October 28, 2020, 09:28:13 pm

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Moving to a new server


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Topics - mathweev

1
Update 0.6.0.0 "Rebalancing the scales" - Patch Notes
10/10 - 2020

Major Updates:
- T1 smithing major overhaul.
- T1 item improvement overhaul. You now need various resources throughout T1 for item improvement. Being friends with a smith is never a bad call!
- T1 Mob variety. It is commendable to explore and 'taste' their weaponry on your own skin.
- New T1 content: Mobs and Minibosses.
- T1 Dungeon increased level range and difficulty.
- Added cooldowns and cast time effects for most mobskills. Still, be wary in the wilds...
- Added new/changed skills to most bosses. Try not to die <3
- New T3 content: A new boss for lower T3 and more rare loot for levels 40-50.

General Changes:
- Iron Skinned Boar (lv16) set from "Friendly" to "Neutral".
- Sylvan Critter (lv47) set from "Friendly" to "Neutral".
- Random T1 chests now have additional/changed loot.
- Material drops from T1 mobs adjusted to fit new improvement requirements.
- Lowered Kraark's (lv57) damage by 50%.
- The Catacombs dungeon has new/changed chest sets for both boss loot as well as general chests for all difficulties.
- The Catacombs are now accessible until level 25 instead of level 20.
- Infernal Horror is now accessible until level 45 instead of level 40.
- Fixed Undead_Recruit (lv9) drop rates and loot drops.
- Added to / changed most drop tables for T1 mobs.
- Adjusted exp values of late T3 mobs.
- Haven of Retribution and Consecrated Soil now affect crystal bosses.
- Prism skills are no longer capable of double-stacking on the same player.
- Holding materials or quest items needed to progress a quest in your left hand no longer bugs the quest objective in question.
- Memberslots for guilds has been increased with a focus on the amount of players in a low level guild.
- Daily exp limit for guilds increased significantly. This should allow for a 'catchup' effect.
- Quest Tracker (Currently only works on a few select quests. Will be updated over time).
- Combat tutorial and Skill tutorial added at imperia gates.
- Added warning to the improvement smith if the current item input won't provide any exp to the player (for smiths).
- Left-clicking with an empty skillslot in hand will now prompt a message to open skilltree. Right-clicking with an empty skillslot in hand will now open the skilltree.
- New food 'Honey' added to T3 bees.

Profession changes:
- Alchemist: Identifiers of level 1-5 can now identify all items at level 1-5.
- Smiths with improvement level 1-5 now earn experience from upgrading all items at level 1-5.
- Improvement requirements for most T1 items have been changed/adjusted to make for smoother levelling.
- Increased rate of Malachite appearing in malachite ores.
- Increased rate of Wooden branches appearing from oak leaves.
- New potion type: 'potion of regeneration' added.
- Double-sized harvestable plants no longer cause any visual bugging.
- Ore particles are now changed depending on whether the player has the mining profession or not.

Terrain Changes:
- Added a few Valdrimium Ore's to Shunan Senlin
- Added Depot Master, Marketcrier, Merchant, Ore Merchant, Rune Merchant, Food Merchant and Traveller to the town of Novrovic
- Added more cobalt ores around the grove.
- New pathway leading from the pirate cove to the Ruins of Camalan safezone.
- Added a new wilderness safezone. Can you find it?
- New 'teasers' for future map expansions added around the map. Please try not to spoil them too much for yourself :)

Skill changes and balancing:
Mage:
- Cold Wrath reduced frostbite duration from 8 seconds to 4 seconds at lv1 and 7 seconds at lv4.

Priest:
- Divine Hammer 'offering' duration damage increased by 1 second.
- Hammer of Judgement damage buffed by ~10%.
- Haven of Retribution damage buffed by ~40-55%. Increased frequency of damage ticks at lv4.
- Haven of Rejuvenation healing nerfed by ~30%. Healing frequency increased by .5 seconds per tick.
- Prism of Vitae healing per tick reduced by ~90%. Duration increased from 8 seconds to 40 seconds at max rank. - - Healing frequency increased by .5 seconds per tick at max rank.
- Empyreal Judgement damage buffed by ~60%.
- Blinding Blast damage buffed by ~70%. Increased stun duration by 1s at lv4.
- Light Vortex damage buffed by ~20%.

Paladin:
- Decisive Strike lv5 damage buffed by 10%.
- Paralyzing Smash lv5 damage buffed by 10%.
- Piercing Strike lv5 damage buffed by 5%.
- Shield Seism lv5 damage buffed by 5%.
- Blinding Calamity lv5 damage buffed by 5%. Made the AoE of the skill much smaller.
- Petrifying Seism lv5 damage buffed by 5%.
- Rapid strike angle of impact reduced by 10 degrees.
- Consecrated Soil damage buffed by ~40-55%.
- Judgemental Hammer damage buffed by ~40%.
- Evasive strike damage buffed by ~15%. range leaping increased by 1 block for lv4.
- Heaven's Fury Damage buffed by ~15%.

Warrior:
- Swipes reduced the number of attacks by 1. Nerfed damage by 5%.
- Gaping wound damage nerfed by 33%, chance of bleeding decreased by 10%.
- Axe Throw ranged nerfed by 20%. Increased bleeding chance by 10% and damage by 80% at lv5.
- Reduced Inner Beast damage increase percentage, increased number of stacks available by 5 for a total of 10 stacks with a 45% damage increase at lv4.
- Ground Pound radius decreased by 1 block. Max stun duration reduced by .5 seconds.

Hunter:
- Light Footed speed buff increased to 45% at level IV.
- Charged Shot damage buffed by 25%. Decreased charge time by .5 seconds at lv4.
- Daze Shot stun duration increased by .5 seconds at max rank.
- Homing arrow damage buffed by ~20%.
- Explosive trap damage buffed by ~20%.
- Bear trap damage buffed by ~20%.
- Freezing trap damage buffed by ~10%.
- Arrow Rain number of arrows reduced by 5.
- Multishot passive number of arrows reduced from 2/4/6/8 to 2/3/4/5.

Assassin:
- Increased cooldown on Blink and Soul Swap significantly.
- Increased range on Dagger Strike.
- Increased base cooldown on Stealth by 4 seconds.
- Increased magical damage on Dragon Rise by 25%.
- Cluster Bomb damage buffed by ~10%.
- Shadow Attack lv4 damage buffed by ~5%.
- Wide slashes cooldown increased by 1 second.

T1 specific equipment changes:
- Balau Weaponry (lv4) from uncommon to common.
- Enchanted Wooden weaponry (Lv6) from common to uncommon.
- Jagged Balau Weaponry (lv9) from uncommon to rare.
- Charmed Wooden weaponry (lv11) from common to uncommon.
- Reinforced Sticky weaponry and armor set (lv13) from common to uncommon.
- Skullkeeper Equipment (lv14) from uncommon to rare.
- Smithing weapons (lv16) from common to uncommon.
- Infected Weaponry (lv17) from common to uncommon.
- Thorny Orc Weaponry (lv19) from common to uncommon.
- Removed manasteal from Manatic Bronze armourset (lv18 rare).
- Added Balau (lv4, common), Reinforced Balau (lv6, uncommon) and Jagged Balau (lv9, rare) shields to Catacombs easy.
- Added Sticky (lv11, common), Reinforced Sticky (lv13, uncommon) and Protective (lv15, rare) shields to Catacombs normal.
- New craftable weapons (Arcane Weaponry, lv18, rare).
- New 'Elemental' armor set (lv10, uncommon).
- New 'Sticky' armor set (lv11, common).
- New 'Orcish' armor set (lv19, uncommon).

T2 specific equipment changes:
- Miner's Dense Stone Weaponry (lv23) from common to uncommon. Added armor attribute to this weapon set.
- Reinforced Metallic Weaponry (lv24) from uncommon to rare
- Hardened Darkstone Weaponry (lv26) from common to rare
- Jagged Ghastly Stone Weaponry (lv29) from common to uncommon.
- Perfected Metallic Weaponry (lv28) from lv28 to lv30 and rare to epic
- Gloomy Stone Weaponry (lv32) from common to rare
- Metallic Cobalt Plated Armory (lv34) from uncommon to rare
- Metallic Olemptum (lv38) from common to uncommon.
- Infernal Chainmail armor (lv23) from common to uncommon
- Infernal Sticky armory (lv24) changed from lv24 to lv22.
- Spectral Chainmail armor (lv29) from common to uncommon.
- Bloody Ghoul Armor (lv31) from common to uncommon.


T3 specific equipment changes:
- Buffed Living crest Armor. Gave it different Stats for each Class
- Buffed Grovekeeper Sword
- Nerfed Grovekeeper Dagger and Bow
- Changed Improvement Materials needed for Fire-Tipped Ironwood and Deep-rooted Ironwood from Steel ingots to Iron ingots
- Decreased the amount needed for Upgrading some Items.
- Steam Powered Olemptum/Overclocked Olemptum Upgrade Material changed from Volken Brass Ingots to Silver Ingots also decreased amount needed
- Fixed Craftable Weapons in T3 Weapon forging not having Gemslots
- Buffed Shattercrest Bracelet
- Added Grove Nexus Weapon- and Armor Set (lv46, rare)
- Added Toxiphobic Ironwood Weaponry (Rare Lv48)
- Added Poison-Scaled Ironwood Armory (Rare Lv48)
- Changed Upgrade Materials needed for Shattercrest (Rare Lv59)
- Changed Level requirement for craftables; Sentient and Sylvan ironwood Weaponry.
2
Hello Everybody, I have acquired the honors of deciding the date of the next weekend booster for the server that comes through donations!
Thus I require your opinions on the best date to pick for this booster (the booster will still be a surprise <3)
So here's a strawpoll, plain and simple :D
https://strawpoll.com/dgz3wgk5

~Talan

Edit: thank you everyone! was an enjoyable event :)
3
Patch Notes / [Patch Notes] Update 0.4.3.0
May 10, 2018, 03:55:51 pm
Update 0.4.3.0 "... Warp Speed." - Patch Notes
10/05/2018



Fixed:
- Achievements not updating for the player.
- "Join Announcement" setting toggling itself off automatically.
- Being able to kill NPCs in class selection.
- Environmental damage killing you in the tutorial.
- Withdrawing more than 10 stardust in the tutorial phase.
- Retaining the skill you received in the tutorial, effectively raising that particular skill by an extra point.
- Game Menu sections capable of making the player's items glitch.
- Loot chests being broken
- Armour stats not being applied after respawn.
- Kick on player death if respawn name is longer than 16 characters.
- Levelup not being granted directly upon reaching 100% exp.
- NPC shops not displaying human head item skins.
- NPC skins in general.
- Mounts stunable by skills.
- Bats having a wrong sound.
- 'Wrong Purchase' quest dialogues.
- Bank upgrade resetting entire bank.
- Unidentified items being wearable
- Unidentified items showing descriptive lore.
- Swapping the rolls of two of the same item.
- + > 4 items not glowing. Please check in with us should this bug persist to come about.
- Items rerolling on enchantments etc.
- Item lore missing in wilderness/loot chests
- Wilderness message etc. showing up twice.
- No weapon switch sound when going from skill to weapon.
- Damage of items is no longer being randomised.
- Crystal and Orc General Equipment having less durability.
- Disallowing consumption of non potion items such as golden apples and throwing potions that are just items.
- Mineable ores turning into normal ores upon being clicked by a miner with a game menu.
- Setting last leader of a guild to non-leader
- No daily guild exp reset
- invitation to guilds without permission using character gui.
- Being unable to change the base color of a banner.
- Mob messages not showing in chat when the respective option was on.
- Mob drops with an ID range just adding the first drop x times.
- Death triggers not working for infected undeads.
- Blaze taking fall damage.
- Catacombs dungeon overlapping rooms across dimension.
- Changing dungeon lobbies not working.
- Skins defaulting in player joining a room.
- Pumpkin King Bomb.
- Mage mobs targeting stealthed players.
- Hunter mobs dealing only 2 damage.
- Spammable charged attacks.
- Thorns adding the entity to skip damage event list.
- Poison damage adding fire entity effect.
- Arrows from skills subtracting durability from bow.
- Cooldown reduction being exponentially stackable.
- Skill casting while in cast time.
- 100% knockback resistance not working
- Hitting an iron golem during a duel causing server crash.
- Hammer of Judgement not dealing double damage to undeads when offering is deactivated.
- Smooth transition of Blessing: Endurance, now works wholly.
- Blessing: Concentration costing mana.
- Prism of Vitae healing owner instead of party members that pick it up.
- Brother's guard not working.
- Blinding calamity causing only visual damage.
- Warrior skill tree arrow pointing left instead of curving at bloodlust.
- Cold wrath destroying torches.
- Cryomantic mastery increasing cooldown instead of casting speed.
- Repairable accessories.
- Quests unable to be disabled (event quests for example).
- Profession backpack displaying your own backpack instead of the character that is being viewed.
- Durability dissappearing (visual) after putting an item into the upgrade gui.
- Adjunct NPC missing.
- Priest mobs healing balloon bats (cosmetic).
- Defaulting mana upon death.
- Quest items being stuck in backpacks.
- Lava damage being super high (killing any entity in a few seconds).
- Enchanting and socketing unidentified items.
- Bow bosses being unable to crit with arrows.
- Passive skill buffs carrying over when changing character.
- Being able to craft vanilla items in the inventory crafting grid.
- Dropping untradeable items when inventory is full.
- Eagle Eyes not working (pls test <3).
- Assassination killing a target in a duel.
- Weapon Charging being spamable.
- Player-killing a player by being the last to damage them before they die from a mob.
- Boomerang giving the player a carrot on a stick.
- Fighter's Resolute not being based on your physical damage.
- Client side arrow blocking.
- Items being removed upon dropping due to a cancellation.
- Being able to trade untradeables.
- Being able to make a bank note with 0 stardust.
- Stats of a player being visible despite the settings being toggled off.
- Blinding Calamity not dealing double damage when supposed to.
- Miracle Ressurection not updating health and not resetting health percentages.
- Cinder chain particles occuring when the mob is already dead.
- Respawn quit issues.
- Brother's Valor not targeting Party Members.
- Prism of Vitae healing for too long.
- Movement speed: 0 not rendering a mob immovable.
- Easter Death effect not showing in the correct menu.
(About half of these bugs (and many unlisted ones that were either part of events or other additions) were already patched through in the past few months).

Added:
- Accessories [Easter Update] (Field boss drop only).
- Rebalanced smithing item requirements.
- Material and Food Merchants.
- Conversion Shop [TEMPORARY] (270, 89, -350) To trade for the currently unavailable materials that are necessary for professions.
- Cooldown to mob skills
- Added a "Back" button to the skill menu.
- Calculation on withdrawing raw stardust so that it will not go beyond the capacity of the player's inventory.
- New mob skills!
- New projectile option to mage mobs.
- Stats book in the game menu.
- Showing armour and weapon without holding them:
*weapon*
*helmet*
*chestplate*
*leggings*
*boots*
- Added baby zombies.
- Profession Backpacks.
- Boss message Setting (choose above head or chat message).
- Detailed Booster information in the server menu.
- "Shop NPC" tag above shop-assigned NPCs.
- Viewable accessories.
- Multiple pages for the guild member list.

Changes:
- Bloody Bill now drops 'map fragments' instead of Blank Parchment.
- Mages can now melee "attack" which means when attacking a mob in melee range it will still shoot a wand projectile instead of doing nothing.
- Current guild invitations are now fully purged upon joining or creating any guild.
- EXP gain is now disallowed while respawning (party share).
- Level cap: 46. Guild exp is still earned.
- Tutorial made to fix the skill update.
- Limited mob summon skills to a maximum in spawned mobs.
- Add dungeon generator light update to progress bar instead of showing 100%.
- Removed non-ingredients from the brewing tab.
- [Warrior] Swipe particles are now further ahead and above.
- Stun circle is higher and smaller, and moves around the head.
- Changed the poison and fire tick damage to be based on weapon damage rather than mob HP.
- Cooldowns of skills now only go up to 127 seconds.
- Passive skills send a message upon activation (toggle setting).
- Cold wrath [Mage] pertains its particles for the duration of its activation.-
- All item entities are now removed on startup.
- Great Leap and Disengage [Hunter] can only be used while on the ground now.
- Character NPCs now show the correct health of that character.

Sincerely
~Talan

Rumours have emerged that there are black market exchanges taking place in Imperia...
4
Application / [Content Developer] - Talanthas
April 30, 2018, 03:48:24 pm
IGN: Talanthas

Do you have TS3/Skype/a working mic? I seem to possess it all ???

Why do you want to join us? I have always been fascinated by the sheer potential that the server has, and so my main reason for joining is to help realize even if just a tiny part of it. My motivation for doing so being also that I am a diehard RP fan in general as well as honestly being furious upon realizing how little has been done towards increasing the base growth of our playerbase even when faced with the hard fact that only a minority of new players even get to finish the tutorial before leaving forever (I had to get this out there).

As such, my main issue in wanting to be a staff member is to work firstly on giving the players a grounds for playing the server in the first place. We've got a product, but zero marketing inside the game itself has been done towards the actual product, so to speak. In this case, the many concepts and ways that the server works with are not even explained one bit to the player, resulting in a reduction down to only those curious enough to actually explore them on their own sadly.

Experience and previous work.
My experience in terms of concept developing as a whole can be narrowed down mainly to my infatuation with my local Larping group (I don't Larp anymore, however) which caused me to start working on both plots, stories and generally creating systems to put things into play. This of course also began my interests in proper development as a whole. Since then, I've been part of multiple Roleplay servers on minecraft and other games alike along with being staff member of various sorts in multiple areas. I was an event master and then GM (Basically leading all the event masters in doing plots, stories and lore) on the old Wayward Realms before it went down back in the beginning of 2015 (the server's owner has since made various other RP servers from what I understand from looking at enjin). Furthermore, I co-founded a short tale on the shattered realms, a server based upon the same concepts as Wayward upon agreement with said owner, but focused around a short tale of sorts, while only keeping the server open for about four months after creating a map, lore and a few cities with the main intention being that of making an actual story molded by the 200-odd participants to a great success in the remainder of the year upon the fall of Wayward. Besides all this, I actively write my own stories in danish (normally just a couple hours in the span of a month as of right now, however).

Timezone: GMT+1

When are you online the most: On evenings mainly.

How many hours a week will you be able to work with/for us? Currently that can be amounted to single-digits. However, once summer is upon us and my exams are done and over with, that number of hours available will only increase.

Do you agree that anything you build/create/code for our server belongs to our server alone, and that by giving it to us you are giving its ownership to us? Naturally  ;)

Anything else you want to add? As said above, I cannot work beyond the single-digit hours per week as I am simply too busy along with recovering from my Glandular Fever that still causes me to sleep many more hours per day than normally needed and reduced concentration when I try to do my schoolwork. So again, I cannot guarantee my work force as things stand in the following months. But whenever I have a moment to spare, I will happily crunch numbers, write as well as work on refining the server in general :)
5
Weaponry textures - Sword/Shield should have some more defining features than the current "glass hammer-sword" and wooden board they run about with. (Possibly other weaponry-textures? suggest in the discussion and I'll edit :wink:

Increased Experience needed for every level increase in Identifying after level 30 and especially at lv40+ as it is way too easy to get level 100 in the profession in comparison to everything else.
6
Guilds / Sunstriders
December 04, 2017, 11:36:29 am
Sunstriders


Welcome to Sunstriders! A guild centered around creating an active, fun and respectful community. This we do through supporting each and every one of our members to achieve their best potential as well as through overall dedication from every single member. We do however all have real lives, and as such we do not expect any specific requirements of hours online or the like, but rather an overall understanding of everyone helping wherever they can.

Rules:
   - All server rules apply in terms of in-game behaviour.
   - Be mindful of your behaviour. Act maturely and be responsible for what you write/post.
   - Be active. Our lives are of course more important than the game, but you are expected to be decently active and gain daily exp ect. For the guild.
   - Support the guild - however you can. We are a team and we expect each other to help us out even at their own losses. So we must be willing to do the same.
   - To this comes that the player must be willing to change profession for the sake of the guild.

Requirements:
   - Has to be the player's main character.
   - Applying is essential to joining if you wish to join without having been referred by current members.
Furthermore
   - Main character level 25+. To show you are active in the general community. It is however possible to apply before this so long as you can reach the requirement before long.
OR
   - Main Character level 10+ and having received an official referral from a guild member.


Application format:
- Username:
- Character name:
- Class & level:
- Profession (if any):
- Discord Username and Tag:
- Other means of Contact (in case of no discord):
- Why I would like to join:
- Mystic Guild history:


(Note that it is possible to change one's character in the guild at any given moment, so long as you treat that character as your main, thus allowing you to essentially level up more than one character within the guild so long as the first character is your main character).
Finally, as it is a motivated application, sending a direct list of who you are will not exactly help in our validation.
7
Suggestions / Profession Reset
September 11, 2017, 04:00:53 pm
So, a lot of players have most likely stumbled upon the issue of professions, both when starting out and later on, when deciding to team up with others or going alone in different ways, and while you can indeed make a new character in order to overcome choosing the wrong profession it is also an issue that I view happening to two out of three new players that join the server. I personally believe that in order to overcome the struggle of an imbalanced profession appearance where artisans are the most common professions simply due to a lack of understanding upon choosing professions, the ability to reset your profession should be implemented. I know that the concept developers have been thinking about a system in which you can change your profession and then have the 'old' profession grayed out untill "active" again at the cost of stardust proportional to the profession level, and that system was thought of because they wanted players to have the ability to gain all the profession achievements if they so wanted. While I do not dislike this feature, I also find it hazardous for those that simply wish a complete change/reset in profession for their character. Now, for the feature itself that I propose, I believe any implementation would do; Whether it being free (You do lose all progress after all whatsoever), costs some stardust, maybe has a buffer zone as well in which you can freely swap professions also? Or perhaps a small quest that would be required depending on your profession or the profession you wish to take on after already having a profession.
QuoteMy sole hope is that you won't make this feature to be extremely taxing on the players, especially those at the levels 5-15 on their first characters. Anyone can make mistakes on their characters of this kind
I personally nearly quit entirely because of me having a lone alchemist and smith, which is pretty damn hard to get going on your own.
I hope you will bear in mind that this suggestion has been discussed with a large array of players, and that while we can all agree that making a new character isn't hard for a veteran.
QuoteMost choose their professions on a whim just like they do classes due to there simply being no detailed explanation, view in action or anything of either kind.
Thank you for reading this, and I hope it will be brought up for the staff to consider.
~mathweev
8
Type of bug: Passive skill glitching out
Situation needed: PvE Combat
Description: The On Guard passive doesn't work if you have it equipped while logging off and then logs on once again. Furthermore, it will dissolve the actual shield's ability to work and cause the block gauge to drop extremely fast and even moreso when hit by mobs while taking minor glitch damage while blocking. Afterwards, those specific mobs will only be capable of dishing roughly 2 damage per hit on you, making you able to use this glitch to become invincible in PvE despite the lack of shield (although it is primarily the effect it has on the shield block itself that is causing it to be annoying for me directly due to my already overexcessive amount of health.
Any other details needed: Doesn't active upon encountering a lone mage. Furthermore, if simply swapping it off and on, will act as 'normal' again.
9
So I just got on and found that two empty skill slots appeared in my inventories on my Hunter (ID: 13728) and my Paladin (ID: 13735), both of which appeared in the very spot where I keep my linen backpacks normally, luckily on my hunter, it did not cause anything other than filling out an empty spot as I had accidentally put that backpack in my bank for once, but the one on my paladin held several stacks of iron ore (wasn't filled up, but at least 6 and a half stack to 7 and a half stacks of iron ores) that I normally use to keep some materials on hand as a smith. I attached photos of the two inventories.
10
Report a Bug / Bug reports - Skill update
August 06, 2017, 08:41:06 pm
Hello Everyone

Let us help relieve the pressure on Jalau of having to read fifty messages saying the same things over three or four mediums. So instead let us all post our bug findings here on this topic that are related to the skill update for the sake of keeping everything in order and making sure that Jalau can focus on the actual tasks, thank you :) I will begin by mentioning the list I have already sent it directly to him (it is too large to put as an attachment), and it concerns a personal item dissappearing just now, a bug concerning a paladin skill called "Bastion" that becomes weaker when upgraded rather than stronger, the priest blessing: Endurance, a little of their first passive "Mystic mastery" and then "Flickering" from assassin.