impact on pvp then you think [7:21 PM]Egard: Also we should have the op be updated [7:22 PM]Egard: Kind of dumb to scroll 15 pages looking for your post with changes [7:29 PM]Sindusk: a priest not being able to build their own house is essentially the forefront for that change. while it affects pvp right now, i think that it's more a symptom of bad raiding mechanics than the actual problem. the real thing to fix is how awful raiding is, not gimping priests. [7:42 PM]Egard: so why make something even worse to fix another [7:42 PM]Egard: simple just turn that feature off on pvp [7:42 PM]Egard: theres a few in there that really are only going to cause more harm and open a bigger wound then it already is [7:42 PM]Egard: you been doing good updates and such dont ruin pvp more by adding stuff to it that will damage it [7:43 PM]Egard: Priests were best when it was only 4 gods and they had massive restrictions [7:43 PM]Egard: with the benefits they provide on pvp at least their should be restrictions to counter balance it [7:44 PM]Egard: the new meta will be 1 biked god acc like Dadd and everyone else priests for pvp [7:44 PM]Egard: they can do just about everything other then craft [7:45 PM]Egard: Try to see all the sides of the equation, an equation isnt done before you do all sides. Right now you are damaging on side thats already been neglected for years by completely disregarding it just to benefit the other side of the equation [7:45 PM]Egard: where this patch was suppose to be a rework in balance, but theres no balance in a change like that [7:46 PM]Egard: mind you I havent been paying much attention to it due to the op not being updated and cant be ###### to read every page to find your posts. But I am sure theres other changes that are harmful to pvp but beneficial to pve and vice versa. [7:46 PM]Egard: if you going to balance and work it due it right at least dont break it more Share this post Link to post Share on other sites
Posted November 20, 2018 On 11/9/2018 at 3:30 AM, Sindusk said: If these changes were to go live, in their current form, on Monday. What change(s) would bother you most? I would be very sad with my nahjo priest, I worked on my gardening skill getting it to 93 so I could use lovage as favor, nerf the favor on my priest and all that time gone to waste. 2 Share this post Link to post Share on other sites
Posted November 20, 2018 30 minutes ago, Egard said: [7:29 PM]Sindusk: a priest not being able to build their own house is essentially the forefront for that change. while it affects pvp right now, i think that it's more a symptom of bad raiding mechanics than the actual problem. the real thing to fix is how awful raiding is, not gimping priests. I agree! I hope that change stays as-is. 1 Share this post Link to post Share on other sites
Posted November 20, 2018 2 hours ago, Sindusk said: This covers every problem I'm currently aware of. If there is anything that is either a bug or major concern, please reply here and I'll be sure to get around to either answering or fixing the inquiry. What about Venom and glancing? 1 Share this post Link to post Share on other sites
Posted November 20, 2018 (edited) I noticed some unusual stuff about favor regeneration that doesn't look right... [18:19:40] Favor increased by 0.0558 to 90.7089 (Nothing) [18:19:55] Favor increased by 0.0534 to 90.8739 (Light/studded) [18:20:05] Favor increased by 0.0547 to 90.9819 (Heavy) Why does studded armour provide... well, the slowest favor regen? EDIT: I found out what's up, apparently dragon scale is good for favor regen, but although plate counts as heavy and gives a casting penalty, scale is good on favor regen, better than plate. Here's how it works, favor regen is based on the movement speed penalty. While casting is the... well casting penalty! Edited November 20, 2018 by Wiolo 1 Share this post Link to post Share on other sites
Posted November 20, 2018 (edited) I crash on the test server..? when using the modern renderer. I don't get it right now on the normal server... wonder if it got something to do with winter... or the changes made today. Cause I didn't get this before. Here is the log. Spoiler Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.FennelFox.log Time is Mon Nov 19 22:12:39 PST 2018 Running client version 4.0.65 client build# b60f7a80d50bbc6fb6746e7b0c47917f42b22028 client build time 2018-11-20 03:39 === System information === Executing from C:\WINDOWS\system32\ Operating system: Windows 10 (arch: amd64, version: 10.0) Java version: 1.8.0_111 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.111-b14 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 4 === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 1 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 2 colorItemsDamage = true color_black = 0.0,0.0,0.0,1.0 color_cyan = 0.0,1.0,1.0,1.0 color_error = 1.0,0.3,0.3,1.0 color_fuchsia = 1.0,0.0,1.0,1.0 color_green = 0.08,1.0,0.08,1.0 color_grey = 0.5,0.5,0.5,1.0 color_lime = 0.0,1.0,0.0,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.5,0.0,1.0 color_outline_ally = 0.9019608,0.7019608,0.9019608,1.0 color_outline_friend = 0.6,0.4,0.6,1.0 color_outline_hostile = 1.0,0.0,0.0,1.0 color_outline_neutral = 0.7019608,0.7019608,0.7019608,1.0 color_purple = 0.5,0.0,0.5,1.0 color_red = 1.0,0.0,0.0,1.0 color_royal_blue = 0.23,0.39,1.0,1.0 color_silver = 0.75,0.75,0.75,1.0 color_system = 0.5,1.0,0.5,1.0 color_teal = 0.0,0.5,0.5,1.0 color_white = 1.0,1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0,1.0 compressed_textures = false compressed_textures_S3TC = false contribution_culling = 200 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1280:720:32:60:true:false enable_contribution_culling = true enable_debugs = false enable_lod = true enable_shift_drag = false enable_vsync = false event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 110 fps_limit = 60 fps_limit_background = 5 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 7 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 2 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 limit_dynamic_lights = true loadInventoryStartup = true local_list_in_event = true lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_dynamic_lights = 7 max_shader_lights = 8 max_texture_size = 2 mega_texture_size = 5 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false multidraw_enabled = 1 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 0 normal_maps = false occlusion_queries_enabled = 2 offscreen_texture_size = 1 other_log_rotation = 2 outline_picking = true player_texture_size = 3 reflection_texture_size = 0 reflections = 3 remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = false render_sun_glare = true render_vignette = false renderer_type = 1 resident_models = false save_skills_on_quit = true screen_brightness = 1.0 screenshot_file_format = 0 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 9 shadow_level = 0 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = true show_old_quickbar = false silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 1 sound_al_gain = 10 sound_buzzlevel = 0 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 20 sound_music_level = 0 sound_play_PMAlert = true sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = true sound_play_weather = true sound_play_work = true structure_render_distance = 3 submit_client_data = 1 terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = false use_anisotropic_filtering = 2 use_antialiasing = 1 use_fast_clock_work_around = true use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = false vbo_enabled = 0 viewport_bob = true water_detail = 2 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 4 worker threads java.lang.NullPointerException at sun.awt.SunToolkit.getSystemEventQueueImplPP(Unknown Source) at sun.awt.SunToolkit.getSystemEventQueueImplPP(Unknown Source) at sun.awt.SunToolkit.getSystemEventQueueImpl(Unknown Source) at java.awt.Toolkit.getEventQueue(Unknown Source) at java.awt.EventQueue.invokeLater(Unknown Source) at sun.awt.windows.WToolkit.displayChanged(Unknown Source) at sun.awt.windows.WToolkit.eventLoop(Native Method) at sun.awt.windows.WToolkit.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Using LWJGL display 1280:720:32:60 (true) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.15.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.1 Adapter info: igdumdim64 (20.19.15.4549) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 5500 OpenGL version: 4.4.0 - Build 20.19.15.4549 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_ARB_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_ARB_texture_barrier GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_EXT_shader_integer_mix GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_timer_query GL_EXT_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_ARB_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_clear_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_debug_output GL_ARB_enhanced_layouts GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location GL_ARB_multi_bind GL_ARB_indirect_parameters OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.40 - Build 20.19.15.4549 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL max lights: 8 (8) GLSL defines (4.4): #define USE_CLIP_VERTEX 1 Vertex/index buffer memory limit: 0MiB Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Experimental direct buffer cleaner init successful Preloading builtin materials Preloading builtin materials done Launching Collada Model Loader threads Launching WOM Loader threads Startup Phase - Setting up.. Loading window positions from C:\Users\USERNAME\wurm\players\FennelFox\windows_1280x720.txt Loading props file C:\Users\USERNAME\wurm\players\FennelFox\windows_1280x720.txt Gui initialized Startup Phase - Preparing terrain... Execution aborted at connection 0, iteration 0 Run time 0s, local time Mon Nov 19 22:12:47 PST 2018 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.fgtPPuD8uC: Unable to compile vertex shader (shader.ocean.vertex): class.Bwj1d2BROz: WARNING: 0:8: '' : #version directive missing ERROR: 0:51: 'assign' : cannot convert from '4-component vector of highp float' to 'varying 3-component vector of highp float' at com.wurmonline.client.fgtPPuD8uC.mMV5oPkCW(SourceFile:63) at com.wurmonline.client.fgtPPuD8uC.FZOk5L6Gfy(SourceFile:37) at class.FVrblJfle7.FZOk5L6Gfy(SourceFile:49) at class.uCnfh77RR.FZOk5L6Gfy(SourceFile:218) at class.uCnfh77RR.FZOk5L6Gfy(SourceFile:150) at class.hPIX5TBttY.iHOS3zg1KL(SourceFile:158) at class.hPIX5TBttY.FZOk5L6Gfy(SourceFile:86) at class.hPIX5TBttY.FZOk5L6Gfy(SourceFile:68) at class.YzrqlEdFEj.<init>(SourceFile:83) at class.EPsVafdUz7.<init>(SourceFile:237) at com.wurmonline.client.WurmClientBase.run(SourceFile:38278) at java.lang.Thread.run(Unknown Source) Edited November 20, 2018 by Wiolo Share this post Link to post Share on other sites
Posted November 20, 2018 More stuff I've tested that I'd like to bring to attention. Venom still glances like heck. Phantasms, this spell is very useful, however, I have found some problems with it that are irritating, first of all, enemies will sometimes turn to attack your own mount, even if it's tamed! they just attack whatever is the closest thing to them. Scorn healing resistance works as expected, but the spell itself is still donked which you guys know. Rotting gut... you guys said you would buff this to be more in line with the other weaker attack spells, like fire heart and ice shard, just reminding ya. That's all I got this time, thanks devs! 1 Share this post Link to post Share on other sites
Posted November 20, 2018 2 hours ago, Wiolo said: Venom still glances like heck. I was testing against an enemy player and a bull and it would never glance. Then I spawned a troll and it started to glance, which forced me to go into a deep dive about how the glancing works. Glancing on a player always checks their actual armour. If none is found, they have no armour rating and no glance rating, and therefore the attack never glances. The glance rate for creatures is dependent on half their actual armour rating. Bulls for example have no armour, and therefore no attacks glance. Trolls, on the other hand, have 60% armour and thus glance 30% of the time against any attack. This was where my initial testing failed, since the two targets I used to ensure the changes worked didn't actually have a way to glance the attacks. However, it gets even more interesting. Oakshell provides a unique glance chance of its own. If a player has Oakshell, it provides a global armour glance rate that ignores damage type, and would therefore cause Venom to still glance (up to 33% of the time at 100 power). Furthermore, legendary creatures (or uniques) also have a built-in global 50% chance to glance, which also would apply to Venom. These are unique cases where the target would still glance despite having Venom on the weapon. The primary issue is that creatures would be able to glance the attack if their armour was more than nothing. I've created a fix which should be pushed to the test server on the next update. Thanks for the testing. I believe it will now work as I originally intended from here on out. This also allowed me to fix the salve interactions with glance as well, so they will apply properly in combat scenarios also. 3 Share this post Link to post Share on other sites
Posted November 20, 2018 3 hours ago, Sindusk said: I've created a fix which should be pushed to the test server on the next update. Thanks for the testing. I believe it will now work as I originally intended from here on out. Cool! Does this mean Venom will no longer glance against creatures, including uniques? Share this post Link to post Share on other sites