Sign in to follow this  
Retrograde

Priest overhaul testing

Recommended Posts

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
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
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
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

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 by Wiolo

Share this post


Link to post
Share on other sites
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
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!

  • Like 1

Share this post


Link to post
Share on other sites

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 by Wiolo

Share this post


Link to post
Share on other sites
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 by Llawnroc

Share this post


Link to post
Share on other sites
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

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 by kochinac
  • Like 5

Share this post


Link to post
Share on other sites
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
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

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:

  1. It doesn't appear terribly strong, compared to "real" weapons.
  2. It can't have the benefits of any enchantments a decent weapon is likely to have.
  3. 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 by Ostentatio
  • Like 2

Share this post


Link to post
Share on other sites

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.

  • Like 4

Share this post


Link to post
Share on other sites

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
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.

  • Like 2

Share this post


Link to post
Share on other sites
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.

  • Like 1

Share this post


Link to post
Share on other sites
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?

  • Like 1

Share this post


Link to post
Share on other sites

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 by Wiolo
  • Like 1

Share this post


Link to post
Share on other sites

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 by Wiolo

Share this post


Link to post
Share on other sites

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!

  • Like 1

Share this post


Link to post
Share on other sites
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.

  • Like 3

Share this post


Link to post
Share on other sites
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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this