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Batta

NEW Sitheil 2K PVE 10x/5x - whiteListed

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OPENING to new players on Saturday, January 1st.
(Returning players can apply to come in earlier.)

 

MAP:  http://redirect.pingperfecthosting.com/2650860/map/


Sitheil is intended for mature, tidy, cooperative players who understand the importance of rules in any game.

Think of Wurm and its mods and rules as a deck of cards: we shuffle it our own particular way to create a game that appeals to a certain type of player and not to others. If you object to anything about the way we have set this “Sitheil” game up, then you are looking at the wrong server.

WHITELIST: Most of the time, the server will be open only to players who are on our whiteList. If you have played with us before, or if you have read through our Rules and love the way we do things, then you are welcome to send Batta a PM on Discord to apply to be added. 
 

10x skill gain / 5x action timers
 

Custom 2048 (2K) map, 15,000 creatures, 90% aggressive -- but most creatures won't attack until you start the fight. More creatures will be added as gameplay progresses. The following creatures are still aggressive: goblin, large rat, wild cat, ocelot, mountain lion, wolf, crab, shark, tortoise, sea serpent, anaconda, and all the uniques.  (now normal)
 

Minimal starting gear: just a steel & flint, mirror to choose your face, and 2 olives to make a compass with. All players must complete the Caveman mission (see below) before they are released from Spawn.
 

Skills start at 1, Fighting starts at 10. Characteristics begin at 25 and increase quickly. You will be able to ride a horse and load a cart immediately. Movemod makes players, horses, unicorns, carts, wagons, and ships much faster.
 

Crops: tick every 2 hours, no crop rot, planter boxes give +1 harvest but grow only one stage per week. Work your crops 3x3 at 30 skill, then 5x5 at 50, and 7x7 at 70.

Religion: no priest restrictions. Faith gains every 20 minutes, no limit per day, up to 999 max Faith/Favor. All spells available to priests of sufficient skill level.
 

Meditation: skill gains every time, for easy leveling up. 
 

CAVEMAN MISSION:  All players must create your basic tool set, using only what you can find in the Spawn area, though there is also a seller who will trade you a rope for 2 wemp seeds. When you complete your tools and pick up your campfire ash, let Batta know you're ready to move to the starter village.  The tool set is:  carving knife, file, hatchet, large anvil, mallet, pickaxe, rake, rope, saw, shovel, small anvil, and stone chisel.  There is a spoiler checklist on our Discord #caveman-mission channel that you can follow if you need help. 
 
Bounties: Using steel & flint to burn any corpse gets you 5 copper + 5 karma. Occasionally we will also offer enhanced bounties for killing a particular species, during a culling event. This will be announced on Discord

Deeds: No deeding or upkeep costs.

 

If you think you'd be a good match for this server, please consider the following before you apply:

- You must understand, agree with, and be able to follow all our rules all the time with no excuses

- You must complete the Caveman Mission (see website) before you leave the spawn area

- You must join our Discord channel so you can check there for updates and news

 

If this all sounds great to you, and you are looking to join a small community of good people with very strict rules, please send Batta a PM on Discord to apply.

 

Edited by Batta

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We have had to remove the mod that made mobs non-aggro. It turns out that tower guards refused to help with them, the same as they would if it were any other non-aggro (such as a dog or bull), rendering guard towers useless.  So now aggros are completely normal.   Be safe out there!

 

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6 hours ago, Batta said:

We have had to remove the mod that made mobs non-aggro. It turns out that tower guards refused to help with them, the same as they would if it were any other non-aggro (such as a dog or bull), rendering guard towers useless.  So now aggros are completely normal.   Be safe out there!

 

Trying out that mod was a good idea. Well done for trialing it. Perhaps you will be able to get it working in a way that suits all  players in the future.

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On 1/3/2022 at 8:10 PM, Pameow said:

Trying out that mod was a good idea. Well done for trialing it. Perhaps you will be able to get it working in a way that suits all  players in the future.

Thanks, @Pameow, I appreciate the encouragement. My gold standard is still your server (Frenetia) where guard towers can become useful arboretums while all creatures are non-aggro. Without knowing how to code, I believe I'm trying to reproduce some of that here.  🙂

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