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Samool

Combat Overhaul Testing

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1 hour ago, Ogare said:

That is what that red circle does. It has a line sticking out for direction. Although, it's only visible for a few moments and is easy to miss.

 

Now I do believe we are missing a visual indicator for what direction the mob is blocking.

 

I think information about combat is a big issue. I don't understand why devs won't answer questions about it. Example...

I pretty sure there are advantageous counter stances. If the mob is aiming at my left parts what stance(s) should I switch into to get the best benefit given the mob's stance?

If the mob is aiming at your left parts, you should defend left. If the mob is defending their left parts, you'd be best off attacking anywhere else other than their left parts.

 

The changelog was a bit vague on that part, but the red circle does not show the attack direction itself, it shows where's the opponent that just dealt you a hit - to help with managing multiple opponents or in situations where they might be obscured by terrain or something else.

 

Creature's attack direction is shown on the left of the difficulty indicator (same icons as player attack stance), creature's defense direction is shown under the creature healthbar as a shield icon, if they're defending any particular direction. We'll add mouseover tooltips to the creature healthbar icons to make it more obvious what's what there.

 

 

4 hours ago, McGarnicle said:

Unless I am missing something, it looks like reading the combat log will be more important after the update to keep an eye on where the mob is attacking you and where it is defending. Aside from that, it feels that combat will be unchanged. Special moves do not seem effective and its still just better to let your swings do the damage. The mobs die to your regular attacks so fast that special moves do not seem worth the time to do. 

 

See above, all the relevant information regarding your opponent's stances (and with that what should be your target stances) are contained within the creature's in-world healthbar. Special moves as is should do some decent damage, and also deal the additional effects - I feel like those effects might be a bit too obscure feedback wise so it's not obvious that you're actually benefitting from the special moves. As to the mobs dying quickly to your regular attacks, it's important to remember we're not looking at changing the general balance of combat massively with this. If you are highly skilled and have good gear, you won't have much of a challenge with most of the creatures in Wurm before the changes, as well as after them.

What we want to see the changes do is give an actual edge in the fights to people who actively participate in it, using the stances system, special moves and other features available to you, compared to just using autofight or staying in the same default stance during the entire fight.

 

We've definitely failed to do enough to make the new stance system obvious enough, so we'll be working further on making that easier to figure out.

 

While we'll be releasing this update shortly, we have several further improvements in the works, such as increasing combat skills' impact on combat (at the same time reducing the randomness) and improving archery. The suggestions here have been very helpful, but please remember that this will still largely be the Wurm combat you know, just with improvements that we feel do improve the readability and interactability of it all - it's on us for not making that not clear with the previous announcements.

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From a purely PvE perspective:

 

I don't have much to do with fighting in Wurm, I generally try to avoid it.  This is not because I think the current combat system is lacking in any way, but rather I live in abject fear of my system crashing during a fight.  This has happened all too often with obvious consequences.

 

What I would ask is that any Head up Display, Fight Icons, Floating Healthbar, special effects, visual stings, bells and whistles etc - please implement a toggle on/off.

 

In this way I can at least toggle off any unnecessary effects and attempt to get back on to finish off that troll before he finishes me. :) 

 

Please at least retain the ability to toggle off any floating bar, combat icons and on screen text.  I only want to see text flash up when the server is going down for maintenance, and I really don't want to see a skull on my screen any time, red or otherwise! :) 

 

Combat in Wurm can be enjoyable, if you've got a secure system, or you're not far from your deed, so as far as injecting a bit of 'fun' into combat I would agree with those folks above who mention the following:

  • Please - Spice up Dual Wielding - Maybe offer more chances to hit with the off hand weapon - this could cater for an interesting mix of weapon and metal types, enchants etc
  • Lefthanded? Righthanded? Ambidextrous?  Maybe (one day) -let us choose whether to wield our main weapon in left or right hand.
  • Please - Increase the number of interesting items which can be used effectively as weapons - if more in game items can 'inherit' more of the features and functions of serious weapon classes, there could be some surprising battle outcomes fighting with unlikely items - which already exist in game. I know the game does already let us fight with a lot of different things in our weapon hands (e.g. giant fish, bunches of flowers etc), it's pretty cool, but it would be good if some of these 'weapons' had bonuses against different mobs, or faster speed, or hit for or double or triple hits, or whatever.
  • Please - Keep an interesting log of the combat which is fun to read - people might like to go back over their battles, post the text on the forums and other folks might like to read it.  I liked the idea of the combat log appearing to tell a story.

Above all I would listen carefully to those folks who do PvP - combat really matters to these very dedicated people, and (most likely) any changes will impact on them the most.

 

 

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10 hours ago, Samool said:

It's still open, we fixed that crash today so you should be able to access it fine now.

 

Now it works, thanks!

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Now I can enter the test server but it crashes again when I start to fight something.

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4 minutes ago, Vorticella said:

Now I can enter the test server but it crashes again when I start to fight something.

Can you paste in the crash log here? Or the entire console.log, that file should contain the crash log - it's located in the main Wurm directory, right after the game crashes.

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1 minute ago, Samool said:

Can you paste in the crash log here? Or the entire console.log, that file should contain the crash log - it's located in the main Wurm directory, right after the game crashes.

 

Spoiler

Unexpected crash while playing The error was: <null>

It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you.

Contents of console.log:
[14:49:14] 
[14:49:14] Preparing to enable console logging.
[14:49:14] Now logging to C:\Users\USERNAME\wurm\console.Usnea.log
[14:49:14] Time is Thu Mar 11 14:49:14 CET 2021
[14:49:14] Running client version 4.2.36
[14:49:14]          client build# 3e83d1c72b5fac2517203faa826846d19ef3f01a
[14:49:14]      client build time 2021-03-11 14:34
[14:49:14] 
[14:49:14] === System information ===
[14:49:14] Executing from C:\Users\USERNAME\AppData\Local\Programs\Wurm Online\
[14:49:14] Operating system: Windows 10 (arch: amd64, version: 10.0)
[14:49:14] Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/>
[14:49:14] Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
[14:49:14] Available CPUs: 16
[14:49:14] 
[14:49:14] 
[14:49:14] === Wurm options ===
[14:49:14] animation_playback_self = 0
[14:49:14] ao_level = 1
[14:49:14] auto_mipmaps_enabled = 1
[14:49:14] auto_run_source = 0
[14:49:14] cavedetail = 2
[14:49:14] censor_chat = false
[14:49:14] collada_animations = 4
[14:49:14] colorItemsDamage = true
[14:49:14] color_black = 0.0,0.0,0.0,1.0
[14:49:14] color_cyan = 0.0,1.0,1.0,1.0
[14:49:14] color_enchant_desc = 0.5,0.5,1.0,1.0
[14:49:14] color_enchant_name = 0.0,0.5,0.5,1.0
[14:49:14] color_enchant_power = 0.0,1.0,1.0,1.0
[14:49:14] color_error = 1.0,0.3,0.3,1.0
[14:49:14] color_fuchsia = 1.0,0.0,1.0,1.0
[14:49:14] color_green = 0.4,0.72,0.47,1.0
[14:49:14] color_grey = 0.5,0.75,1.0,1.0
[14:49:14] color_lime = 0.5,1.0,0.5,1.0
[14:49:14] color_maroon = 0.5,0.0,0.0,1.0
[14:49:14] color_navy_blue = 0.23,0.39,1.0,1.0
[14:49:14] color_orange = 1.0,0.58,0.04,1.0
[14:49:14] color_outline_ally = 0.5,1.0,0.5,1.0
[14:49:14] color_outline_friend = 0.5,0.75,1.0,1.0
[14:49:14] color_outline_hostile = 1.0,0.0,0.0,1.0
[14:49:14] color_outline_neutral = 0.5,0.5,1.0,1.0
[14:49:14] color_purple = 0.5,0.0,0.5,1.0
[14:49:14] color_red = 1.0,0.0,0.0,1.0
[14:49:14] color_royal_blue = 0.5,0.5,1.0,1.0
[14:49:14] color_salve_acid = 1.0,1.0,0.0,1.0
[14:49:14] color_salve_fire = 1.0,0.0,0.0,1.0
[14:49:14] color_salve_frost = 0.0,0.0,1.0,1.0
[14:49:14] color_silver = 0.75,0.75,0.75,1.0
[14:49:14] color_system = 0.5,1.0,0.5,1.0
[14:49:14] color_teal = 0.0,0.5,0.5,1.0
[14:49:14] color_white = 1.0,1.0,1.0,1.0
[14:49:14] color_yellow = 1.0,1.0,0.0,1.0
[14:49:14] combat_world_text = true
[14:49:14] compressed_textures = false
[14:49:14] compressed_textures_S3TC = true
[14:49:14] contribution_culling = 200
[14:49:14] custim_timer_source = 0
[14:49:14] customTimer1 = Pray|1200000|163
[14:49:14] customTimer2 = Meditate|1800000|470
[14:49:14] customTimer3 = Hum Driz|900000|2
[14:49:14] customTimer4 = Sermon|10800000|10
[14:49:14] customTimer5 = -1|-1|0
[14:49:14] debug_mode = false
[14:49:14] defaultActions_source = 0
[14:49:14] depth_clamp_enabled = 2
[14:49:14] disable_select_all_shortcut = false
[14:49:14] display_settings = false:false:0:2560:1440:32:-1:false:true
[14:49:14] enable_contribution_culling = false
[14:49:14] enable_debugs = false
[14:49:14] enable_lod = true
[14:49:14] enable_seasonal_mappings = true
[14:49:14] enable_shift_drag = true
[14:49:14] enable_volumetric_fog = true
[14:49:14] enable_vsync = true
[14:49:14] enable_world_drag = true
[14:49:14] event_log_rotation = 2
[14:49:14] exec_source = 0
[14:49:14] fast_yield = false
[14:49:14] fbo_enabled = 2
[14:49:14] fog_coord_src = 0
[14:49:14] font_antialias = 2
[14:49:14] font_bold = 11
[14:49:14] font_default = 11
[14:49:14] font_header = 24
[14:49:14] font_italian = 11
[14:49:14] font_monospaced = 11
[14:49:14] font_static = 11
[14:49:14] fov_horizontal = 96
[14:49:14] fps_limit = 45
[14:49:14] fps_limit_background = 30
[14:49:14] fps_limit_enabled = true
[14:49:14] free_look_mode_disable_on_close_component = false
[14:49:14] free_look_mode_disable_on_combat = false
[14:49:14] free_look_mode_disable_on_open_component = false
[14:49:14] free_look_mode_sensitivity = 10
[14:49:14] game_client_thread_priority = 2
[14:49:14] glsl_debug_loading = false
[14:49:14] glsl_enabled = 2
[14:49:14] gpu_skinning = true
[14:49:14] gui_opacity = 3
[14:49:14] gui_skin = 1
[14:49:14] has_read_eula = true
[14:49:14] head_bob = false
[14:49:14] hide_cursor_with_ui = false
[14:49:14] hide_inactive_friends = true
[14:49:14] hide_menu_examine = false
[14:49:14] hide_menu_no_target = false
[14:49:14] hide_menu_spam_mode = true
[14:49:14] hide_menu_stop = false
[14:49:14] hide_onscreen_fail_messages = false
[14:49:14] hide_onscreen_hostile_messages = false
[14:49:14] hide_onscreen_info_messages = false
[14:49:14] hide_personal_goal = false
[14:49:14] high_res_binoculars = true
[14:49:14] hint_texture_scaling = 2
[14:49:14] impColumn = true
[14:49:14] inverse_mouse = false
[14:49:14] irc_log_rotation = 2
[14:49:14] irc_notif = 0
[14:49:14] item_creature_render_distance = 3
[14:49:14] key_bindings_source = 0
[14:49:14] keyboard_layout = 0
[14:49:14] limit_dynamic_lights = true
[14:49:14] loadInventoryStartup = true
[14:49:14] local_list_in_event = false
[14:49:14] lod = 1
[14:49:14] log_extra_errors = false
[14:49:14] log_gl_errors = false
[14:49:14] mark_text_read = true
[14:49:14] material_as_suffix = true
[14:49:14] max_dynamic_lights = 8
[14:49:14] max_shader_lights = 8
[14:49:14] max_texture_size = 3
[14:49:14] mega_texture_size = 5
[14:49:14] model_loader_thread_priority = 2
[14:49:14] model_loading_threads = 3
[14:49:14] mount_control_mode = 0
[14:49:14] mount_rotation = false
[14:49:14] mouse_camera_sensitivity = 10.0
[14:49:14] mouse_smoothing = 0.0
[14:49:14] multicolor_usage = 1
[14:49:14] multidraw_enabled = 1
[14:49:14] no_brightness = false
[14:49:14] no_terrain_render = false
[14:49:14] no_world_render = false
[14:49:14] non_power_of_two = 1
[14:49:14] normal_maps = true
[14:49:14] occlusion_queries_enabled = 2
[14:49:14] offscreen_texture_size = 2
[14:49:14] other_log_rotation = 2
[14:49:14] outline_picking = true
[14:49:14] player_texture_size = 2
[14:49:14] quick_keybinds = false
[14:49:14] reflection_texture_size = 2
[14:49:14] reflections = 4
[14:49:14] remember_password = true
[14:49:14] render_bloom = false
[14:49:14] render_distant_terrain = true
[14:49:14] render_fxaa = true
[14:49:14] render_sun_glare = false
[14:49:14] render_vignette = false
[14:49:14] renderer_type = 1
[14:49:14] resident_models = false
[14:49:14] save_skills_on_quit = true
[14:49:14] screen_brightness = 0.0
[14:49:14] screen_shake = true
[14:49:14] screenshot_file_format = 1
[14:49:14] season_override = 0
[14:49:14] send_extra_tile_data = false
[14:49:14] setting_timestamps = true
[14:49:14] settings_version = 14
[14:49:14] shadow_level = 4
[14:49:14] shadow_mapsize = 1
[14:49:14] shift_drag_default = 10
[14:49:14] showKChat = true
[14:49:14] show_body_in_inventory = true
[14:49:14] show_creature_overlay = false
[14:49:14] show_detailed_hover = true
[14:49:14] show_examine_world_text = true
[14:49:14] show_hit_direction_indicator = true
[14:49:14] show_local_world_text = true
[14:49:14] show_old_menu = false
[14:49:14] show_old_quickbar = false
[14:49:15] silent_friends_update = false
[14:49:15] skillgain_minimum = 3
[14:49:15] skillgain_no_alignment = false
[14:49:15] skillgain_no_favor = true
[14:49:15] skydetail = 2
[14:49:15] sound_al_gain = 6
[14:49:15] sound_buzzlevel = 2
[14:49:15] sound_cache_enabled = false
[14:49:15] sound_doppler_enabled = true
[14:49:15] sound_engine = 2
[14:49:15] sound_footstepslevel = 4
[14:49:15] sound_music_level = 2
[14:49:15] sound_play_PMAlert = true
[14:49:15] sound_play_UIsounds = true
[14:49:15] sound_play_ambients = true
[14:49:15] sound_play_buzz = true
[14:49:15] sound_play_combat = true
[14:49:15] sound_play_door = true
[14:49:15] sound_play_emotes = true
[14:49:15] sound_play_footsteps = true
[14:49:15] sound_play_music = false
[14:49:15] sound_play_weather = true
[14:49:15] sound_play_work = true
[14:49:15] structure_render_distance = 4
[14:49:15] submit_client_data = 1
[14:49:15] supersampling = 0
[14:49:15] swap_mouse_buttons = false
[14:49:15] terrain_res = 1
[14:49:15] test_attach_equipment = false
[14:49:15] test_mode = 0
[14:49:15] thirdPerson = false
[14:49:15] tile_transitions = true
[14:49:15] tiledecorations = 2
[14:49:15] togglePushToTalk = true
[14:49:15] treelist_outline = true
[14:49:15] trees = 4
[14:49:15] ui_font_scale = 100
[14:49:15] ui_scale = 90
[14:49:15] update_optional = true
[14:49:15] use_alpha_particles = true
[14:49:15] use_anisotropic_filtering = 4
[14:49:15] use_antialiasing = 1
[14:49:15] use_default_action = true
[14:49:15] use_fast_clock_work_around = true
[14:49:15] use_nano_timer = false
[14:49:15] use_non_alpha_particles = true
[14:49:15] use_phobia_models = false
[14:49:15] use_tree_models = true
[14:49:15] use_weather_particles = true
[14:49:15] vbo_enabled = 1
[14:49:15] vg_ui_theme = 1
[14:49:15] viewport_bob = true
[14:49:15] water_detail = 2
[14:49:15] 
[14:49:15] Setting up WurmModel Model Loader
[14:49:15] Executing C:\Users\USERNAME\wurm\configs\Old\keybindings.txt
[14:49:15] Translating legacy key NUMPAD7 to KP_7
[14:49:15] Translating legacy key NUMPAD9 to KP_9
[14:49:15] Translating legacy key EQUALS to EQUAL
[14:49:15] Translating legacy key ADD to KP_ADD
[14:49:15] Translating legacy key SUBTRACT to KP_SUBTRACT
[14:49:15] Translating legacy key NUMPAD8 to KP_8
[14:49:15] Translating legacy key NUMPAD5 to KP_5
[14:49:15] Translating legacy key MULTIPLY to KP_MULTIPLY
[14:49:15] Translating legacy key NUMPAD1 to KP_1
[14:49:15] Translating legacy key NUMPAD0 to KP_0
[14:49:15] Translating legacy key NUMPAD3 to KP_3
[14:49:15] Translating legacy key NUMPAD2 to KP_2
[14:49:15] Translating legacy key DECIMAL to KP_DECIMAL
[14:49:15] Translating legacy key DIVIDE to KP_DIVIDE
[14:49:15] Translating legacy key NUMPAD6 to KP_6
[14:49:15] Translating legacy key NUMPAD4 to KP_4
[14:49:16] Word filter loaded: 23
[14:49:16] Starting global frame job manager with 16 worker threads
[14:49:16] Starting global lazy job manager with 8 worker threads
[14:49:16] Setting up OpenAL Sound Engine
[14:49:17] OpenAL version: 1.1 ALSOFT 1.19.1
[14:49:17] OpenAL renderer: OpenAL Soft
[14:49:17] OpenAL vendor: OpenAL Community
[14:49:17] OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
[14:49:17] Generating: 128 source channels.
[14:49:17] 
[14:49:17] === OpenGL information ===
[14:49:17] LWJGL version: 3.2.3 1.2.0
[14:49:17] OpenGL vendor: ATI Technologies Inc.
[14:49:17] OpenGL renderer: AMD Radeon RX 5700 XT
[14:49:17] OpenGL version: 4.6.14757 Compatibility Profile Context 20.12.1 27.20.14501.28009
[14:49:17] OpenGL extensions:
[14:49:17]     GL_AMDX_debug_output
[14:49:17]     GL_AMD_blend_minmax_factor
[14:49:17]     GL_AMD_conservative_depth
[14:49:17]     GL_AMD_debug_output
[14:49:17]     GL_AMD_depth_clamp_separate
[14:49:17]     GL_AMD_draw_buffers_blend
[14:49:17]     GL_AMD_framebuffer_sample_positions
[14:49:17]     GL_AMD_gcn_shader
[14:49:17]     GL_AMD_gpu_shader_half_float
[14:49:17]     GL_AMD_gpu_shader_half_float_fetch
[14:49:17]     GL_AMD_gpu_shader_int16
[14:49:17]     GL_AMD_gpu_shader_int64
[14:49:17]     GL_AMD_interleaved_elements
[14:49:17]     GL_AMD_multi_draw_indirect
[14:49:17]     GL_AMD_name_gen_delete
[14:49:17]     GL_AMD_occlusion_query_event
[14:49:17]     GL_AMD_performance_monitor
[14:49:17]     GL_AMD_pinned_memory
[14:49:17]     GL_AMD_query_buffer_object
[14:49:17]     GL_AMD_sample_positions
[14:49:17]     GL_AMD_seamless_cubemap_per_texture
[14:49:17]     GL_AMD_shader_atomic_counter_ops
[14:49:17]     GL_AMD_shader_stencil_export
[14:49:17]     GL_AMD_shader_stencil_value_export
[14:49:17]     GL_AMD_shader_trace
[14:49:17]     GL_AMD_shader_trinary_minmax
[14:49:17]     GL_AMD_sparse_texture
[14:49:17]     GL_AMD_sparse_texture_pool
[14:49:17]     GL_AMD_stencil_operation_extended
[14:49:17]     GL_AMD_texture_cube_map_array
[14:49:17]     GL_AMD_texture_texture4
[14:49:17]     GL_AMD_transform_feedback3_lines_triangles
[14:49:17]     GL_AMD_transform_feedback4
[14:49:17]     GL_AMD_vertex_shader_layer
[14:49:17]     GL_AMD_vertex_shader_viewport_index
[14:49:17]     GL_ARB_ES2_compatibility
[14:49:17]     GL_ARB_ES3_1_compatibility
[14:49:17]     GL_ARB_ES3_compatibility
[14:49:17]     GL_ARB_arrays_of_arrays
[14:49:17]     GL_ARB_base_instance
[14:49:17]     GL_ARB_bindless_texture
[14:49:17]     GL_ARB_blend_func_extended
[14:49:17]     GL_ARB_buffer_storage
[14:49:17]     GL_ARB_clear_buffer_object
[14:49:17]     GL_ARB_clear_texture
[14:49:17]     GL_ARB_clip_control
[14:49:17]     GL_ARB_color_buffer_float
[14:49:17]     GL_ARB_compatibility
[14:49:17]     GL_ARB_compressed_texture_pixel_storage
[14:49:17]     GL_ARB_compute_shader
[14:49:17]     GL_ARB_conditional_render_inverted
[14:49:17]     GL_ARB_conservative_depth
[14:49:17]     GL_ARB_copy_buffer
[14:49:17]     GL_ARB_copy_image
[14:49:17]     GL_ARB_cull_distance
[14:49:17]     GL_ARB_debug_output
[14:49:17]     GL_ARB_depth_buffer_float
[14:49:17]     GL_ARB_depth_clamp
[14:49:17]     GL_ARB_depth_texture
[14:49:17]     GL_ARB_derivative_control
[14:49:17]     GL_ARB_direct_state_access
[14:49:17]     GL_ARB_draw_buffers
[14:49:17]     GL_ARB_draw_buffers_blend
[14:49:17]     GL_ARB_draw_elements_base_vertex
[14:49:17]     GL_ARB_draw_indirect
[14:49:17]     GL_ARB_draw_instanced
[14:49:17]     GL_ARB_enhanced_layouts
[14:49:17]     GL_ARB_explicit_attrib_location
[14:49:17]     GL_ARB_explicit_uniform_location
[14:49:17]     GL_ARB_fragment_coord_conventions
[14:49:17]     GL_ARB_fragment_layer_viewport
[14:49:17]     GL_ARB_fragment_program
[14:49:17]     GL_ARB_fragment_program_shadow
[14:49:17]     GL_ARB_fragment_shader
[14:49:17]     GL_ARB_framebuffer_no_attachments
[14:49:17]     GL_ARB_framebuffer_object
[14:49:17]     GL_ARB_framebuffer_sRGB
[14:49:17]     GL_ARB_geometry_shader4
[14:49:17]     GL_ARB_get_program_binary
[14:49:17]     GL_ARB_get_texture_sub_image
[14:49:17]     GL_ARB_gl_spirv
[14:49:17]     GL_ARB_gpu_shader5
[14:49:17]     GL_ARB_gpu_shader_fp64
[14:49:17]     GL_ARB_half_float_pixel
[14:49:17]     GL_ARB_half_float_vertex
[14:49:17]     GL_ARB_imaging
[14:49:17]     GL_ARB_indirect_parameters
[14:49:17]     GL_ARB_instanced_arrays
[14:49:17]     GL_ARB_internalformat_query
[14:49:17]     GL_ARB_internalformat_query2
[14:49:17]     GL_ARB_invalidate_subdata
[14:49:17]     GL_ARB_map_buffer_alignment
[14:49:17]     GL_ARB_map_buffer_range
[14:49:17]     GL_ARB_multi_bind
[14:49:17]     GL_ARB_multi_draw_indirect
[14:49:17]     GL_ARB_multisample
[14:49:17]     GL_ARB_multitexture
[14:49:17]     GL_ARB_occlusion_query
[14:49:17]     GL_ARB_occlusion_query2
[14:49:17]     GL_ARB_parallel_shader_compile
[14:49:17]     GL_ARB_pipeline_statistics_query
[14:49:17]     GL_ARB_pixel_buffer_object
[14:49:17]     GL_ARB_point_parameters
[14:49:17]     GL_ARB_point_sprite
[14:49:17]     GL_ARB_polygon_offset_clamp
[14:49:17]     GL_ARB_program_interface_query
[14:49:17]     GL_ARB_provoking_vertex
[14:49:17]     GL_ARB_query_buffer_object
[14:49:17]     GL_ARB_robust_buffer_access_behavior
[14:49:17]     GL_ARB_sample_shading
[14:49:17]     GL_ARB_sampler_objects
[14:49:17]     GL_ARB_seamless_cube_map
[14:49:17]     GL_ARB_seamless_cubemap_per_texture
[14:49:17]     GL_ARB_separate_shader_objects
[14:49:17]     GL_ARB_shader_atomic_counter_ops
[14:49:17]     GL_ARB_shader_atomic_counters
[14:49:17]     GL_ARB_shader_ballot
[14:49:17]     GL_ARB_shader_bit_encoding
[14:49:17]     GL_ARB_shader_draw_parameters
[14:49:17]     GL_ARB_shader_group_vote
[14:49:17]     GL_ARB_shader_image_load_store
[14:49:17]     GL_ARB_shader_image_size
[14:49:17]     GL_ARB_shader_objects
[14:49:17]     GL_ARB_shader_precision
[14:49:17]     GL_ARB_shader_stencil_export
[14:49:17]     GL_ARB_shader_storage_buffer_object
[14:49:17]     GL_ARB_shader_subroutine
[14:49:17]     GL_ARB_shader_texture_image_samples
[14:49:17]     GL_ARB_shader_texture_lod
[14:49:17]     GL_ARB_shader_viewport_layer_array
[14:49:17]     GL_ARB_shading_language_100
[14:49:17]     GL_ARB_shading_language_420pack
[14:49:17]     GL_ARB_shading_language_packing
[14:49:17]     GL_ARB_shadow
[14:49:17]     GL_ARB_shadow_ambient
[14:49:17]     GL_ARB_sparse_buffer
[14:49:17]     GL_ARB_sparse_texture
[14:49:17]     GL_ARB_spirv_extensions
[14:49:17]     GL_ARB_stencil_texturing
[14:49:17]     GL_ARB_sync
[14:49:17]     GL_ARB_tessellation_shader
[14:49:17]     GL_ARB_texture_barrier
[14:49:17]     GL_ARB_texture_border_clamp
[14:49:17]     GL_ARB_texture_buffer_object
[14:49:17]     GL_ARB_texture_buffer_object_rgb32
[14:49:17]     GL_ARB_texture_buffer_range
[14:49:17]     GL_ARB_texture_compression
[14:49:17]     GL_ARB_texture_compression_bptc
[14:49:17]     GL_ARB_texture_compression_rgtc
[14:49:17]     GL_ARB_texture_cube_map
[14:49:17]     GL_ARB_texture_cube_map_array
[14:49:17]     GL_ARB_texture_env_add
[14:49:17]     GL_ARB_texture_env_combine
[14:49:17]     GL_ARB_texture_env_crossbar
[14:49:17]     GL_ARB_texture_env_dot3
[14:49:17]     GL_ARB_texture_float
[14:49:17]     GL_ARB_texture_gather
[14:49:17]     GL_ARB_texture_mirror_clamp_to_edge
[14:49:17]     GL_ARB_texture_mirrored_repeat
[14:49:17]     GL_ARB_texture_multisample
[14:49:17]     GL_ARB_texture_non_power_of_two
[14:49:17]     GL_ARB_texture_query_levels
[14:49:17]     GL_ARB_texture_query_lod
[14:49:17]     GL_ARB_texture_rectangle
[14:49:17]     GL_ARB_texture_rg
[14:49:17]     GL_ARB_texture_rgb10_a2ui
[14:49:17]     GL_ARB_texture_snorm
[14:49:17]     GL_ARB_texture_stencil8
[14:49:17]     GL_ARB_texture_storage
[14:49:17]     GL_ARB_texture_storage_multisample
[14:49:17]     GL_ARB_texture_swizzle
[14:49:17]     GL_ARB_texture_view
[14:49:17]     GL_ARB_timer_query
[14:49:17]     GL_ARB_transform_feedback2
[14:49:17]     GL_ARB_transform_feedback3
[14:49:17]     GL_ARB_transform_feedback_instanced
[14:49:17]     GL_ARB_transform_feedback_overflow_query
[14:49:17]     GL_ARB_transpose_matrix
[14:49:17]     GL_ARB_uniform_buffer_object
[14:49:17]     GL_ARB_vertex_array_bgra
[14:49:17]     GL_ARB_vertex_array_object
[14:49:17]     GL_ARB_vertex_attrib_64bit
[14:49:17]     GL_ARB_vertex_attrib_binding
[14:49:17]     GL_ARB_vertex_buffer_object
[14:49:17]     GL_ARB_vertex_program
[14:49:17]     GL_ARB_vertex_shader
[14:49:17]     GL_ARB_vertex_type_10f_11f_11f_rev
[14:49:17]     GL_ARB_vertex_type_2_10_10_10_rev
[14:49:17]     GL_ARB_viewport_array
[14:49:17]     GL_ARB_window_pos
[14:49:17]     GL_ATI_draw_buffers
[14:49:17]     GL_ATI_envmap_bumpmap
[14:49:17]     GL_ATI_fragment_shader
[14:49:17]     GL_ATI_separate_stencil
[14:49:17]     GL_ATI_texture_compression_3dc
[14:49:17]     GL_ATI_texture_env_combine3
[14:49:17]     GL_ATI_texture_float
[14:49:17]     GL_ATI_texture_mirror_once
[14:49:17]     GL_EXT_abgr
[14:49:17]     GL_EXT_bgra
[14:49:17]     GL_EXT_bindable_uniform
[14:49:17]     GL_EXT_blend_color
[14:49:17]     GL_EXT_blend_equation_separate
[14:49:17]     GL_EXT_blend_func_separate
[14:49:17]     GL_EXT_blend_minmax
[14:49:17]     GL_EXT_blend_subtract
[14:49:17]     GL_EXT_compiled_vertex_array
[14:49:17]     GL_EXT_copy_buffer
[14:49:17]     GL_EXT_copy_texture
[14:49:17]     GL_EXT_depth_bounds_test
[14:49:17]     GL_EXT_direct_state_access
[14:49:17]     GL_EXT_draw_buffers2
[14:49:17]     GL_EXT_draw_instanced
[14:49:17]     GL_EXT_draw_range_elements
[14:49:17]     GL_EXT_fog_coord
[14:49:17]     GL_EXT_framebuffer_blit
[14:49:17]     GL_EXT_framebuffer_multisample
[14:49:17]     GL_EXT_framebuffer_object
[14:49:17]     GL_EXT_framebuffer_sRGB
[14:49:17]     GL_EXT_geometry_shader4
[14:49:17]     GL_EXT_gpu_program_parameters
[14:49:17]     GL_EXT_gpu_shader4
[14:49:17]     GL_EXT_histogram
[14:49:17]     GL_EXT_memory_object
[14:49:17]     GL_EXT_memory_object_win32
[14:49:17]     GL_EXT_multi_draw_arrays
[14:49:17]     GL_EXT_packed_depth_stencil
[14:49:17]     GL_EXT_packed_float
[14:49:17]     GL_EXT_packed_pixels
[14:49:17]     GL_EXT_pixel_buffer_object
[14:49:17]     GL_EXT_point_parameters
[14:49:17]     GL_EXT_polygon_offset_clamp
[14:49:17]     GL_EXT_provoking_vertex
[14:49:17]     GL_EXT_rescale_normal
[14:49:17]     GL_EXT_secondary_color
[14:49:17]     GL_EXT_semaphore
[14:49:17]     GL_EXT_semaphore_win32
[14:49:17]     GL_EXT_separate_specular_color
[14:49:17]     GL_EXT_shader_image_load_store
[14:49:17]     GL_EXT_shader_integer_mix
[14:49:17]     GL_EXT_shadow_funcs
[14:49:17]     GL_EXT_stencil_wrap
[14:49:17]     GL_EXT_subtexture
[14:49:17]     GL_EXT_texgen_reflection
[14:49:17]     GL_EXT_texture3D
[14:49:17]     GL_EXT_texture_array
[14:49:17]     GL_EXT_texture_buffer_object
[14:49:17]     GL_EXT_texture_compression_bptc
[14:49:17]     GL_EXT_texture_compression_latc
[14:49:17]     GL_EXT_texture_compression_rgtc
[14:49:17]     GL_EXT_texture_compression_s3tc
[14:49:17]     GL_EXT_texture_cube_map
[14:49:17]     GL_EXT_texture_edge_clamp
[14:49:17]     GL_EXT_texture_env_add
[14:49:17]     GL_EXT_texture_env_combine
[14:49:17]     GL_EXT_texture_env_dot3
[14:49:17]     GL_EXT_texture_filter_anisotropic
[14:49:17]     GL_EXT_texture_integer
[14:49:17]     GL_EXT_texture_lod
[14:49:17]     GL_EXT_texture_lod_bias
[14:49:17]     GL_EXT_texture_mirror_clamp
[14:49:17]     GL_EXT_texture_object
[14:49:17]     GL_EXT_texture_rectangle
[14:49:17]     GL_EXT_texture_sRGB
[14:49:17]     GL_EXT_texture_sRGB_R8
[14:49:17]     GL_EXT_texture_sRGB_RG8
[14:49:17]     GL_EXT_texture_sRGB_decode
[14:49:17]     GL_EXT_texture_shared_exponent
[14:49:17]     GL_EXT_texture_snorm
[14:49:17]     GL_EXT_texture_storage
[14:49:17]     GL_EXT_texture_swizzle
[14:49:17]     GL_EXT_timer_query
[14:49:17]     GL_EXT_transform_feedback
[14:49:17]     GL_EXT_vertex_array
[14:49:17]     GL_EXT_vertex_array_bgra
[14:49:17]     GL_EXT_vertex_attrib_64bit
[14:49:17]     GL_IBM_texture_mirrored_repeat
[14:49:17]     GL_INTEL_fragment_shader_ordering
[14:49:17]     GL_KHR_context_flush_control
[14:49:17]     GL_KHR_debug
[14:49:17]     GL_KHR_no_error
[14:49:17]     GL_KHR_parallel_shader_compile
[14:49:17]     GL_KHR_robust_buffer_access_behavior
[14:49:17]     GL_KHR_robustness
[14:49:17]     GL_KTX_buffer_region
[14:49:17]     GL_NV_alpha_to_coverage_dither_control
[14:49:17]     GL_NV_blend_square
[14:49:17]     GL_NV_conditional_render
[14:49:17]     GL_NV_copy_depth_to_color
[14:49:17]     GL_NV_copy_image
[14:49:17]     GL_NV_depth_buffer_float
[14:49:17]     GL_NV_explicit_multisample
[14:49:17]     GL_NV_float_buffer
[14:49:17]     GL_NV_half_float
[14:49:17]     GL_NV_primitive_restart
[14:49:17]     GL_NV_shader_atomic_int64
[14:49:17]     GL_NV_texgen_reflection
[14:49:17]     GL_NV_texture_barrier
[14:49:17]     GL_OES_EGL_image
[14:49:17]     GL_SGIS_generate_mipmap
[14:49:17]     GL_SGIS_texture_edge_clamp
[14:49:17]     GL_SGIS_texture_lod
[14:49:17]     GL_SUN_multi_draw_arrays
[14:49:17]     GL_WIN_swap_hint
[14:49:17]     WGL_EXT_swap_control
[14:49:17] OpenGL pixel format: 8:8:8:8
[14:49:17] OpenGL depth format: 24:8
[14:49:17] 
[14:49:17] GLSL version: 4.60
[14:49:17] GLSL max vertex uniforms: 4096 (16384)
[14:49:17] GLSL max fragment uniforms: 4096 (16384)
[14:49:17] GLSL max varyings: 128 (128)
[14:49:17] GLSL max lights: 8 (8)
[14:49:17] GLSL defines (4.6): #define USE_CLIP_VERTEX 1
[14:49:17] 
[14:49:17] Vertex/index buffer memory limit: 0MiB
[14:49:17] Starting workaround for fast running clocks
[14:49:17] Using LWJGL timer.
[14:49:18] Startup Phase - Initializing..
[14:49:18] Preloading builtin materials
[14:49:18] Preloading builtin materials done
[14:49:18] Setting up Collada Model Loader
[14:49:18] Launching Collada Model Loader threads
[14:49:18] Launching WOM Loader threads
[14:49:18] Startup Phase - Setting up..
[14:49:19] Loading window positions from C:\Users\USERNAME\wurm\players\Usnea\windows_2560x1421.txt
[14:49:19] Loading props file C:\Users\USERNAME\wurm\players\Usnea\windows_2560x1421.txt
[14:49:19] Gui initialized
[14:49:19] Startup Phase - Preparing terrain...
[14:49:20] Startup Phase - Connecting ..
[14:49:20] Disabling Nagles
[14:49:21] Writing to C:\Users\USERNAME\wurm\players\Usnea\test_logs\_Event.2021-03.txt
[14:49:21] Writing to C:\Users\USERNAME\wurm\players\Usnea\test_logs\GL-Freedom.2021-03.txt
[14:49:21] Writing to C:\Users\USERNAME\wurm\players\Usnea\test_logs\Freedom.2021-03.txt
[14:49:21] Writing to C:\Users\USERNAME\wurm\players\Usnea\test_logs\Trade.2021-03.txt
[14:49:21] Login successful
[14:49:21] Executing C:\Users\USERNAME\wurm\configs\Old\autorun.txt
[14:49:21] Starting update of login splash image...
[14:49:21] Finished loading new login splash image!
[14:49:22] Water reflection offscreen size 1280x710
[14:49:22] While cleaning error state: GL ERROR: (1282)
[14:49:23] While cleaning error state: GL ERROR: (1282)
[14:49:23] While cleaning error state: GL ERROR: (1282)
[14:49:23] While cleaning error state: GL ERROR: (1282)
[14:49:24] Saving window positions to C:\Users\USERNAME\wurm\players\Usnea\windows_2560x1421.txt
[14:49:24] Saving props file C:\Users\USERNAME\wurm\players\Usnea\windows_2560x1421.txt
[14:49:24] Loading window positions from C:\Users\USERNAME\wurm\players\Usnea\windows_2560x1377.txt
[14:49:24] Loading props file C:\Users\USERNAME\wurm\players\Usnea\windows_2560x1377.txt
[14:49:24] Water reflection offscreen size 1280x688
[14:49:24] While cleaning error state: GL ERROR: (1282)
[14:49:25] While cleaning error state: GL ERROR: (1282)
[14:49:26] While cleaning error state: GL ERROR: (1282)
[14:49:27] While cleaning error state: GL ERROR: (1282)
[14:49:34] While cleaning error state: GL ERROR: (1282)
[14:49:41] While cleaning error state: GL ERROR: (1282)
[14:50:22] While cleaning error state: GL ERROR: (1282)
[14:50:22] While cleaning error state: GL ERROR: (1282)
[14:50:23] While cleaning error state: GL ERROR: (1282)
[14:50:23] While cleaning error state: GL ERROR: (1282)
[14:52:26] While cleaning error state: GL ERROR: (1282)
[14:52:32] Saving props file C:\Users\USERNAME\wurm\configs\Old\gamesettings.txt
[14:52:32] Keybindings saved.
[14:52:32] Keybindings saved.
[14:52:35] While cleaning error state: GL ERROR: (1282)
[14:52:45] While cleaning error state: GL ERROR: (1282)
[14:52:54] While cleaning error state: GL ERROR: (1282)
[14:52:56] While cleaning error state: GL ERROR: (1282)
[14:52:56] While cleaning error state: GL ERROR: (1282)
[14:52:56] While cleaning error state: GL ERROR: (1282)
[14:53:08] While cleaning error state: GL ERROR: (1282)
[14:53:16] While cleaning error state: GL ERROR: (1282)
[14:53:18] While cleaning error state: GL ERROR: (1282)
[14:53:18] While cleaning error state: GL ERROR: (1282)
[14:53:19] While cleaning error state: GL ERROR: (1282)
[14:53:24] While cleaning error state: GL ERROR: (1282)
[14:53:25] While cleaning error state: GL ERROR: (1282)
[14:53:26] While cleaning error state: GL ERROR: (1282)
[14:53:26] While cleaning error state: GL ERROR: (1282)
[14:53:28] While cleaning error state: GL ERROR: (1282)
[14:53:29] While cleaning error state: GL ERROR: (1282)
[14:53:29] While cleaning error state: GL ERROR: (1282)
[14:53:29] While cleaning error state: GL ERROR: (1282)
[14:53:30] While cleaning error state: GL ERROR: (1282)
[14:53:31] While cleaning error state: GL ERROR: (1282)
[14:53:32] While cleaning error state: GL ERROR: (1282)
[14:53:36] While cleaning error state: GL ERROR: (1282)
[14:53:37] While cleaning error state: GL ERROR: (1282)
[14:53:40] While cleaning error state: GL ERROR: (1282)
[14:54:05] While cleaning error state: GL ERROR: (1282)
[14:54:11] While cleaning error state: GL ERROR: (1282)
[14:54:13] While cleaning error state: GL ERROR: (1282)
[14:54:13] While cleaning error state: GL ERROR: (1282)
[14:54:14] While cleaning error state: GL ERROR: (1282)
[14:54:20] Writing to C:\Users\USERNAME\wurm\players\Usnea\test_logs\_Combat.2021-03.txt
[14:54:26] Execution aborted at connection 1, iteration 11552
[14:54:26] Run time  5m, local time Thu Mar 11 14:54:26 CET 2021
[14:54:26] Destroying game window
[14:54:26] ====== CLIENT CRASH ======
[14:54:26] Unexpected crash while playing
[14:54:26] java.nio.BufferUnderflowException
[14:54:26]     at java.nio.Buffer.nextGetIndex(Unknown Source)
[14:54:26]     at java.nio.HeapByteBuffer.getFloat(Unknown Source)
[14:54:26]     at class.w6JxZW0hQ.AXpRoW7eU(SourceFile:2912)
[14:54:26]     at class.w6JxZW0hQ.FZOk5L6Gfy(SourceFile:1415)
[14:54:26]     at class.iX5ICyToOY.XwhlvVTrl(SourceFile:622)
[14:54:26]     at class.w6JxZW0hQ.mMV5oPkCW(SourceFile:262)
[14:54:26]     at com.wurmonline.client.WurmClientBase.V8K8v9DodL(SourceFile:1527)
[14:54:26]     at com.wurmonline.client.WurmClientBase.hzBVpzQFBz(SourceFile:8370)
[14:54:26]     at com.wurmonline.client.WurmClientBase.run(SourceFile:36321)
[14:54:26]     at java.lang.Thread.run(Unknown Source)
 

 

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20 minutes ago, Vorticella said:

 

  Reveal hidden contents

 

It should be fixed now.

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46 minutes ago, Samool said:

It should be fixed now.

 

Yep, now it works :) Thanks!

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I'm not sure if it's better to post feedback here or in the patch notes thread but it feels like maybe here is better? I guess I sort of missed the window for the test server :)

 

Anyway here are some first impressions:

  • Fighting is definitely more interesting now. I didn't mind how it was, but am enjoying it more now that it makes a difference to pay attention and push the right buttons
  • The blood vignette feels a little harsh to me
  • I agree we need better feedback on whether special move attempts were effective or not
  • I wish there was a setting to allow the overlay to pop up only when in combat. The majority of my time in Wurm is spent on things other than fighting, and I just don't need to see that green bar all the time, so I normally play with the overlay turned off.

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One thing that I have missed is to know which mobs are currently targeting me. Would be nice to see something like that :)

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Is there possibility to add slider configuration in the UI to manage the "damage - blood" effect on the borders of the screen(opacity setting?), new one is a bit 'more' than old one.. and since some skills are best skilled at low hp/stamina/, it's pretty annoying staring into a red screen for hours

 

random other thought I had .... noobs and experienced players all suffer from creature 1st hit or try to hit.. that's when player gets crippled effect and loses a lot of it's movement speed, that literally ends any chance to outrun a creature and it's a secured fight from that point.

Does it make sense to lower that.. and trigger the effect only for certain hit?(damage on legs/feet, high damage on the body or head)

Does it make sense to lower that effect and scale the nerf to trigger even less often as player builds fighting skill and body/body.strength/stamina/control/mind speed some/or/all involved characteristics about combat..

 

 

 

--edit #added more feedback

camera shake.. REALLY ANNOYING, consider making it a thing for heavy hits.. I was wondering what the h.. is happening when camera randomly flickered..... and my hp is full.. dodging hits and still having random camera flashes.. unpleasant..

 

*CLANK* sound from blocking or glancing is really annoying.. for better skilled or geared people.. it happens a lot.. and there is NO way to turn that off.. unless we turn off all combat sounds, and they are OFTEN GOOD TO BE ON because alt-tabbing and combat sounds - saves lives, true story; any chance to disable just the clank or any similar audio effects with a separate setting?

 

On a side note.. italic text with 1:1 lines from combat log... and color + shadow effect.. maybe cool.. to see.. but not exactly useful when a while sentence is flashing mid screen.. it's just as useful as opening combat log and pinning that into a visible spot to read the feed of combat actions, have anyone considered rewriting the same events but with shorter text, and maybe using different color for only the action that matters, that way we can still get the text feed but spend less time concentrating on reading it, and just glancing a word to get the idea how to react to creature or enemy's actions? 

Edited by Finnn

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Might have been reported or asked previously.. but the difficulty indicators seem to be bugged.

I ran into a couple huge spiders, they all showed "impossible" red icons for me.

Unequipped my armor and equipped it again, next spiders were all "green" easy (as they should be)

 

 

And a question about the targeting icons and combat "defend up/down/left/right" logic.

Does the "defense directional bonus" help only with active target, or with anyone that's in combat with me?

In case of the latter, could we have the targeting icons show on all mobs in combat with me, rather than just the one I've got targeted?

 

For example, if 3 trolls are attacking me simultaneously, they all "attack up", and I "defend top", does it only help with my active target or all of them?

 

Edited by Shmeric

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special move option is all over the place, fighting lava spiders my order goes eyesocket, sleepwalker and then cold clouds, which is totally different to most/all other mobs

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We can focus with 0 stamina, why are we not able to use the special moves with no stamina?

 

Is there a way to keybind special moves?

 

Is there(or could there be) a way to setup starting a fight(where possible) with specific attack, any of the numpad 1,2,3,4,5,6,7,9 aka.. bottom-left-right-mid, center-left-right, upper-top-left-right?

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Forgive me if this has already been brought up but when I'm hit during combat my camera jolts as if I'm being pushed back. It makes combat feel broken. :( 

 

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never mind, disabled screen shaking on impact. How awful.

Edited by Antony
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The combat update is now a while in place. Are there any plans for more adjustment? It's an improvement but in spacial in swing timer handling and dual wilding I see a lot of improvement potential for balancing and game flow.

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