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Darklords

Holy Sites Testing - Feedback Wanted!

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2 hours ago, BattleWall said:

I mean Mag has a chance at a Imbue Potion or Strange Bone Frag as well. So i think that brings him up to par. Sadly I actually can't think of anything that would go with Fo. 

Imbue potions and bloods are already fairly common even if you only attend public slays. It doesn't even come close to offering something on the level of additional rarity chance and affinity chance.

 

3 hours ago, Borstaskor said:

Being able to stock up the imbibe using alts seems like a bad idea, so I'd prefer it to be unstockupable and buff the other ones up to compensate as the solution.

Agree on the bolded stuff, hard disagree on the stuff after. When it comes to additional rarity chances and affinity chances, there's nothing to really compete with that for most players. Rares are money makers in this game, and affinities help give you permanent boosts to your skillgain. There's basically nothing that compares on that front. Certainly not "here, a map or some new metal you can get from server events anyway."

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Try playing 1 character and prepare full set of tools 4-5 items with max imbue, how long do you think that takes, 2 years or more?

How long does normal casual player stick to a game?

If that sounds perfectly balanced.. sheesh.. we found an issue.

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Aye glad to see Im not the only one concerned with Fo. Granted power balancing is a long term affair cause it can be hard to predict how any change will impact matters.

 

Even with pve or for people focused on farming and the like... this seems rather underwhelming.... I mean fruit?

 

Nothing for pet bonuses or breeding? Not even an extra pet slot?

 

Unless the fruit is the breeding equivalent of Viagra maybe, or a mutagenetic virus for tweaking traits.

Edited by Karrde
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42 minutes ago, Finnn said:

Try playing 1 character and prepare full set of tools 4-5 items with max imbue, how long do you think that takes, 2 years or more?

How long does normal casual player stick to a game?

If that sounds perfectly balanced.. sheesh.. we found an issue.

 

Things in Wurm take time, and other things newbies are told to understand when they start the game. Going to a holy site and hoping you have the 1 in 14 chance of getting the imbue you want isn't really a strong point to make. Imbues aren't meant to be something incredibly easy to get, probably considered "midgame" content when added to the game though the reality isn't really quite that. Blood rarity isn't there because of public slays, alt spam, ect. But that's way beyond the scope of thread. To keep focused, the point is that bloods aren't a good thing to hedge balance on. Let's not forget high QL imbue potions can already be found in treasure chests.

And honestly rare bone fragments should just be treasure maps only as one of their big appeals. We've not even got any idea if treasure map loot is going to be changed on a timely basis so eventually the interest will die outside of sleep powder hoarding. But again, fairly outside the scope of the thread.

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14 minutes ago, Madnath said:

 

Things in Wurm take time, and other things newbies are told to understand when they start the game. Going to a holy site and hoping you have the 1 in 14 chance of getting the imbue you want isn't really a strong point to make. Imbues aren't meant to be something incredibly easy to get, probably considered "midgame" content when added to the game though the reality isn't really quite that. Blood rarity isn't there because of public slays, alt spam, ect. But that's way beyond the scope of thread. To keep focused, the point is that bloods aren't a good thing to hedge balance on. Let's not forget high QL imbue potions can already be found in treasure chests.

And honestly rare bone fragments should just be treasure maps only as one of their big appeals. We've not even got any idea if treasure map loot is going to be changed on a timely basis so eventually the interest will die outside of sleep powder hoarding. But again, fairly outside the scope of the thread.

who said it's 1/14 chance

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2 minutes ago, Finnn said:

who said it's 1/14 chance

There's 14 uniques, so you're stuck hoping to get one of the ones you want; and the rate for bloods to begin with is low

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1 minute ago, Synjor said:

There's 14 uniques, so you're stuck hoping to get one of the ones you want; and the rate for bloods to begin with is low

 

4 minutes ago, Finnn said:

who said it's 1/14 chance

I would say they would put it to the same as the Treasure Chests Bloods which is 1/12 when they remove the weapon imbues.

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51 minutes ago, BattleWall said:

 

I would say they would put it to the same as the Treasure Chests Bloods which is 1/12 when they remove the weapon imbues.

that's an assumption, bad advisor

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1 hour ago, BattleWall said:

 

I would say they would put it to the same as the Treasure Chests Bloods which is 1/12 when they remove the weapon imbues.

 

Did they really remove damage imbues from treasure chests? Could have sworn we got a damage imbue in the past and the patch notes never mention damage imbues not being in them, but I could be wrong on this.

But regardless, a 1/12 chance isn't going to do anything much in reality. Yes there's a chance of trade but in a situation like we're working on, there's gonna be someone who wants to keep what they get too.

 

I should be more clear on what I'm saying about it. I don't dislike bloods being part of the Mag stuff. I think it's fine. It's not overpowered, but it's also not really good enough to stand on a level even near to what Vynora gets. Generally, blood drops are fine but overall it's not nearly enough even with everything else combined for Mag (even though he's literally MISSING a passive in the OP) to offer anything as good as Vyn.

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On 12/10/2022 at 12:31 AM, Darklords said:

Doubled quality gain bonus for items favored by the Holy Site’s deity. In other words, items receive +20% to quality increases from improvement, rather than +10%:

  • Fo: Clay and cloth items

Is this a mistake in the notes or is clay/pottery material getting changed from Vynora to Fo?

If it is being changed, is this only for improving or also for sacrificial item favor value?

 

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Still testing? went to the steppe and nothing there except an awful lot of meteorites...

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39 minutes ago, Hailiah said:

Still testing? went to the steppe and nothing there except an awful lot of meteorites...

For testing purposes the sites are expiring at a faster rate, especially with nobody properly maintaining them. You can pray at altars for maps to other sites to try things out

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17 hours ago, polarbear said:

Sorry for sounding blunt, but it's the truth: 

 

Are the devs going to make the rewards from them any more special on the PVP servers like Chaos. Otherwise, why bother even putting them there? We'll just sail to freedom and do them there. Same with rifts. The don't promote pvp when the rewards are the exact same as PVE servers so they stay open indefinitely on Chaos. We just sail to freedom and do them there. (mind as well remove them, imo from Chaos). 

Please no.  No special rewards for PvP.  That has caused no end of unbalance to the game.  Split PvP off from PvE completely and then have all the special stuff you want.  I don't want PvP servers bringing their Uber loot, custom gear, jacked up skills back to PvE.

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Being up front, I have not actually gone to the test server but here are my understanding of how holy sites work and my concerns.

 

Holy sites are best utilized by going to them and hanging out. You want the pulse and the use to get the special items.  But you can't utilize much of the benefits at the holy site.  Increase improvements etc while crafting.  It isn't like a bunch of public forges pop up around the Mag site. Might be cool if primordial forges popped up.  Magma that smelted/heated metal and a obsidian anvil for public use or something to encourage actually doing stuff at the holy site.  On top of this the travel time on many servers will make it blatantly not worth it depending on the duration of the buffs. 

 

Because of this most "mains" might show up to grab a buff, vyn particularly, but then wander off.  What I expect is to see a bunch of alts sat afk around the holy sites soaking up the benefits.  

 

Personally I would prefer getting rid of the pulse, change the benefits to long term buffs. 24 hours or such, again I have not hopped in to test so if it is this forgive me.  Greatly buff the special action and make it a 24 hour cooldown.  This way you can have a daily pilgrimage to a holy site.  

 

Keep the bonus to faith/sermons so priest have a reason to stick around and maintain a site.

 

As for balance. My personal opinion is Vyn is way way stronger than the others, mag might be decent depending on the new metal benefit but since all meteorites can give it meh. Fo is kinda a joke. Most of the benefit requires trees or animals around it. Unless fruit trees and animals spawn around it in mass meh. More complexity to food would matter more if anything but pizza mattered in actual practice.  While Lib sounds kinda strong on paper with the fancy mind stealer it is so random and probably minor I expect it to basically be a vastly inferior version of Vyn. Flesh pods sound cool but based on pet ai I've seen will most likely be utterly useless, will potentially be a fun party trick tho.  Totally equal to the vyn benefits >.>    

 

TL/DR

 

Make holy sites some how useable by actual players or make them more of a pilgrimage location where you travel to for a long duration buff.  Otherwise it sounds like they will just become a gathering spot for alts.  Just my personal opinion, could be totally wrong. Don't mind my old man ramblings back to making my moonshine. hic

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3 hours ago, Hailiah said:

Still testing? went to the steppe and nothing there except an awful lot of meteorites...

Spawned some more test ones in there, will see about some changes to make them last a bit longer may have been a little to short on the test duration.

 

 

 

We appreciate all the feedback so far and we have been reading it. The next few days are going to be tied up with us getting all the notes/final testing and such together for the Cartography release, so we may not have much time to get answers/responses to some of the feedback yet but we are reading it and will certainly get back to everyone's concerns on issues brought up so far as soon as we can.

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I honestly feel the addition of this is a bit of needless complexity to the game.  It feels like the goal of devs have shifted away from an interest in gaining new players, to finding ways to keep old players from drifting away.  Optimizing skill gains is turning into stacking stacks of stacks on top of stacks of skill boosts.  It is a bit silly at this point.  I remember a day when getting from 1 to 90 was something you spent a year working on.  Now it can be done in a few days, if you fully understand all the code behind gains.  It isn't a benefit to the new player so much, but confusing and frustrating.

 

What is happening is veterans are getting new tricks to help stretch their advantage.  Just look at how many have 99 channel now on NFI.  Not too long ago, a 90 channel priest was considered an amazing accomplishment on SFI.  I myself took an alt from 50 to 80 in Blacksmithing in a day.  In my early days of Wurm, that would have been 6 months of work or more.

 

Personally, I don't believe faster gains are wrong and would like to have the faster gains as a way for new players to get themselves up to much more useful skill levels, but not like it is now, where there are so many pieces to the puzzle for them to achieve those gains:

 

1. Undertanding how to achieve optimal skill ticks (items QLs, difficulty levels vs current skill).

2. Tool enchants/imbues.

3. Affinities

4. Sleep Bonus and all the ways to gain it.

5. Coffee.

6. Sweet Spot

7. Meditation

8. Diety bonus

9. Holy site buffs

 

So a new player starts out with only one of those immediately at their disposal - Sleep Bonus.  Everything else they have to learn over time.  Yes, in theory they have access to all of it, but it isn't realistic to think they will be able to understand the scope of what it takes to maximize skill gains.  I really don't know any other games that show so much love to the veteran population, at the expense of bring in new players and making them feel like they have a chance to be competitive.

 

Sleep Bonus should revert back to something that is generated by sleeping.  Only sleeping.  No missions for it. No Powder.  Sleep Powder just eliminated completely.  SB was created as a way to help narrow the skill gap between the player that puts in 16 hours a day and the one that can't do more than an hour or two.  Coffee now makes a lot more sense, as it magnifies the SB, further helping those that can't spend all day skilling.  I think this was the intended use of SB and coffee in the first place?  If not, why have restrictions on how long you can run on caffeine?

 

Diety rites for SB?  Get rid of it.  Change it to some other buff, like for Mag, make it a mining speed or QL buff.  Maybe Fo gets a farm crop QL buff, etc.

 

Meditation? I know there is some grant plan for med changes, so I'll wait to hear what that is.

 

Sweet Spot and the complexity of tool QL, skill level etc for maxing skill gains? Just absurd mechanics that allow for creating an even larger skill gap between veterans and new players.  This only favors veterans.

 

I guess this is a very long winded way of saying to keep skill gains out of the holy sites.  Let's find ways to simplify skill gains. If you want complexity to finding new treasure or crafts, fine.  Just don't make skill gains so complex that only the most hard core players can get the full benefit.

 

 

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9 hours ago, Wurmhole said:

but it isn't realistic to think they will be able to understand the scope of what it takes to maximize skill gains.

I think you have underestimated how quick the new players can learn from scratch. And the amount of veterans just don't know or don't care all the strategies to maximize skill gains.

 

Spoiler
9 hours ago, Wurmhole said:

1. Undertanding how to achieve optimal skill ticks (items QLs, difficulty levels vs current skill).

2. Tool enchants/imbues.

3. Affinities

4. Sleep Bonus and all the ways to gain it.

5. Coffee.

6. Sweet Spot

7. Meditation

8. Diety bonus

9. Holy site buffs

 

There are more pieces, like 10. journal reward bonus.

 

Complexity is the selling point of this game. So it attracts both new players and veterans in general.

 

9 hours ago, Wurmhole said:

Just don't make skill gains so complex that only the most hard core players can get the full benefit.

Well, the hard core new players can get the full benefit too. I dont see the word veterans equal to hardcore players. Is it really about the new players VS veterans? Seems like its more about the hardcore players VS casual players.

 

9 hours ago, Wurmhole said:

I really don't know any other games that show so much love to the veteran population, at the expense of bring in new players and making them feel like they have a chance to be competitive.

Not every new players are looking to be competitive in this game. Some are even avoiding it. Just chill, veterans.

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It seems to be about moon metal/imbue/skillgain, harvesting is meh;

so what do you do with:

- all that skill

- || imbue (this will be alt farmed "yay... market crash"?)

- unsure if mm are any useful, hardly seeing anybody buying them for years now

 

I don't see this content as exploration as there's nothing to do, tl;dr, we pray, see a location, go there and do stuff?

What's the adventure about it? It's just a map with a quest, main issue is.. these will be rng happening.. so who can do them? 

Nolifers? Who can do random content at random time and spend a lot of time and focus in the middle of nowhere on the map, doing something for an hour... then spend more time on same random open space and just sit and grind?

Grind what... most skills require some kind of setup, resources to be available, food, etc.. variety of conveniences to carry around.

 

We cant transfer larders, cant transfer magic chests, everything decays offdeed.(by chance) no option to maintain *mcs

 

 

This might work best in a similar to rift/global cast rewards, have something located.. have time announced for the start, get people there, do the event, get a buff or w/e to carry home or enlightenment..(actually a map.. to go to a location and do something to get something - yay lets exploit this fun bit with alts)

Only way to limit this is to figure what's an alt/main, does it matter as long it's premium, and from there balance, should a player get something good or a scrap of reward and to scale and get more just have to break the piggy bank and roll out 50 alts, whale it for the biscuit.

 

 

To me only reasonable exploration is portals inland or boat trip with border hop or having some kind of rift/portal system in mid of land/water/maybe any biome; there's nothing happening in the water.. kraken.. 3-5x bigger champ octo with some model modification.. allow it to clap boats.. add new boat upgrades or new boat for fighting.. archers.. harpoon/ballista passenger shooting spot?

 

Since the world/s(servers) are persistent and players take physical space in the world, shape spaces on/offdeed and care for them, there's not much space to just randomly put events and keep them rare or mystical for long at all; the other problem is whoever hunts actively can swipe everything fun to do on the map.. so new kind of loot distribution should be invented.. something to limit and deal or not.. with the alts and scaling of loot, or how much a single player can do, if one player does x amount of poi events on specific location of the map.. that should be limited for the day or week; also let other accounts have similar events but only visible to them.. allow people to team up and do content together(exploitable by alts, hell ye.. we get here again.. same thing balance or don't), but allow 1 person to find a poi with task .. gather/kill/etc.. and start a mission/quest/event, make it invisible for other, so this in terms of exploring gives you reason to crawl the map more than anything else, you'll have a reason to lurk around central parts of the map maybe.. and find 1 *something*, being solo or team event, limit the time for start or don't.. make it unique(anybody to start it or unique to that player to see and only active for players in team with same person once that one person starts it).

 

Think Solo experience, any and everybody's experience, think teamplay and same thing... who does what and who gets what.

We could be having a rough weekly/monthly task where we need some help from somebody.. and have a way to setup small arena 5x5, 8x8, 20x20 whatever.. based on challenge and spawned "enemies" or things which have to happen there.. limit where this can be created marked(far from deed, far from blah blah...) you just shifted from having to spawn new server instance to explore to reuse space on same server.. spawn flowers/trees/bushes.. ask to be harvested, picked sprouts/etc... make it for time, ql, etc.. maybe tie it to journal 5.0 or w/e.. OPTIONS... depends what limits the content.

 

For me currently I see no point to visit several of the new holy sites, "waste of my time", there's maybe reason to visit the mm gathering or grab a temporary affinity if the time to get that is reasonable, but besides monetary value, this is not fun, it's just coin farm.

 

  

 

 

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15 hours ago, Wurmhole said:

Please no.  No special rewards for PvP.  That has caused no end of unbalance to the game.  Split PvP off from PvE completely and then have all the special stuff you want.  I don't want PvP servers bringing their Uber loot, custom gear, jacked up skills back to PvE.

Should have prefaced by saying non-items. Like vyn's rewards or the passive features. It doesn't unbalance it. When we have strong accounts running around that can kill you. Make them worth doing is all I'm saying. Otherwise, there is no reason for having them on Chaos. 

 

Side notes and responses to criticism:

custom gear: There isn't a single mob (excluding uniques) in this game where simple iron chain or leather (meta now in pvp) wouldn't suffice on a decent toon with 25+ BS: so idk why it matters, please explain.

jacked up skills back to PvE: 99.999% of the time high skilled toons in PVP make items for free for their OWN kingdom (priests including). PVP toons are generally higher anyhow, as many of us are forced to grind cause there isn't much to do sometimes, (no pvp).  So idk how this would affect the market or matter. Even if they did, have you not noticed how much the market has been halfway killed off the past 5 or so years on SFI. Would make it good again. I remember when Indy's main market was full of merchants now there is maybe 5 or 6 there. Kind of sad, really. 2nd: You can't sell accounts anymore, so that's off the table too.

Edited by polarbear

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Before I forget...

 

A number of the orb maps have been for the site that was being prayed at, or at least seem to be. Is this intended?

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"You can also receive a map of the Holy Site from prayer"

That includes prayer not at an altar right?

Continues to pray at a tree,..Fo

 

Went and found a Fo altar

 

[12:42:57] Fo sends you a vision!

[12:42:57] You see... nothing. There must be no holy sites for her to show you.

 

and since when is Fo female?

Edited by Hailiah
correction

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18 hours ago, Wurmhole said:

Please no.  No special rewards for PvP.  That has caused no end of unbalance to the game.  Split PvP off from PvE completely and then have all the special stuff you want.  I don't want PvP servers bringing their Uber loot, custom gear, jacked up skills back to PvE.

What unbalance? Entire features are disabled on pvp servers for no reason other then the staff at the time not liking pvp, also what "uber loot" is there on pvp servers that doesnt exist on pve servers? Also what custom gear? Last i checked there is nothing custom about the leather sets we all wear vs the drake and scale pve players wear, As for skills have you ever looked at people's skills? The top 10 players on niarja were primarily pve accounts.

I get that you hate pvp in wurm but it has been a part of the game since its inception and be happy there even is a pve server to begin with had Rolf stuck to his vision every server would have been full pvp.
Every person who partakes in pvp also partakes in pve there is nothing that makes a person who mainly plays pvp special or "uber strong" the main reason they have more then 1 skill in the 90's or 95 is because they live as part of a village something that is kinda core of the idea of wurm in the first place.

Those who live as part of a village work together on projects and also help each other out with skilling where as you might spend 3-4 months on what you see as a big project a village regardless of pvp or pve can do in a week and then they can go back to grinding their skills.
A well organized village has all the supplies and tools needed to make their villagers skill up easily and that mentality is even stronger on pvp where everyone helps out everyone so that the kingdom as a whole can grow and prosper.

The interesting thing is pvp servers are the biggest money sinks and allow a lot of players from pve servers to sustain their deeds without paying for silver so ya go cut that link separate the 2 watch the shitty economy crash and burn even more.

Also with special rewards it does not have to be items it can be spell effects that are useful for pvp for example partaking in a holy site effect you get a cr bonus or healing bonus or stamina bonus and so on buffs that will last a certain amount of time(and till death)

Edited by wipeout
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1 hour ago, wipeout said:
  20 hours ago, Wurmhole said:

Please no.  No special rewards for PvP.  That has caused no end of unbalance to the game.  Split PvP off from PvE completely and then have all the special stuff you want.  I don't want PvP servers bringing their Uber loot, custom gear, jacked up skills back to PvE.

 

Kindly points out to @wurmhole that our scale drops from dragons / dragon hatchlings are 50% lesser than freedom for no logical reason on Epic servers. If a dragon would drop 3 kg of scale on freedom (random example), same dragon would drop 1.5 kg on Epic.

 

As for Chaos, no offence but most of freedom has benefited for years from the loot that chaos players have sold. I don't really see any other source of hota statues, addy / moon lumps other than the occasional rift or perhaps buying them from the marks shop.

 

Epic has been split off from PVE since day one and it still has nerfed dragon scales / drake hide drops for what reason? Does epic ruin the freedom market in any particular way ? (sarcasm here since the clusters are totally separated).

 

Rant over, as for holy sites testing, I am curious tho if they will have more of an impact in PVP or serve within the same ruleset as freedom?

 

I guess coding wise it would be easier to be the same as freedom, but I don't see them having much of an impact in pvp atm.

Edited by elentari
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10 hours ago, Hailiah said:

and since when is Fo female?

Thanks for mentioning this, it was accidentally using your pronouns instead of your god's pronouns. This has been fixed for a future update.

 

11 hours ago, Wulfmaer said:

Before I forget...

 

A number of the orb maps have been for the site that was being prayed at, or at least seem to be. Is this intended?

To make testing easier, the test servers can give you holy site maps for literally any holy site on the server, including the one you're praying at. Once it goes live, you'll only get them for sites nobody has activated yet (and far less often, of course).

 

On 12/11/2022 at 11:06 AM, Hailiah said:

Still testing? went to the steppe and nothing there except an awful lot of meteorites...

Holy sites have been set to only last around 8 hours on test servers to make it easier to test their entire lifespan, but that meant they just weren't showing up often enough. Their spawn rate on test servers has just been increased to help compensate for that.

 

  

On 12/9/2022 at 8:42 PM, Synjor said:

Activating a site doesn't seem to correctly update it to active; still displays as dormant when hovering over until a relog is completed

 

Renaming a vision orb on the ground results in a crash 

  Hide contents

Contents of console.log:
[20:42:12] 
[20:42:12] Preparing to enable console logging.
[20:42:12] 
[20:42:12] Preparing to enable console logging.
[20:42:12] Now logging to C:\SSDSteam\steamapps\common\Wurm Online\gamedata\console.synjora.log
[20:42:12] Time is Fri Dec 09 20:42:12 EST 2022
[20:42:12] Running client version 4.2.69
[20:42:12]          client build# 0e935675ffbd23d6094232cb3f638131e1e07506
[20:42:12]      client build time 2022-12-10 00:45
[20:42:12] 
[20:42:12] === System information ===
[20:42:12] Executing from C:\SSDSteam\steamapps\common\Wurm Online\
[20:42:12] Operating system: Windows 10 (arch: amd64, version: 10.0)
[20:42:12] Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/>
[20:42:12] Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM]
[20:42:12] Available CPUs: 8
[20:42:12] 
[20:42:12] 
[20:42:12] === Wurm options ===
[20:42:12] animation_playback_self = 0
[20:42:12] ao_level = 0
[20:42:12] auto_mipmaps_enabled = 1
[20:42:12] auto_run_source = 0
[20:42:12] cartography_indicator_distance = 8
[20:42:12] cartography_on_compass = false
[20:42:12] cavedetail = 0
[20:42:12] censor_chat = false
[20:42:12] collada_animations = 1
[20:42:12] colorItemsDamage = true
[20:42:12] color_black = 0.0,0.0,0.0,1.0
[20:42:12] color_cyan = 0.0,1.0,1.0,1.0
[20:42:12] color_enchant_desc = 0.5,0.5,1.0,1.0
[20:42:12] color_enchant_name = 0.0,0.5,0.5,1.0
[20:42:12] color_enchant_power = 0.0,1.0,1.0,1.0
[20:42:12] color_error = 1.0,0.3,0.3,1.0
[20:42:12] color_fuchsia = 1.0,0.0,1.0,1.0
[20:42:12] color_green = 0.4,0.72,0.47,1.0
[20:42:12] color_grey = 0.5,0.75,1.0,1.0
[20:42:12] color_lime = 0.5,1.0,0.5,1.0
[20:42:12] color_maroon = 0.5,0.0,0.0,1.0
[20:42:12] color_navy_blue = 0.23,0.39,1.0,1.0
[20:42:12] color_orange = 1.0,0.58,0.04,1.0
[20:42:12] color_outline_ally = 0.5,1.0,0.5,1.0
[20:42:12] color_outline_friend = 0.5,0.75,1.0,1.0
[20:42:12] color_outline_hostile = 1.0,0.0,0.0,1.0
[20:42:12] color_outline_neutral = 0.5,0.5,1.0,1.0
[20:42:12] color_purple = 0.5,0.0,0.5,1.0
[20:42:12] color_red = 1.0,0.0,0.0,1.0
[20:42:12] color_royal_blue = 0.5,0.5,1.0,1.0
[20:42:12] color_salve_acid = 1.0,1.0,0.0,1.0
[20:42:12] color_salve_fire = 1.0,0.0,0.0,1.0
[20:42:12] color_salve_frost = 0.0,0.0,1.0,1.0
[20:42:12] color_silver = 0.75,0.75,0.75,1.0
[20:42:12] color_system = 0.5,1.0,0.5,1.0
[20:42:12] color_teal = 0.0,0.5,0.5,1.0
[20:42:12] color_white = 1.0,1.0,1.0,1.0
[20:42:12] color_yellow = 1.0,1.0,0.0,1.0
[20:42:12] combat_world_text = true
[20:42:12] compressed_textures = false
[20:42:12] compressed_textures_S3TC = true
[20:42:12] contribution_culling = 200
[20:42:12] custim_timer_source = 1
[20:42:12] customTimer1 = -1|-1
[20:42:12] customTimer2 = -1|-1
[20:42:12] customTimer3 = -1|-1
[20:42:12] customTimer4 = -1|-1
[20:42:12] customTimer5 = -1|-1
[20:42:12] debug_mode = false
[20:42:12] defaultActions_source = 0
[20:42:12] depth_clamp_enabled = 2
[20:42:12] disable_select_all_shortcut = false
[20:42:12] display_settings = false:true:0:1920:1080:32:-1:false:false
[20:42:12] enable_contribution_culling = false
[20:42:12] enable_debugs = false
[20:42:12] enable_ingame_wurmpedia = true
[20:42:12] enable_lod = true
[20:42:12] enable_seasonal_mappings = true
[20:42:12] enable_shift_drag = false
[20:42:12] enable_volumetric_fog = false
[20:42:12] enable_vsync = false
[20:42:12] enable_world_drag = true
[20:42:12] event_log_rotation = 2
[20:42:12] exec_source = 0
[20:42:12] fast_yield = false
[20:42:12] fbo_enabled = 2
[20:42:12] flashAssist_climbing = true
[20:42:12] flashAssist_inventory = true
[20:42:12] flashAssist_stamina_low = true
[20:42:12] flashAssist_stamina_water = true
[20:42:12] fog_coord_src = 0
[20:42:12] font_antialias = 2
[20:42:12] font_bold = 11
[20:42:12] font_default = 11
[20:42:12] font_header = 24
[20:42:12] font_italian = 11
[20:42:12] font_monospaced = 11
[20:42:12] font_static = 11
[20:42:12] fov_horizontal = 110
[20:42:12] fps_limit = 75
[20:42:12] fps_limit_background = 15
[20:42:12] fps_limit_enabled = true
[20:42:12] fps_ui_buffer = 30
[20:42:12] fps_uilimit_enabled = false
[20:42:12] free_look_mode_disable_on_close_component = false
[20:42:12] free_look_mode_disable_on_combat = false
[20:42:12] free_look_mode_disable_on_open_component = false
[20:42:12] free_look_mode_sensitivity = 10
[20:42:12] game_client_thread_priority = 2
[20:42:12] glsl_debug_loading = false
[20:42:12] glsl_enabled = 2
[20:42:12] gpu_skinning = true
[20:42:12] graphics_profile = 5
[20:42:12] gui_opacity = 3
[20:42:12] gui_skin = 1
[20:42:12] hard_mode = false
[20:42:12] has_read_eula = true
[20:42:12] head_bob = false
[20:42:12] hide_cursor_with_ui = false
[20:42:12] hide_inactive_friends = false
[20:42:12] hide_menu_examine = false
[20:42:12] hide_menu_no_target = false
[20:42:12] hide_menu_spam_mode = true
[20:42:12] hide_menu_stop = true
[20:42:12] hide_onscreen_fail_messages = false
[20:42:12] hide_onscreen_hostile_messages = false
[20:42:12] hide_onscreen_info_messages = false
[20:42:12] hide_personal_goal = false
[20:42:12] high_res_binoculars = true
[20:42:12] hint_texture_scaling = 2
[20:42:12] impColumn = true
[20:42:12] inverse_mouse = false
[20:42:12] irc_log_rotation = 2
[20:42:12] irc_notif = 0
[20:42:12] item_creature_render_distance = 4
[20:42:12] keep_fightwindow_hidden = false
[20:42:12] key_bindings_source = 0
[20:42:12] keyboard_layout = 0
[20:42:12] limit_dynamic_lights = true
[20:42:12] loadInventoryStartup = true
[20:42:12] local_list_in_event = true
[20:42:12] lod = 1
[20:42:12] log_extra_errors = false
[20:42:12] log_gl_errors = false
[20:42:12] mark_text_read = true
[20:42:12] material_as_suffix = true
[20:42:12] max_dynamic_lights = 8
[20:42:12] max_shader_lights = 8
[20:42:12] max_texture_size = 1
[20:42:12] mega_texture_size = 6
[20:42:12] model_loader_thread_priority = 2
[20:42:12] model_loading_threads = 3
[20:42:12] mount_control_mode = 0
[20:42:12] mount_rotation = false
[20:42:12] mouse_camera_sensitivity = 10.0
[20:42:12] mouse_smoothing = 0.2996407
[20:42:12] multicolor_usage = 1
[20:42:12] multidraw_enabled = 1
[20:42:12] no_brightness = false
[20:42:12] no_terrain_render = false
[20:42:12] no_world_render = false
[20:42:12] non_power_of_two = 1
[20:42:12] normal_maps = true
[20:42:12] occlusion_queries_enabled = 2
[20:42:12] offscreen_texture_size = 0
[20:42:12] other_log_rotation = 2
[20:42:12] outline_picking = true
[20:42:12] placement_rotation = 0
[20:42:12] player_texture_size = 2
[20:42:12] quick_keybinds = true
[20:42:12] reflection_texture_size = 1
[20:42:12] reflections = 1
[20:42:12] remember_password = true
[20:42:12] render_bloom = false
[20:42:12] render_distant_terrain = true
[20:42:12] render_fxaa = false
[20:42:12] render_sun_glare = false
[20:42:12] render_vignette = false
[20:42:12] renderer_type = 1
[20:42:12] resident_models = false
[20:42:12] save_skills_on_quit = false
[20:42:12] screen_brightness = 0.0
[20:42:12] screen_shake = false
[20:42:12] screenshot_file_format = 1
[20:42:12] season_override = 0
[20:42:12] send_extra_tile_data = false
[20:42:12] setting_timestamps = true
[20:42:12] settings_version = 15
[20:42:12] shadow_level = 1
[20:42:12] shadow_mapsize = 1
[20:42:12] shift_drag_default = 10
[20:42:12] showKChat = true
[20:42:12] show_body_in_inventory = false
[20:42:12] show_creature_overlay = true
[20:42:12] show_detailed_hover = true
[20:42:12] show_examine_world_text = false
[20:42:12] show_hit_direction_indicator = true
[20:42:12] show_inventory_filters = true
[20:42:12] show_local_world_text = true
[20:42:12] show_old_menu = false
[20:42:12] show_old_quickbar = false
[20:42:12] show_tab_blinking = true
[20:42:12] silent_friends_update = false
[20:42:12] skillgain_minimum = 5
[20:42:12] skillgain_no_alignment = true
[20:42:12] skillgain_no_favor = true
[20:42:12] skydetail = 1
[20:42:12] sound_al_gain = 0
[20:42:12] sound_buzzlevel = 0
[20:42:12] sound_cache_enabled = true
[20:42:12] sound_doppler_enabled = false
[20:42:12] sound_engine = 2
[20:42:12] sound_footstepslevel = 0
[20:42:12] sound_music_level = 0
[20:42:12] sound_play_PMAlert = true
[20:42:12] sound_play_UIsounds = false
[20:42:12] sound_play_ambients = false
[20:42:12] sound_play_buzz = true
[20:42:12] sound_play_combat = false
[20:42:12] sound_play_door = false
[20:42:12] sound_play_emotes = false
[20:42:12] sound_play_footsteps = false
[20:42:12] sound_play_music = false
[20:42:12] sound_play_weather = false
[20:42:12] sound_play_work = false
[20:42:12] structure_render_distance = 2
[20:42:12] submit_client_data = 2
[20:42:12] supersampling = 0
[20:42:12] swap_mouse_buttons = false
[20:42:12] terrain_res = 2
[20:42:12] test_attach_equipment = false
[20:42:12] test_mode = 0
[20:42:12] thirdPerson = false
[20:42:12] tile_transitions = true
[20:42:12] tiledecorations = 0
[20:42:12] togglePushToTalk = true
[20:42:12] treelist_outline = true
[20:42:12] trees = 2
[20:42:12] ui_dir_indicator_scale = 100
[20:42:12] ui_font_scale = 100
[20:42:12] ui_scale = 90
[20:42:12] update_optional = true
[20:42:12] use_alpha_particles = true
[20:42:12] use_anisotropic_filtering = 0
[20:42:12] use_antialiasing = 0
[20:42:12] use_default_action = true
[20:42:12] use_fast_clock_work_around = true
[20:42:12] use_nano_timer = false
[20:42:12] use_non_alpha_particles = false
[20:42:12] use_phobia_models = false
[20:42:12] use_tree_models = true
[20:42:12] use_weather_particles = false
[20:42:12] vbo_enabled = 1
[20:42:12] vg_ui_theme = 1
[20:42:12] viewport_bob = true
[20:42:12] water_detail = 1
[20:42:12] water_transparency = true
[20:42:12] 
[20:42:13] Setting up WurmModel Model Loader
[20:42:13] Executing C:\SSDSteam\steamapps\common\Wurm Online\gamedata\configs\casual\keybindings.txt
[20:42:13] Translating legacy key NUMPAD9 to KP_9
[20:42:13] Translating legacy key SUBTRACT to KP_SUBTRACT
[20:42:13] Translating legacy key EQUALS to EQUAL
[20:42:13] Translating legacy key ADD to KP_ADD
[20:42:13] Translating legacy key NUMPAD8 to KP_8
[20:42:13] Translating legacy key NUMPAD5 to KP_5
[20:42:13] Translating legacy key MULTIPLY to KP_MULTIPLY
[20:42:13] Translating legacy key NUMPAD0 to KP_0
[20:42:13] Translating legacy key NUMPAD3 to KP_3
[20:42:13] Translating legacy key NUMPAD2 to KP_2
[20:42:13] Translating legacy key DECIMAL to KP_DECIMAL
[20:42:13] Translating legacy key DIVIDE to KP_DIVIDE
[20:42:13] Translating legacy key NUMPAD6 to KP_6
[20:42:13] Translating legacy key NUMPAD4 to KP_4
[20:42:13] Setting up OpenAL Sound Engine
[20:42:13] OpenAL version: 1.1 ALSOFT 1.21.1
[20:42:13] OpenAL renderer: OpenAL Soft
[20:42:13] OpenAL vendor: OpenAL Community
[20:42:13] 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_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFTX_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_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
[20:42:13] Generating: 128 source channels.
[20:42:13] 
[20:42:13] === OpenGL information ===
[20:42:13] LWJGL version: 3.3.1 1.2.0
[20:42:13] OpenGL vendor: NVIDIA Corporation
[20:42:13] OpenGL renderer: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2
[20:42:13] OpenGL version: 4.6.0 NVIDIA 512.15
[20:42:13] OpenGL extensions:
[20:42:13]     GL_AMD_multi_draw_indirect
[20:42:13]     GL_AMD_seamless_cubemap_per_texture
[20:42:13]     GL_AMD_vertex_shader_viewport_index
[20:42:13]     GL_AMD_vertex_shader_layer
[20:42:13]     GL_ARB_arrays_of_arrays
[20:42:13]     GL_ARB_base_instance
[20:42:13]     GL_ARB_bindless_texture
[20:42:13]     GL_ARB_blend_func_extended
[20:42:13]     GL_ARB_buffer_storage
[20:42:13]     GL_ARB_clear_buffer_object
[20:42:13]     GL_ARB_clear_texture
[20:42:13]     GL_ARB_clip_control
[20:42:13]     GL_ARB_color_buffer_float
[20:42:13]     GL_ARB_compatibility
[20:42:13]     GL_ARB_compressed_texture_pixel_storage
[20:42:13]     GL_ARB_conservative_depth
[20:42:13]     GL_ARB_compute_shader
[20:42:13]     GL_ARB_compute_variable_group_size
[20:42:13]     GL_ARB_conditional_render_inverted
[20:42:13]     GL_ARB_copy_buffer
[20:42:13]     GL_ARB_copy_image
[20:42:13]     GL_ARB_cull_distance
[20:42:13]     GL_ARB_debug_output
[20:42:13]     GL_ARB_depth_buffer_float
[20:42:13]     GL_ARB_depth_clamp
[20:42:13]     GL_ARB_depth_texture
[20:42:13]     GL_ARB_derivative_control
[20:42:13]     GL_ARB_direct_state_access
[20:42:13]     GL_ARB_draw_buffers
[20:42:13]     GL_ARB_draw_buffers_blend
[20:42:13]     GL_ARB_draw_indirect
[20:42:13]     GL_ARB_draw_elements_base_vertex
[20:42:13]     GL_ARB_draw_instanced
[20:42:13]     GL_ARB_enhanced_layouts
[20:42:13]     GL_ARB_ES2_compatibility
[20:42:13]     GL_ARB_ES3_compatibility
[20:42:13]     GL_ARB_ES3_1_compatibility
[20:42:13]     GL_ARB_ES3_2_compatibility
[20:42:13]     GL_ARB_explicit_attrib_location
[20:42:13]     GL_ARB_explicit_uniform_location
[20:42:13]     GL_ARB_fragment_coord_conventions
[20:42:13]     GL_ARB_fragment_layer_viewport
[20:42:13]     GL_ARB_fragment_program
[20:42:13]     GL_ARB_fragment_program_shadow
[20:42:13]     GL_ARB_fragment_shader
[20:42:13]     GL_ARB_fragment_shader_interlock
[20:42:13]     GL_ARB_framebuffer_no_attachments
[20:42:13]     GL_ARB_framebuffer_object
[20:42:13]     GL_ARB_framebuffer_sRGB
[20:42:13]     GL_ARB_geometry_shader4
[20:42:13]     GL_ARB_get_program_binary
[20:42:13]     GL_ARB_get_texture_sub_image
[20:42:13]     GL_ARB_gl_spirv
[20:42:13]     GL_ARB_gpu_shader5
[20:42:13]     GL_ARB_gpu_shader_fp64
[20:42:13]     GL_ARB_gpu_shader_int64
[20:42:13]     GL_ARB_half_float_pixel
[20:42:13]     GL_ARB_half_float_vertex
[20:42:13]     GL_ARB_imaging
[20:42:13]     GL_ARB_indirect_parameters
[20:42:13]     GL_ARB_instanced_arrays
[20:42:13]     GL_ARB_internalformat_query
[20:42:13]     GL_ARB_internalformat_query2
[20:42:13]     GL_ARB_invalidate_subdata
[20:42:13]     GL_ARB_map_buffer_alignment
[20:42:13]     GL_ARB_map_buffer_range
[20:42:13]     GL_ARB_multi_bind
[20:42:13]     GL_ARB_multi_draw_indirect
[20:42:13]     GL_ARB_multisample
[20:42:13]     GL_ARB_multitexture
[20:42:13]     GL_ARB_occlusion_query
[20:42:13]     GL_ARB_occlusion_query2
[20:42:13]     GL_ARB_parallel_shader_compile
[20:42:13]     GL_ARB_pipeline_statistics_query
[20:42:13]     GL_ARB_pixel_buffer_object
[20:42:13]     GL_ARB_point_parameters
[20:42:13]     GL_ARB_point_sprite
[20:42:13]     GL_ARB_polygon_offset_clamp
[20:42:13]     GL_ARB_post_depth_coverage
[20:42:13]     GL_ARB_program_interface_query
[20:42:13]     GL_ARB_provoking_vertex
[20:42:13]     GL_ARB_query_buffer_object
[20:42:13]     GL_ARB_robust_buffer_access_behavior
[20:42:13]     GL_ARB_robustness
[20:42:13]     GL_ARB_sample_locations
[20:42:13]     GL_ARB_sample_shading
[20:42:13]     GL_ARB_sampler_objects
[20:42:13]     GL_ARB_seamless_cube_map
[20:42:13]     GL_ARB_seamless_cubemap_per_texture
[20:42:13]     GL_ARB_separate_shader_objects
[20:42:13]     GL_ARB_shader_atomic_counter_ops
[20:42:13]     GL_ARB_shader_atomic_counters
[20:42:13]     GL_ARB_shader_ballot
[20:42:13]     GL_ARB_shader_bit_encoding
[20:42:13]     GL_ARB_shader_clock
[20:42:13]     GL_ARB_shader_draw_parameters
[20:42:13]     GL_ARB_shader_group_vote
[20:42:13]     GL_ARB_shader_image_load_store
[20:42:13]     GL_ARB_shader_image_size
[20:42:13]     GL_ARB_shader_objects
[20:42:13]     GL_ARB_shader_precision
[20:42:13]     GL_ARB_shader_storage_buffer_object
[20:42:13]     GL_ARB_shader_subroutine
[20:42:13]     GL_ARB_shader_texture_image_samples
[20:42:13]     GL_ARB_shader_texture_lod
[20:42:13]     GL_ARB_shading_language_100
[20:42:13]     GL_ARB_shader_viewport_layer_array
[20:42:13]     GL_ARB_shading_language_420pack
[20:42:13]     GL_ARB_shading_language_include
[20:42:13]     GL_ARB_shading_language_packing
[20:42:13]     GL_ARB_shadow
[20:42:13]     GL_ARB_sparse_buffer
[20:42:13]     GL_ARB_sparse_texture
[20:42:13]     GL_ARB_sparse_texture2
[20:42:13]     GL_ARB_sparse_texture_clamp
[20:42:13]     GL_ARB_spirv_extensions
[20:42:13]     GL_ARB_stencil_texturing
[20:42:13]     GL_ARB_sync
[20:42:13]     GL_ARB_tessellation_shader
[20:42:13]     GL_ARB_texture_barrier
[20:42:13]     GL_ARB_texture_border_clamp
[20:42:13]     GL_ARB_texture_buffer_object
[20:42:13]     GL_ARB_texture_buffer_object_rgb32
[20:42:13]     GL_ARB_texture_buffer_range
[20:42:13]     GL_ARB_texture_compression
[20:42:13]     GL_ARB_texture_compression_bptc
[20:42:13]     GL_ARB_texture_compression_rgtc
[20:42:13]     GL_ARB_texture_cube_map
[20:42:13]     GL_ARB_texture_cube_map_array
[20:42:13]     GL_ARB_texture_env_add
[20:42:13]     GL_ARB_texture_env_combine
[20:42:13]     GL_ARB_texture_env_crossbar
[20:42:13]     GL_ARB_texture_env_dot3
[20:42:13]     GL_ARB_texture_filter_anisotropic
[20:42:13]     GL_ARB_texture_filter_minmax
[20:42:13]     GL_ARB_texture_float
[20:42:13]     GL_ARB_texture_gather
[20:42:13]     GL_ARB_texture_mirror_clamp_to_edge
[20:42:13]     GL_ARB_texture_mirrored_repeat
[20:42:13]     GL_ARB_texture_multisample
[20:42:13]     GL_ARB_texture_non_power_of_two
[20:42:13]     GL_ARB_texture_query_levels
[20:42:13]     GL_ARB_texture_query_lod
[20:42:13]     GL_ARB_texture_rectangle
[20:42:13]     GL_ARB_texture_rg
[20:42:13]     GL_ARB_texture_rgb10_a2ui
[20:42:13]     GL_ARB_texture_stencil8
[20:42:13]     GL_ARB_texture_storage
[20:42:13]     GL_ARB_texture_storage_multisample
[20:42:13]     GL_ARB_texture_swizzle
[20:42:13]     GL_ARB_texture_view
[20:42:13]     GL_ARB_timer_query
[20:42:13]     GL_ARB_transform_feedback2
[20:42:13]     GL_ARB_transform_feedback3
[20:42:13]     GL_ARB_transform_feedback_instanced
[20:42:13]     GL_ARB_transform_feedback_overflow_query
[20:42:13]     GL_ARB_transpose_matrix
[20:42:13]     GL_ARB_uniform_buffer_object
[20:42:13]     GL_ARB_vertex_array_bgra
[20:42:13]     GL_ARB_vertex_array_object
[20:42:13]     GL_ARB_vertex_attrib_64bit
[20:42:13]     GL_ARB_vertex_attrib_binding
[20:42:13]     GL_ARB_vertex_buffer_object
[20:42:13]     GL_ARB_vertex_program
[20:42:13]     GL_ARB_vertex_shader
[20:42:13]     GL_ARB_vertex_type_10f_11f_11f_rev
[20:42:13]     GL_ARB_vertex_type_2_10_10_10_rev
[20:42:13]     GL_ARB_viewport_array
[20:42:13]     GL_ARB_window_pos
[20:42:13]     GL_ATI_draw_buffers
[20:42:13]     GL_ATI_texture_float
[20:42:13]     GL_ATI_texture_mirror_once
[20:42:13]     GL_S3_s3tc
[20:42:13]     GL_EXT_texture_env_add
[20:42:13]     GL_EXT_abgr
[20:42:13]     GL_EXT_bgra
[20:42:13]     GL_EXT_bindable_uniform
[20:42:13]     GL_EXT_blend_color
[20:42:13]     GL_EXT_blend_equation_separate
[20:42:13]     GL_EXT_blend_func_separate
[20:42:13]     GL_EXT_blend_minmax
[20:42:13]     GL_EXT_blend_subtract
[20:42:13]     GL_EXT_compiled_vertex_array
[20:42:13]     GL_EXT_Cg_shader
[20:42:13]     GL_EXT_depth_bounds_test
[20:42:13]     GL_EXT_direct_state_access
[20:42:13]     GL_EXT_draw_buffers2
[20:42:13]     GL_EXT_draw_instanced
[20:42:13]     GL_EXT_draw_range_elements
[20:42:13]     GL_EXT_fog_coord
[20:42:13]     GL_EXT_framebuffer_blit
[20:42:13]     GL_EXT_framebuffer_multisample
[20:42:13]     GL_EXTX_framebuffer_mixed_formats
[20:42:13]     GL_EXT_framebuffer_multisample_blit_scaled
[20:42:13]     GL_EXT_framebuffer_object
[20:42:13]     GL_EXT_framebuffer_sRGB
[20:42:13]     GL_EXT_geometry_shader4
[20:42:13]     GL_EXT_gpu_program_parameters
[20:42:13]     GL_EXT_gpu_shader4
[20:42:13]     GL_EXT_multi_draw_arrays
[20:42:13]     GL_EXT_multiview_texture_multisample
[20:42:13]     GL_EXT_multiview_timer_query
[20:42:13]     GL_EXT_packed_depth_stencil
[20:42:13]     GL_EXT_packed_float
[20:42:13]     GL_EXT_packed_pixels
[20:42:13]     GL_EXT_pixel_buffer_object
[20:42:13]     GL_EXT_point_parameters
[20:42:13]     GL_EXT_polygon_offset_clamp
[20:42:13]     GL_EXT_post_depth_coverage
[20:42:13]     GL_EXT_provoking_vertex
[20:42:13]     GL_EXT_raster_multisample
[20:42:13]     GL_EXT_rescale_normal
[20:42:13]     GL_EXT_secondary_color
[20:42:13]     GL_EXT_separate_shader_objects
[20:42:13]     GL_EXT_separate_specular_color
[20:42:13]     GL_EXT_shader_image_load_formatted
[20:42:13]     GL_EXT_shader_image_load_store
[20:42:13]     GL_EXT_shader_integer_mix
[20:42:13]     GL_EXT_shadow_funcs
[20:42:13]     GL_EXT_sparse_texture2
[20:42:13]     GL_EXT_stencil_two_side
[20:42:13]     GL_EXT_stencil_wrap
[20:42:13]     GL_EXT_texture3D
[20:42:13]     GL_EXT_texture_array
[20:42:13]     GL_EXT_texture_buffer_object
[20:42:13]     GL_EXT_texture_compression_dxt1
[20:42:13]     GL_EXT_texture_compression_latc
[20:42:13]     GL_EXT_texture_compression_rgtc
[20:42:13]     GL_EXT_texture_compression_s3tc
[20:42:13]     GL_EXT_texture_cube_map
[20:42:13]     GL_EXT_texture_edge_clamp
[20:42:13]     GL_EXT_texture_env_combine
[20:42:13]     GL_EXT_texture_env_dot3
[20:42:13]     GL_EXT_texture_filter_anisotropic
[20:42:13]     GL_EXT_texture_filter_minmax
[20:42:13]     GL_EXT_texture_integer
[20:42:13]     GL_EXT_texture_lod
[20:42:13]     GL_EXT_texture_lod_bias
[20:42:13]     GL_EXT_texture_mirror_clamp
[20:42:13]     GL_EXT_texture_object
[20:42:13]     GL_EXT_texture_shadow_lod
[20:42:13]     GL_EXT_texture_shared_exponent
[20:42:13]     GL_EXT_texture_sRGB
[20:42:13]     GL_EXT_texture_sRGB_R8
[20:42:13]     GL_EXT_texture_sRGB_decode
[20:42:13]     GL_EXT_texture_storage
[20:42:13]     GL_EXT_texture_swizzle
[20:42:13]     GL_EXT_timer_query
[20:42:13]     GL_EXT_transform_feedback2
[20:42:13]     GL_EXT_vertex_array
[20:42:13]     GL_EXT_vertex_array_bgra
[20:42:13]     GL_EXT_vertex_attrib_64bit
[20:42:13]     GL_EXT_window_rectangles
[20:42:13]     GL_EXT_import_sync_object
[20:42:13]     GL_IBM_rasterpos_clip
[20:42:13]     GL_IBM_texture_mirrored_repeat
[20:42:13]     GL_KHR_context_flush_control
[20:42:13]     GL_KHR_debug
[20:42:13]     GL_EXT_memory_object
[20:42:13]     GL_EXT_memory_object_win32
[20:42:13]     GL_NV_memory_object_sparse
[20:42:13]     GL_EXT_win32_keyed_mutex
[20:42:13]     GL_KHR_parallel_shader_compile
[20:42:13]     GL_KHR_no_error
[20:42:13]     GL_KHR_robust_buffer_access_behavior
[20:42:13]     GL_KHR_robustness
[20:42:13]     GL_EXT_semaphore
[20:42:13]     GL_EXT_semaphore_win32
[20:42:13]     GL_NV_timeline_semaphore
[20:42:13]     GL_KHR_shader_subgroup
[20:42:13]     GL_KTX_buffer_region
[20:42:13]     GL_NV_alpha_to_coverage_dither_control
[20:42:13]     GL_NV_bindless_multi_draw_indirect
[20:42:13]     GL_NV_bindless_multi_draw_indirect_count
[20:42:13]     GL_NV_bindless_texture
[20:42:13]     GL_NV_blend_equation_advanced
[20:42:13]     GL_NV_blend_equation_advanced_coherent
[20:42:13]     GL_NVX_blend_equation_advanced_multi_draw_buffers
[20:42:13]     GL_NV_blend_minmax_factor
[20:42:13]     GL_NV_blend_square
[20:42:13]     GL_NV_clip_space_w_scaling
[20:42:13]     GL_NV_command_list
[20:42:13]     GL_NV_compute_program5
[20:42:13]     GL_NV_conditional_render
[20:42:13]     GL_NV_conservative_raster
[20:42:13]     GL_NV_conservative_raster_dilate
[20:42:13]     GL_NV_conservative_raster_pre_snap_triangles
[20:42:13]     GL_NV_copy_depth_to_color
[20:42:13]     GL_NV_copy_image
[20:42:13]     GL_NV_depth_buffer_float
[20:42:13]     GL_NV_depth_clamp
[20:42:13]     GL_NV_draw_texture
[20:42:13]     GL_NV_draw_vulkan_image
[20:42:13]     GL_NV_ES1_1_compatibility
[20:42:13]     GL_NV_ES3_1_compatibility
[20:42:13]     GL_NV_explicit_multisample
[20:42:13]     GL_NV_feature_query
[20:42:13]     GL_NV_fence
[20:42:13]     GL_NV_fill_rectangle
[20:42:13]     GL_NV_float_buffer
[20:42:13]     GL_NV_fog_distance
[20:42:13]     GL_NV_fragment_coverage_to_color
[20:42:13]     GL_NV_fragment_program
[20:42:13]     GL_NV_fragment_program_option
[20:42:13]     GL_NV_fragment_program2
[20:42:13]     GL_NV_fragment_shader_interlock
[20:42:13]     GL_NV_framebuffer_mixed_samples
[20:42:13]     GL_NV_framebuffer_multisample_coverage
[20:42:13]     GL_NV_geometry_shader4
[20:42:13]     GL_NV_geometry_shader_passthrough
[20:42:13]     GL_NV_gpu_program4
[20:42:13]     GL_NV_internalformat_sample_query
[20:42:13]     GL_NV_gpu_program4_1
[20:42:13]     GL_NV_gpu_program5
[20:42:13]     GL_NV_gpu_program5_mem_extended
[20:42:13]     GL_NV_gpu_program_fp64
[20:42:13]     GL_NV_gpu_shader5
[20:42:13]     GL_NV_half_float
[20:42:13]     GL_NV_light_max_exponent
[20:42:13]     GL_NV_memory_attachment
[20:42:13]     GL_NV_multisample_coverage
[20:42:13]     GL_NV_multisample_filter_hint
[20:42:13]     GL_NV_occlusion_query
[20:42:13]     GL_NV_packed_depth_stencil
[20:42:13]     GL_NV_parameter_buffer_object
[20:42:13]     GL_NV_parameter_buffer_object2
[20:42:13]     GL_NV_path_rendering
[20:42:13]     GL_NV_path_rendering_shared_edge
[20:42:13]     GL_NV_pixel_data_range
[20:42:13]     GL_NV_point_sprite
[20:42:13]     GL_NV_primitive_restart
[20:42:13]     GL_NV_query_resource
[20:42:13]     GL_NV_query_resource_tag
[20:42:13]     GL_NV_register_combiners
[20:42:13]     GL_NV_register_combiners2
[20:42:13]     GL_NV_sample_locations
[20:42:13]     GL_NV_sample_mask_override_coverage
[20:42:13]     GL_NV_shader_atomic_counters
[20:42:13]     GL_NV_shader_atomic_float
[20:42:13]     GL_NV_shader_atomic_float64
[20:42:13]     GL_NV_shader_atomic_fp16_vector
[20:42:13]     GL_NV_shader_atomic_int64
[20:42:13]     GL_NV_shader_buffer_load
[20:42:13]     GL_NV_shader_storage_buffer_object
[20:42:13]     GL_NV_shader_subgroup_partitioned
[20:42:13]     GL_NV_stereo_view_rendering
[20:42:13]     GL_NV_texgen_reflection
[20:42:13]     GL_NV_texture_barrier
[20:42:13]     GL_NV_texture_compression_vtc
[20:42:13]     GL_NV_texture_env_combine4
[20:42:13]     GL_NV_texture_multisample
[20:42:13]     GL_NV_texture_rectangle
[20:42:13]     GL_NV_texture_rectangle_compressed
[20:42:13]     GL_NV_texture_shader
[20:42:13]     GL_NV_texture_shader2
[20:42:13]     GL_NV_texture_shader3
[20:42:13]     GL_NV_transform_feedback
[20:42:13]     GL_NV_transform_feedback2
[20:42:13]     GL_NV_uniform_buffer_unified_memory
[20:42:13]     GL_NV_vertex_array_range
[20:42:13]     GL_NV_vertex_array_range2
[20:42:13]     GL_NV_vertex_attrib_integer_64bit
[20:42:13]     GL_NV_vertex_buffer_unified_memory
[20:42:13]     GL_NV_vertex_program
[20:42:13]     GL_NV_vertex_program1_1
[20:42:13]     GL_NV_vertex_program2
[20:42:13]     GL_NV_vertex_program2_option
[20:42:13]     GL_NV_vertex_program3
[20:42:13]     GL_NV_viewport_array2
[20:42:13]     GL_NV_viewport_swizzle
[20:42:13]     GL_NVX_conditional_render
[20:42:13]     GL_NVX_linked_gpu_multicast
[20:42:13]     GL_NV_gpu_multicast
[20:42:13]     GL_NVX_gpu_multicast2
[20:42:13]     GL_NVX_progress_fence
[20:42:13]     GL_NVX_gpu_memory_info
[20:42:13]     GL_NVX_multigpu_info
[20:42:13]     GL_NVX_nvenc_interop
[20:42:13]     GL_NV_shader_thread_group
[20:42:13]     GL_NV_shader_thread_shuffle
[20:42:13]     GL_KHR_blend_equation_advanced
[20:42:13]     GL_KHR_blend_equation_advanced_coherent
[20:42:13]     GL_OVR_multiview
[20:42:13]     GL_OVR_multiview2
[20:42:13]     GL_SGIS_generate_mipmap
[20:42:13]     GL_SGIS_texture_lod
[20:42:13]     GL_SGIX_depth_texture
[20:42:13]     GL_SGIX_shadow
[20:42:13]     GL_SUN_slice_accum
[20:42:13]     GL_WIN_swap_hint
[20:42:13]     WGL_EXT_swap_control
[20:42:13] OpenGL pixel format: 8:8:8:8
[20:42:13] OpenGL depth format: 24:8
[20:42:13] 
[20:42:13] GLSL version: 4.60 NVIDIA
[20:42:13] GLSL max vertex uniforms: 4096 (4096)
[20:42:13] GLSL max fragment uniforms: 4096 (4096)
[20:42:13] GLSL max varyings: 124 (124)
[20:42:13] GLSL max lights: 8 (8)
[20:42:13] GLSL defines (4.6): #define USE_CLIP_VERTEX 1
[20:42:13] 
[20:42:13] Vertex/index buffer memory limit: 3072MiB
[20:42:14] Word filter loaded: 23
[20:42:14] Starting global frame job manager with 8 worker threads
[20:42:14] Starting global lazy job manager with 4 worker threads
[20:42:14] Starting workaround for fast running clocks
[20:42:14] Using LWJGL timer.
[20:42:15] Startup Phase - Initializing..
[20:42:15] Preloading builtin materials
[20:42:15] Preloading builtin materials done
[20:42:15] Setting up Collada Model Loader
[20:42:15] Launching Collada Model Loader threads
[20:42:15] Launching WOM Loader threads
[20:42:15] Startup Phase - Setting up..
[20:42:16] Loading window positions from C:\SSDSteam\steamapps\common\Wurm Online\gamedata\players\synjora\windows_1920x1080.txt
[20:42:16] Loading props file C:\SSDSteam\steamapps\common\Wurm Online\gamedata\players\synjora\windows_1920x1080.txt
[20:42:16] Gui initialized
[20:42:16] Startup Phase - Preparing terrain...
[20:42:17] Startup Phase - Connecting ..
[20:42:18] Disabling Nagles
[20:42:18] Writing to C:\SSDSteam\steamapps\common\Wurm Online\gamedata\players\synjora\test_logs\_Event.2022-12.txt
[20:42:19] Writing to C:\SSDSteam\steamapps\common\Wurm Online\gamedata\players\synjora\test_logs\CA_HELP.2022-12.txt
[20:42:19] Writing to C:\SSDSteam\steamapps\common\Wurm Online\gamedata\players\synjora\test_logs\GL-Freedom.2022-12.txt
[20:42:19] Writing to C:\SSDSteam\steamapps\common\Wurm Online\gamedata\players\synjora\test_logs\Freedom.2022-12.txt
[20:42:19] Writing to C:\SSDSteam\steamapps\common\Wurm Online\gamedata\players\synjora\test_logs\Trade.2022-12.txt
[20:42:19] Login successful
[20:42:19] Executing C:\SSDSteam\steamapps\common\Wurm Online\gamedata\configs\casual\autorun.txt
[20:42:19] Starting update of login splash image...
[20:42:20] Initializing font texture for Cry Uncial (32). Texture Size: 512
[20:42:20] Finished loading new login splash image!
[20:42:21] Water reflection offscreen size 960x540
[20:42:41] Execution aborted at connection 1, iteration 947
[20:42:41] Run time 19s, local time Fri Dec 09 20:42:41 EST 2022
[20:42:41] Destroying game window
[20:42:41] ====== CLIENT CRASH ======
[20:42:41] Unexpected crash while playing
[20:42:41] java.util.ConcurrentModificationException
[20:42:41]     at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
[20:42:41]     at java.util.ArrayList$Itr.next(Unknown Source)
[20:42:41]     at class.GsxzFmuOxh.FZOk5L6Gfy(SourceFile:370)
[20:42:41]     at class.eylBOysOCs.XwhlvVTrl(SourceFile:189)
[20:42:41]     at class.eylBOysOCs.FZOk5L6Gfy(SourceFile:208)
[20:42:41]     at class.GsxzFmuOxh.FZOk5L6Gfy(SourceFile:159)
[20:42:41]     at class.Db1MV5kokC.FZOk5L6Gfy(SourceFile:694)
[20:42:41]     at class.w6JxZW0hQ.FZOk5L6Gfy(SourceFile:1619)
[20:42:41]     at class.RLREeYzQcA.reallyHandle(SourceFile:8367)
[20:42:41]     at com.wurmonline.communication.SocketConnection.tick(SocketConnection.java:655)
[20:42:41]     at class.RLREeYzQcA.mMV5oPkCW(SourceFile:262)
[20:42:41]     at com.wurmonline.client.WurmClientBase.X1XFlh0qbH(SourceFile:1650)
[20:42:41]     at com.wurmonline.client.WurmClientBase.yuix3IabUz(SourceFile:8440)
[20:42:41]     at com.wurmonline.client.WurmClientBase.run(SourceFile:38391)
[20:42:41]     at java.lang.Thread.run(Unknown Source)
 

 

The special creature spawns around holy sites probably shouldn't contain dolphins on land

 

Flesh pods aren't consumed upon growing a simulacrum. Assuming they're meant to be

 

Soul crystals are really underwhelming. Set skills and characteristics to 50, struggling to get anything i can gain from.

Champion octopus gives.. Weaponless fighting increased by 0.0211 to 50.0211

 

Fo is definitely in need of some better bonuses. Magranon is more specialized in its rewards compared to the broad bonuses of Vynora, but Mag seems worthwhile to me. Loads of meteors, chances at some interesting archaeology fragments, as well as other rarer rewards are nice. 

 

With all gods receiving an improvement bonus to their associated material types, why not incorporate this bonus "a long spell effect granting additional chance of rarity on item improvement" to each site or god, received upon performing the special action?

 

The initial cast of Rampage lasts for a very short time (though it may be considerably better with a properly maintained and improved site) 

 

Can Vynora's Insight be displayed alongside other status effects?

 

There's a handful of small holes in the model for the wishing tree

 

Any chance the properties of empyrean will be revealed with the official release of the update? 

 

The "dormant" text sticking around, the client crash, sea creatures spawning on land, and flesh pods not being consumed have all been fixed.

 

Vynora's Insight definitely should have a spell effect icon. If it doesn't, that will be taken care of.

 

If anyone notices any other spell effects that are missing icons, let us know!

 

 

EDIT: The Rampage duration from the holy site pulse event is supposed to be drastically longer than the ~5 minutes you were getting. This will be fixed shortly.

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On 12/12/2022 at 8:43 AM, Wurmhole said:

I honestly feel the addition of this is a bit of needless complexity to the game.  It feels like the goal of devs have shifted away from an interest in gaining new players, to finding ways to keep old players from drifting away.  

What? I mean, that's the entire point of this, you get it! 

 

The new player stuff is not this, it's next year. This is for mid-end game stuff where you have an established setup and you're looking for more. 

 

Sounds like it achieves it's goal, you just think it has a different goal 

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