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Holy Sites Testing Part 2 - Feedback Wanted!

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We are back with round 2 of Holy Site testing, below are some changes we have made along with some details of the new metal. This time the test Holy Sites will auto spawn on the same location when you close one, so we should no longer run into issues with none being around to test this time. Do let us now anything we can do to improve your testing experience, and also anything you think we could improve on for the final release of Holy Sites. Going to wait till we are happy with the testing to announce a date as to not rush this before its ready.

 

Changes

  • Holy sites will no longer be destroyed on test servers and will now just reset in the same position.
  • Item improvement bonuses given by a holy site are now given to all premium players within the site, not just players of matching faith. For example, a Magranon player who normally gets +10% to quality gains when improving metal items will instead get +20% when within a Magranon holy site, whereas a Fo player in that same holy site will get +10% when improving that same item.
  • When an activated holy site expires, a final pulse effect now triggers as long as it did not expire due to corruption/desecration. This particular pulse effect is also significantly more powerful than normal, acting as if the holy site’s power is significantly closer to 100 than it is.
  • Soul crystals can now be used multiple times, losing some of their quality and weight on each use, only being destroyed when there is nothing left. Higher-power holy sites will give larger crystals with more uses.
  • The Sampo (Fo steppe) holy site now has a chance of giving the player a “source seeds” item in addition to source salt when used. This chance is increased at higher holy site rarity. These seeds may be fed to any breedable female creature, giving them an effect that improves the results of breeding that creature. Specifically, the effect increases the effective Animal Husbandry skill of the player breeding it by 5 to 10 points depending on quality, and slightly more for rare or better seeds. This effect lasts one hour. The seeds may be placed in a larder, but are not bulk items and cannot be placed in a food storage bin or crate. However, they do not decay in inventory like normal food items. Be aware that if left on the ground, in a pet bowl, etc., creatures may still eat them even if the bonus would be wasted on them.
  • The affinity chance bonus effect has been removed from the wellspring of knowledge holy site.
  • (PVP only) Most benefits of a holy site are now disabled if your faith opposes that of the holy site; in other words, if you could desecrate the site. This is to encourage those players to work toward desecrating the site instead of allowing them to flourish in order to receive pulse effects or other passive benefits from being there. For those present at a holy site of opposing faith:
  • Pulse effects that directly affect players will not apply to them.
  • On each pulse, there will be a small chance of a random backlash effect. This chance, and the average severity, increases with the holy site’s Power and decreases with Corruption, so it is more dangerous to stick around a high-Power, low-Corruption holy site of an opposing deity. These backlash effects can extend to players near the holy site as well.
  • Passive item improvement quality bonuses will not function.
  • (PVP only) Desecrating an inactive holy site now activates it, making its existence publicly known.
  • (Epic/Defiance only) Holy site expiration will now influence their associated gods on Valrei in a manner similar to missions. Like missions, they will affect the Characteristics and movement timers of gods on the Valrei map:
  • If the holy site expires without being activated at all, nothing special happens.
  • If an activated holy site is maintained by players well enough that it expires at the end of its natural duration, the effect on the god will be positive (bonus to a characteristic, shorter movement timer). This effect scales with the final adjusted power (power modified by corruption) of the holy site.
  • If an activated holy site is destroyed due to corruption (due to either player desecration or negligence), the effect on the god will be negative (penalty to a characteristic, longer movement timer). This effect does not scale, and will usually not be quite as powerful as the positive effect mentioned above.

 

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Further Changes (2023/02/16)

  • Bug fix: The souls of human children will (un)fortunately no longer appear in soul crystals.
  • Bug fix: The Rampage spell effect should now stack properly when killing creatures. Note that killing particularly weak or undead creatures will not give the effect.
  • Clarified the message given when attempting to purify or desecrate a holy site too soon after gaining faith.
  • Achievements and journal goals requiring the creation of items from all types of metal now require empyrean iron items as well.
  • Soul crystals now scale the skill given somewhat differently, including the following changes:
    • The skill levels of the soul will be increased with crystal rarity and if it is a champion, and will be decreased slightly if it is diseased.
    • A small amount of the chosen skill is given even if your skill is less than the skill level of the soul.
    • Some other modifiers to total skill gain have been adjusted to compensate for this. The goal behind this change is not to drastically increase skill given, but to make soul crystals more useful for those already at high skill levels themselves.
  • The chance to mine empyrean lumps from meteorites has been significantly reduced in order to increase the relative value of those found at Magranon holy sites.
  • (PVP only) For consistency with other PVP-related changes, Libila worshipers cannot mine meteorites spawned by Magranon holy sites on PVP servers.
    • They can still mine meteorites spawned by Ritual of the Sun.
  • Quality of life improvements for furnaces inside (non-corrupted) Magranon holy sites:
    • Can be lit with steel & flint without the need for kindling.
    • Consume fuel significantly more slowly, to a degree scaling with adjusted Power of the holy site.
    • Pulse effects will add fuel to any already-lit furnaces, also scaling in the same way.
    • "Furnaces" includes campfires, forges, ovens, smelters, kilns, and stills.
    • The item must be blessed by a priest of Magranon in order to receive any of these benefits.

 

 

Introduction

Holy Sites are randomly spawned zones for players to find, themed after specific Gods and biomes, in unsettled areas of the map. Priests and followers of that deity maintain the site through prayers and sermons, allowing the Holy Site to provide bonuses to all Premium account followers and priests of that deity, as well as additional positive effects within its radius. Some benefits are available to all Premium accounts, even if they are not followers of that particular deity, so being at a Holy Site still provides some benefits regardless of which God you follow.

 

Holy sites are temporary, lasting 2 weeks on average.

 

Discovery

Each type of Holy Site can only spawn in places matching certain features, limiting the areas you might need to search in order to find them. You can also receive a map of the Holy Site from prayer, giving sermons, or meditating, but only on those actions that could possibly give faith (or skill, in the case of meditating).  These maps have various modifiers applied to make them less clear than a normal Treasure map or Cartography map would be, so you may need to compare maps with others or combine them with your understanding of the server layout in order to find the Holy Site. Normally, these map hints will be given only for Holy Sites that have not yet been found and activated, and that are associated with the God you follow. On PVP servers, you may also get hints about opposite-light gods’ holy sites (i.e. maps of White Light holy sites if your God is Libila and vice-versa).

 

If a Holy Site has already been found and activated by a player, a “Locate Holy Sites” action will become available on altars. Using this action, on any altar at which you can pray, will show the locations of all activated Holy Sites on the in-game map, even those not belonging to your own God

 

Restrictions

Holy Sites are special places protected by their Gods, and are meant to be accessed and used by the public. As such, the following activities are disallowed within Holy Sites:

  • Founding a settlement.
  • Expanding an existing settlement into the Holy Site.
  • Terraforming (digging, mining, etc.).
  • Building structures or fences.
  • Changing tile types by packing, cultivating, adding or removing pavement, dropping dirt/sand, transmuting, planting or cutting trees, or any similar actions.
  • Creatures grazing or moving will also not pack tiles within Holy Sites.
  • (PVE servers only) Blocking or intentionally restricting access to the Holy Site in any way.

 

Activation

A Holy Site is dormant and provides no benefits until it is found and activated by a follower or priest of the Holy Site’s deity. To activate the Holy Site, pray or hold a sermon (with enough listeners for Faith gain) at the special item at the center of the Holy Site.

 

Once activated, the expiration timer of the Holy Site will reset, in order to guarantee that a Holy Site will last for its full duration after being found no matter how long it takes to find.

 

Power & Corruption

Power and Corruption are the two most important characteristics of a Holy Site. Each ranges from 0 to 100.

 

Power: Strength of the deity’s influence.

  • This is represented by the Quality Level of the special item at the center of the Holy Site, and can be seen by examining it.
  • Power affects:
    • The size of the Holy Site.
    • The power or effectiveness of almost all Holy Site benefits, such as the Quality Level of goods received from it.
    • Possibility of the Holy Site expiring early and with no rewards, if Power ever reaches 0.
    • (most Power effects are handled through Adjusted Power instead)
  • And is increased by:
    • Prayers and sermons within the Holy Site by followers and priests of the Holy Site’s God.
      • Only prayers and sermons that are valid for gaining Faith may increase the Site’s Power.
      • The prayer or sermon may be done at the Holy Site’s special item, but any altar will work, as long as it is within the current borders of the Holy Site.
  • And is decreased by:
    • Natural decay over time once the Holy Site is activated.
      • Chance for decay occurs at the same time as Pulse events.
      • Amount of Power decay is randomized and may not occur at all.

 

Corruption: Malicious taint and impurity, making Holy Site less effective and possibly resulting in negative effects.

  • This is represented by the Damage of the special item at the center of the Holy Site, and can be seen by examining it.
  • Corruption affects:
    • Damage on items received from the Holy Site.
    • Chance of Backlash effects when performing prayers or sermons to increase the Holy Site’s Power.
    • Disabling of Pulse effects, item improvement bonuses, and some passive bonuses if Corruption is at least 40.
    • Possibility of the Holy Site expiring early and with no rewards, if Corruption ever reaches 100.
    • The effective Power of the Holy Site when providing benefits. Much like an item with 80 Quality Level and 50 Damage has only 40 effective QL for most purposes, a Holy Site with 80 Power and 50 Corruption only has 40 effective Power for most purposes.
    • This will not affect the size of the Holy Site.
  • And increased by:
    • Random chance when performing prayers, sermons, or special Holy Site actions within the Holy Site.
      • This is far more likely if current Corruption is already above 0.
      • Power-affecting actions (prayer/sermons) have a higher chance to corrupt the Site than special actions do.
      • Any Corruption from performing an action may be partially or fully resisted by a Soul Strength skill check.
      • Chance of Corruption over time is triggered on Pulse Events and scales with the number of players who have contributed to the Site’s Power since the last pulse.
      • This number also, to a small degree, increases the average amount of corruption is done.
    • Natural chance of Corruption over time once the Holy Site is activated.
      • Just like Power decay, this chance occurs at the same time as Pulse Events.
    • (PVP only) Desecration actions performed by followers or priests of an opposing deity, using Exorcism skill.
  • And is decreased by:
    • Purify actions performed on the Holy Site item by followers or priests of the Holy Site’s deity, using Exorcism skill.

 

Scaling effects on decay: Chance of Corruption gain and Power decay over time is increased with the number of players who have somehow contributed to the Holy Site’s Power since the last Pulse Event. In other words, the more players contributing to the Holy Site, the greater the total effort needed to maintain it.

Rarity: Generally improves results of actions and effects, and has a significant impact on Favor granted to the deity upon expiration.

  • This is represented by the rarity of the special item at the center of the Holy Site, and can be seen by examining it.
  • Rarity of the Holy Site is determined randomly when it spawns, and does not change.

 

Holy Site types

Each deity has two types of Holy Sites that can spawn, with their own themes, possible spawn locations, and effects.

  • Fo:
    • Wishing Tree. A magical tree, blossoming with many types of fruit and other produce. Spawns in dense forests.
    • Sampo. A strange divine mechanism, dispensing the necessities of life. Spawns on steppe.
  • Vynora:
    • Wellspring of Knowledge. A mystical fountain dispensing knowledge. Spawns on beaches and other natural waterfronts.
    • Akashic mirror. A weird, black mirror that appears to be peering into another world. Spawns on roads and other paved areas.
  • Magranon:
    • Glowing Fissure. A glowing, volcanic crack in the rock. Spawns in barren, rocky terrain.
    • Otherworldly Monolith. An obelisk that has fallen from the sky and buried itself into the ground. Spawns on sand.
  • Libila:
    • Abyssal Circle. An unholy ritual circle of uncertain purpose. Spawns on tundra.
    • Pillar of Decay. A crude totem of skulls, viscera, and decay. Spawns on tar and peat.

 

Spawning

Holy Sites spawn occasionally over time as special features, so one may or may not exist at any given time. The chance of a new Holy Site spawning is also lowered with each Holy Site currently existing on the server.

 

Holy Sites spawn far from settlements and other Holy Sites, on reasonably flat ground, and will never overlap buildings or highways. Most types of Holy Sites also avoid water.

 

Each type of Holy Site also has specific requirements for the types of tiles they may spawn on or near, and may have other requirements that must be fulfilled by the nearby terrain in order to qualify as a possible location.

 

The exact spawning rules are complex and may vary depending on the type of Holy Site. For example, a Wellspring of Knowledge Holy Site will always spawn near water as opposed to avoiding water, and a Glowing Fissure Holy Site may spawn on slightly steeper terrain than others.

 

Positive effects

Holy Sites have several positive effects. Except when otherwise stated, all these effects are available only to accounts with Premium time, and that have at least 30 Faith with the Holy Site’s deity.

 

  • Passive Effects: These are active whenever you are within the Holy Site. Special visual effects and a spell effect icon will make it clear when you are within the Holy Site’s current borders.
    • All Holy Sites:
      • 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
        • Vynora: Wooden items
        • Magranon: Metal items
        • Libila: Leather items
      • Higher Faith gain, and greater Favor gain for your god, for all prayers and sermons held at any altar within the Holy Site (or at the Holy Site item itself).
    • Fo Holy Sites: Hostile animals will no longer be hostile towards you. This is the same effect Fo priests normally have.
    • Libila Holy Sites: Hostile monsters will no longer be hostile towards you. This is the same effect Libila priests normally have.
    • Wellspring of Knowledge: A small chance to catch any special fish while fishing, as long as you are using a tool that can be used to catch that type of fish.
  • Special actions: An action specific to each type of Holy Site that can be performed on the Holy Site’s special item. Once this action is performed, you will need to wait until the next Pulse Event to perform it again.
    • Wishing Tree: Harvest a random harvestable product from the tree using a sickle. This can include any type of fruit, berry, nut, herb, or spice. This provides more items than harvesting a normal tree or bush, and at higher quality. This can also give special items within those categories that are not available anywhere else, and that grant more complexity than normal food to any dishes they are used in.
    • Sampo: Feast for a refresh effect giving you maximum food, water, stamina, and CCFP bars, curing any disease, a random temporary affinity of long duration similar to a food affinity, and a significant amount of source salt added to your inventory. There is a rare chance to get a Source Seed along with the source salt which when fed to an animal will increase your effective animal husbandry skill when breeding it for 1 hour.
    • Wellspring of Knowledge: Imbibe the liquid for a long spell effect granting additional chance of rarity on item improvement.
    • Akashic Mirror: Gaze into the mirror for skill checks (with significant potential skill gain) in various characteristics, a Meditating skill check with half the skill gain of a normal Meditating action but without affecting your meditation cooldown timers, and a small increase to a random skill.
    • Glowing Fissure: Unearth a random item using a pickaxe, shovel, or trowel. This will usually be a gem (sometimes with Favor stored in it already), but has a small chance of being a large source crystal, and a very small chance of being a random unique blood. On rare actions, there is a chance of receiving a strange bone fragment instead.
    • Otherworldly Monolith: Rummage at the monolith for a random metal lump from the impact site. These can be, in order of decreasing likelihood: A random base metal (any metal that can be mined as ore), a random alloy, empyrean iron, and a random moon metal.
      • Empyrean iron is a new type of metal that can be harvested in this manner as well as from Magranon ritual effect meteorites.
    • Abyssal Circle: Channel a crystal containing the soul of a random type creature, possibly with the Champion or Diseased condition.
      • A soul crystal can be broken with a hammer, blunt weapon, or sacrificial knife in exchange for a powerful Mind Stealer-like effect, using the creature template to determine possible skills. “Diseased” condition gives less skill and “Champion” condition gives more.
    • Pillar of Decay: Extract a flesh pod using any valid butchering tool.
      • The flesh pod may be hatched into a tamed Simulacrum creature by using it on any tile. If the flesh pod has a condition such as “Champion” or “Greenish”, the creature will have that condition.
      • Quality of flesh pod, rarity of flesh pod, and type of tile used to hatch the Simulacrum will affect its size and the values of several of its characteristics, making it weaker or stronger in combat.
  • Pulse Effects: A Holy Site will “pulse” roughly once per hour, having an immediate effect on the players and/or the immediate surroundings.
    • All Premium accounts may benefit from Pulse Effects, even if they do not worship the Holy Site’s deity.
    • Wishing Tree: Spawns flowers randomly on grass tiles in and near the Holy Site, and makes all trees and bushes in that area harvestable again even if they aren’t in season.
    • Sampo: Humid Drizzle effect on all animals in and near the Holy Site, and resets their shearing status.
    • Wellspring of Knowledge: Awards a small amount of Sleep Bonus to everyone present within the Holy Site.
    • Akashic Mirror: Awards a small amount of Sleep Bonus to everyone present within the Holy Site, and has a slight chance of giving a treasure hunt map.
    • Glowing Fissure: Erupts, giving one archaeology fragment to everyone within the Holy Site.
      • Fragment item types are drawn from a different list than usual, with some items (notably wooden items, for obvious reasons) absent and many other items added.
      • Some items that are impossible to find through normal archaeology can be found as these fragments, and some items normally available through archeology are excluded (especially wooden items).
      • Fragments should generally have somewhat better end results in terms of enchantments, runes, and materials.
    • Otherworldly Monolith: Summons a quantity of Magranon ritual meteorites to land on random tiles within and near the Holy Site.
      • These function identically to normal Ritual of the Sun meteorites, and cannot harm players by falling on them.
    • Abyssal Circle, Pillar of Decay: Long-lasting “Rampage” spell effect on everyone within the Holy Site.
      • This effect provides an offensive CR bonus and a significant reduction in stamina drain.
      • The power and duration of this effect can be extended by killing creatures while the effect is active.
  • Expiration effects: When an activated Holy Site expires, the following things will happen:
    • A very large amount of Favor, for charging ritual spells, is granted to the Holy Site’s deity.
      • This amount is increased by higher Power when the Holy Site expires, decreased by higher Corruption. Rarity of the Holy Site also increases this amount significantly.
    • One last Pulse Effect is triggered, but with a significantly enhanced effect, as if the Holy Site had Power closer to 100.
  • Creature spawns: Creatures may spawn in or near the Holy Site, often with conditions. This may include creatures with conditions that cannot spawn normally, such as a scared seal or champion sheep.
    • The types of creatures that can spawn, and the conditions they are likely to have, depends on the type of Holy Site.
    • Magranon and Libila sites have a slightly higher chance to spawn champion creatures.

 

Backlash effects

When performing any action at a Holy Site that might affect its Power or Corruption level (praying, preaching, purifying, or desecrating), there is a chance of a negative “Backlash” effect happening to you. This effect usually shares a theme with the Holy Site type or deity.

The chance of a Backlash effect, and the average intensity of them, is increased by:

  • The Holy Site’s Corruption being above 40.
  • Higher Corruption if praying or preaching to increase Power.
  • Higher Power if attempting to desecrate the site.
  • Lower skill for a Power or Corruption influencing action (Praying, Preaching, or Exorcism).
  • Actions relating directly to Corruption (purifying or desecrating).

 

If the Holy Site’s Corruption is above 40, there is also a small chance to trigger a Backlash effect when performing the Holy Site’s special action.

 

All Backlash effects may be partially or completely resisted by a Soul Strength skill check.

 

Various Backlash effects are possible, including a random wound, various hostile spell effects being applied to you, or hostile creatures being summoned against you.

 

Changes to Ritual Spells

Some changes have been made to global ritual spells along with this update:

Favor cost: The amount of Favor a deity needs for a ritual spell to be ready for casting now scales depending on how often that ritual spell has been cast on that server.

  • The more frequent and recent the castings of that particular ritual spell have been on that server, the greater the cost will be.
  • The base Favor cost has been lowered, so ritual spells that are currently cast very infrequently on a server may be cast more often.

Holy Crop: 10% less difficulty when taming animals during the event.

Rite of Spring: 5% increased chance of affinity gain during the event.

Ritual of the Sun: All meteorites, from the ritual or the Holy Site, now have a chance of giving lumps of empyrean iron when mined, in addition to what they already give.

Rite of Death: All players receive the Rampage spell effect when killing creatures. This is the same effect as that given by the Holy Site and stacks with further kills in the same way.

 

Test Server Directions

  • Main testing should take place on Oracle this is where things are setup to be easiest.
    • This is the server you spawn into on when making a new test account.
  • Average site duration is 8 hours instead of 2 weeks on test servers, average time between pulse events is 10 minutes instead of 1 hour, and creatures randomly spawn 4 times as often.
  • To use the test client, use the Choose Client shortcut or add -c at the end of your target in your Wurm Online Launcher shortcut and choose the Exploration Testing client.
    • https://i.gyazo.com/1459470db14836ef48f52d474a14e659.png
  • For Steam, right-click Wurm Online in your Steam Library and click Properties. Then add a -c to the Launch Options and choose the Exploration Testing client.
    • a2e7df19b57a97bbfb5ae1b5f89bf04c.png
  • Select the Test option from the list of options given on launch.
  • Logging in with a new username/password will register an account automatically and log you in.
  • Selecting any item and using it on the ground will give a test option which allows you to change your skills and spawn in items like armour and weapons. You can also use it to change your faith, deity and spawn items like vesselled gems/statuette. Submitting the test menu will also heal you fully and restore your stamina.    
  • At the bottom of the test item creation option you can also spawn in a fully geared horse/ropes to get around quicker.    

 

Red box is the test server starter village.

terrain-starter.png

 

We have spawned in several holy sites of each type at steppe area just south of the test starter as well as tons of them randomly across the map.

b6d3b6caa569a8a10afffcd209a5f07d.png

 

 

 

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Interesting effects for empyrean, i like it. Acts as an inbetween for steel and silver for weapons, with a parry bonus 

 

Could the faster breeding times seen on defiance be enabled on test to mess with the source seeds?

 

Received the soul crystal of a child from an abyssal circle. Is this intended to be pulling from the entire list of creatures?

image.png

Champion Unicorn soul resulted in no gains with high skills

Dropped skills to 30, characteristics to 22 and still received nothing from a large variety of souls. I imagine better creatures/modifiers would actually result in gains but as is, most crystals are dead rewards for most players who would partake in holy sites. Can an additional reward be thought of?

Were the soul crystals adjusted so that higher skill players can still benefit from them, or do they still suffer the same issues as mind stealer? Are we left to be hoping for the soul crystal of a dragon to actually be able to gain skills from these? 

Crystals can be dropped, and obviously traded for another player to gain benefit. Is this intended?

 

[20:04:04] Body stamina increased by 0.0074 to 19.0074 from a gorilla. I could go afk level cave ceilings for 20 minutes for way more than that

[20:18:17] Body strength increased by 0.0200 to 30.0200 from a champion goblin brute.

[20:20:35] Body control increased by 0.0281 to 30.0281.  those two are considerable. I went through 25 crystals for two good rolls at relatively low skill. That's effectively 25 hours spent at a single holy site, assuming one pulse/crystal an hour? Not bad if I have an activity i can do at the site while i wait, but very discouraging when most of the "rewards" result in no actual gain.

 

I've only just started, but it seems Rampage isn't increasing in power or duration after kills. I'm assuming it's not mean't to on every kill, but even after killing a handful of aggressive and passive mobs, no increase.

 

Divine vision orbs now appear as a blank map on the ground. I thought these had a unique model during the previous test?

 

Can't feast at a Sampo when full. Would be nice if you could.

 

With mag missing a passive effect, what if glowing fissures radiated heat to surrounding metal objects? This would keep all metal items near the fissure glowing with heat, allowing people to create and imp blacksmithing items without forges.

 

I think it'd be nice to buff the passive effects of each god by also providing 10% skillgain alongside the 20% imp boost for their associated skills while you're around the holy site. So, 

  • Fo: Clay and cloth items: 10% skillgain for pottery, tailoring + cloth tailoring. 20% ql gain
  • Vynora: Wooden items: 10% skillgain for Carpentry + subskills. 20% ql gain
  • Magranon: Metal items: 10% skillgain for Smithing + subskills. 20% ql gain
  • Libila: Leather items: 10% skillgain for tailoring + leatherworking (religion too?.) 20% ql gain

Obviously Vyn and Mag would see the best benefit, but it's something more to drive people to actually go to sites and help maintain them.

 

The spell effect icon for the Wellspring of Knowledge "Insight"  buff still states it increases affinity chance

Edited by Synjor
feedback spam \o/

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5 minutes ago, Synjor said:

Received the soul crystal of a child from an abyssal circle. Is this intended to be pulling from the entire list of creatures?

image.png

Were the soul crystals adjusted so that higher skill players can still benefit from them, or do they still suffer the same issues as mind stealer? Are we left to be hoping for the soul crystal of a dragon to actually be able to gain skills from these? 

 

I've only just started, but it seems Rampage isn't increasing in power or duration after kills. I'm assuming it's not mean't to on every kill, but even after killing a handful of aggressive and passive mobs, no increase.

 

Good catch, I'm glad I wasn't drinking coffee while reading that you got a crystal with the soul of a child in it! That isn't supposed to happen. Only "normal" creatures should be possible for those, so no uniques, traders or other humans, etc. As for how the effect is balanced, I can take a look at that.

 

Will also look at the possible bug with Rampage to make sure it's working properly. Were they kills you got fighting skill for?

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Is empyrean iron going to be as rare as moon metals? If not it makes steel weapons obsolete, especially swords.

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6 minutes ago, Ostentatio said:

 

Good catch, I'm glad I wasn't drinking coffee while reading that you got a crystal with the soul of a child in it! That isn't supposed to happen. Only "normal" creatures should be possible for those, so no uniques, traders or other humans, etc. As for how the effect is balanced, I can take a look at that.

 

Will also look at the possible bug with Rampage to make sure it's working properly. Were they kills you got fighting skill for?

Would it be possible to reroll the skill granted if the first wouldn't result in actual gains? As in, I can't gain body strength from this creature, but i can gain weaponless fighting so it'll give me that instead. Still, not great as it's going to result in a lot of bad skill rewards but it's at least something.

 

Yes, the kills gave fight skill. Just dropped my skills low and kills still don't boost it seems. 

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34 minutes ago, HenryofSkalitz said:

Is empyrean iron going to be as rare as moon metals? If not it makes steel weapons obsolete, especially swords.

drop rate is a bit rarer than alloys from sites, and only other source is meteors. Seems each meteor gives 1-4 lumps, weight ranging from .01-.09, ql ranging from 60-90. I assume there's more variance for each value as i've not done much testing, but it will take some fair effort to get enough to make a weapon and imp out of it. 

I rarely see steel weapons honestly, i think empyrean having mixed effects from steel and silver fits it in as a nice niche material for those who want to use it. Nice black color, too.

Edited by Synjor
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Steel weapons are very uncommon (at least on NFI) as they are harder to imp, the parry bonus makes this actually a useful but situational choice.

 

 

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3 hours ago, Darklords said:

(PVP only) Desecration actions performed by followers or priests of an opposing deity, using Exorcism skill.

 

Love the idea but the concept seems to rely on the idea that the reward is in denying the enemy, it would be nice to see a bonus for milestones hit upon desecrating such as pulses at 25/50/75/100 (rewarded based on the kingdom and only once per shrine per tier) damage to reward the time needed to desecrate and to give further incentives to remove enemy shrines

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Still pretty unbalanced, given the only change of note on reading has been a slight Vyn nerf. Nice all players get the imp bonus though! 

Mag still lacks a passive.

Vyn rite change still seems odd. But honestly I don't mind it too much given even during the event your chance of an affinity isn't really all that. I do think the boat speed increase is better. 

 

All in all I honestly don't have it in me to care this much anymore. 2 threads beforehand we yelled about balance issues and how ultimately unbalanced it is each time. And we're not really very far forward at all. 

 

At the end of the day, there was a Vyn nerf to followers because the bonus to skillgain was too high. We're back there, just with more steps. There's been suggestions and feedback and posts for better and more balanced versions of this. I'll certainly try it but I'm fully expecting this to go onto the pile of mechanics that's planned for more work and passes for quality into the far far future. 

 

Edit just to say:

Remove non mind logic gains from mirror. Give the gods something loosely themed to give them their gods rite bonus from the holy site. Legit just give Mag a gem that gives a small boost to body stam if it's dug up. And do the same for the other gods. And we're much closer to having something actually balanced for long term use. 

Edited by Madnath
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29 minutes ago, Madnath said:

Still pretty unbalanced, given the only change of note on reading has been a slight Vyn nerf. Nice all players get the imp bonus though! 

Mag still lacks a passive.

 

While I agree that things are still weighted to Vyn, I think they are closer then before.  I also feel that mag doesn't really need a passive, since the mag imp bonus (metal) is significantly better then the others.

 

I do think Fo needs a buff.  Mag was the big loser in the previous iteration, but I think that is clearly Fo now.  A 1 hour bonus to AH really isn't that interesting.  I would think the vast majority of people who breed horses have the AH they need, and a one time boost of 5 or 10 isn't exciting.  Give the seed an additional small increase in chance for a RARE trait, and I think Fo gets the buff it needs to not suck

 

Also, I think it's very interesting (not sure if I like it or not) that Lib is the only one that gets combat bonuses.  Very interesting for Defiance

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With the mag bonus for imping items .

Will there be any increase in decay for all the forges people will leave behind ?

I know you can pick them up but how many will ?

 

Tundra issue on Inde . there are a few places north but the south one is on the side of a mountain and a deed half way up it any limit from deed for spawning ?

Would it not have been better to use peat insted of tundra ?

Also on a side note would it be possible to add test center to Wurmnode for info on being up or not ?

 

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Currently working on fixes and listening to the feedback, so keep the reports coming!

  

1 hour ago, Damascus said:

With the mag bonus for imping items .

Will there be any increase in decay for all the forges people will leave behind ?

I know you can pick them up but how many will ?

 

My guess is that any forges people leave behind are likely to be low quality and not such a problem in terms of litter, but if it becomes an issue, we can always look into what we can do there. Increasing decay on people's items isn't something we're likely to do unless it really becomes necessary.

 

Quote

Tundra issue on Inde . there are a few places north but the south one is on the side of a mountain and a deed half way up it any limit from deed for spawning ?

Would it not have been better to use peat insted of tundra ?

 

I'm not familiar with the exact terrain there, but holy sites won't spawn too close to deeds, or on steep slopes. The slope requirements are actually fairly strict, so while we can't guarantee they will be easy to get to, they won't be on terrain you can't stand still on or anything like that.

 

Peat is used for the other Libila holy site, which can spawn on both tar and peat.

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54 minutes ago, Ostentatio said:

Currently working on fixes and listening to the feedback, so keep the reports coming!

  

 

My guess is that any forges people leave behind are likely to be low quality and not such a problem in terms of litter, but if it becomes an issue, we can always look into what we can do there. Increasing decay on people's items isn't something we're likely to do unless it really becomes necessary.

 

 

I'm not familiar with the exact terrain there, but holy sites won't spawn too close to deeds, or on steep slopes. The slope requirements are actually fairly strict, so while we can't guarantee they will be easy to get to, they won't be on terrain you can't stand still on or anything like that.

 

Peat is used for the other Libila holy site, which can spawn on both tar and peat.

 

How about a Salvage skill for breaking stuff down into its immediate level of parts and raw materials? The parts you continued with to make the item. Another use for crowbar and/or pliers.

 

QL of items and success dependent on skill yadda yadda

 

At least for stuff that would otherwise be loadable. Bricks are always in demand, so I figure anyone would be happy to take a low ql forge apart. Not to mention other stuff that this would help clean up around servers.

 

  

4 hours ago, Ostentatio said:

 

Good catch, I'm glad I wasn't drinking coffee while reading that you got a crystal with the soul of a child in it! That isn't supposed to happen. Only "normal" creatures should be possible for those, so no uniques, traders or other humans, etc. As for how the effect is balanced, I can take a look at that.

 

Will also look at the possible bug with Rampage to make sure it's working properly. Were they kills you got fighting skill for?

 

Awwww. No stealing souls of children... kill joy. 😜

Edited by Karrde

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any thought on the minimum size needed for site spawn - I think some will have to be prepared ahead of time-like Glowing fissure-donthnk we have a lot of flattish rock surface around

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As other's have mentioned, a dropped 'divine vision orb' is using the map model rather than the cloudy orb model it used last time. This is also no model for a pile of divine vision orbs.

 

8 hours ago, Darklords said:

We have spawned in several holy sites of each type at steppe area just south of the test starter as well as tons of them randomly across the map.

 

Not sure about there being tons of them, have had only two orbs for sites that are outside that steppe area.

Edited by Wulfmaer

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2 hours ago, Skyfalls1 said:

any thought on the minimum size needed for site spawn - I think some will have to be prepared ahead of time-like Glowing fissure-donthnk we have a lot of flattish rock surface around

 

The rock holy site allows a bit more slope nearby than the others in order to help with that. We've done some testing to make sure each type should be able to spawn in practice, but we'll need to keep an eye on how many of each holy site actually spawn on the gameplay servers once the feature goes live.

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13 hours ago, Madnath said:

All in all I honestly don't have it in me to care this much anymore. 2 threads beforehand we yelled about balance issues and how ultimately unbalanced it is each time. And we're not really very far forward at all.

 This. Not the first person I've heard say it and I feel the same. Just put it in so we can move on to getting the bugs fixed and hopefully some QoL updates.

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I've been getting this [15:13:40] Your head aches. You need more time before you  can try purifying this place again. for over 2 hours, is it supposed to have a very long cooldown and also I've not purfied it once or prayed/sermoned?
?

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Will Emperium impact the journal (specifically make 5 items from every metal, Going the Distance)?

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wrong post lol

Edited by Synjor
oop

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I have harvested plenty of the new vegetable, nut, berry and spice food items from the Wishing Trees but have not yet seen a new herb after hundreds of items harvested.    I think it could be entirely missing from the loot table assuming it even exists.

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1 hour ago, Gaffer said:

I have harvested plenty of the new vegetable, nut, berry and spice food items from the Wishing Trees but have not yet seen a new herb after hundreds of items harvested.    I think it could be entirely missing from the loot table assuming it even exists.

[00:07:52] You harvest some starberries from the Wishing Tree.

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Starberry is a berry, not an herb, and I have harvested plenty of them.   I am asking about a hypothetical new herb.

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If it's not already planned could we please have toggles to block things like the trade window?  I don't like it when players open GUI windows on me when said window isn't welcome.  Trade window, spar window, duel window and are there others? 
I don't know if /ignore blocks emotes sounds of the ignored person, but if it doesn't, this is another useful addition for those wanting to remove the influence of unwanted advances.

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