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Post by asperis on Nov 11, 2017 17:25:25 GMT -6
This is a continuously updated thread. Please scroll all the way down to see the most recent updates:
The following mods have been added: Balancemod - You will be able to type /balance in the chat window and get your bank balance from anywhere Armourymod - A large list of features: They can be found hereSpellcraftmod - Another long list of features: They can be found hereMorePotables - Basically this allows you to plant Woad, Green Mushroom, Black Mushroom, Brown Mushroom, Yellow Mushroom, Blue Mushroom, Red Mushroom, Nettles, Sassafras, Nutmeg, Cocoa Bean, Coconut, and Pineapple in a planter rack. Treasure Hunting - Long list of features: They can be found hereMark and Recall - Information can be found hereRift Mobs and Rift Resources - Information can be found hereMisc Server Changes mod - Information can be found hereTabards Mod - All of the different PMK (Player Made Kingdom) tabards have been added to the game. Timed Pay - You will now receive 1 Karma and 10 Iron for every hour that you are logged in to the game. Drake Mounts - Drake mounts have been added to the game. Information can be found hereLocation Command - If you type /location it will give you the co-ordinates of where you are standing. Add Kingdom Items - Adds all of the PMK wagons, banners, flags, and tents, pavilions and towers We fixed and adjusted the following existing mods: Libilafixes - The black light altar should once again allow you the option to become a follower of Libila. Bountymod - We increased the bounty on all of the rift mobs and several other creatures that were deemed tougher then normal. Modloader, Scriptrunner, Christmasmod, Creatureagemod, Harvesthelper - Some bugs were fixed and some features and functionality was added into the backend structure. TreasureHunting - Removed a group that spawned with higher level treasure chests that spawned in avatars and king cobras. The avatars and king cobra were non aggro and the king cobra was bugged. Replaced with Rift mobs. Dragoons, Dragoon Hatchlings, and Sea Menaces have now had there speeds adjusted and they can travel on water. Sea Menaces are the fastest mounts in game followed by Dragoons, and then Dragooon Hatchlings. MoonMetalMining - Added back rare ore lump drops when you mine.
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Post by asperis on Jan 16, 2018 22:30:41 GMT -6
January Changes:
Threedee Mod - Let's you place stuff on tables and other objects. Highlight object you want placed and right click on tables, crates, bookshelf or barrel and click place. You can target the item you placed and choose Move Placement to move it around. Added more surfaces to default config - rectangular marble table, round marble table, tripod table, bedside table Container surfaces will not show placed items inside their inventory Non-container surfaces will not allow opening them Items that have stuff on them can't be picked up or loaded Allow opening containers placed on stuff. Light sources placed on stuff will now emit light. Painted items placed on stuff will now show their colors. Added small barrel, crates (both), bsb and low bookshelf as surfaces (by wurlfrock) All items you can place things on can now be planted/secured and locked. Only the owner - the one who placed or planted the item - can attach, remove or replace locks. If locked - only the owner and players with "may open" permission can interact with things placed on it, and place new things on. If not locked - village and house permissions can still limit taking, moving and some other interactions on items but new items can still be placed on by anyone. A player can always take or move around an item placed by himself, even if he doesn't have permissions anymore. Examining, tasting and emotes are always allowed. Highway Portals - You can finally use a portal with your wagon, cart, or mount. This works with the highway system so you have to have a road connected to the highway system that connects to your deed. This requires markers which we are currently in the process of adding to all of the public roads. If you meet these requirements then we will provide you with a 99 quality fantastic portal for your deed. These portals can be made but we ask that you please submit a ticket or ask a GM if you'd like one of these portals on your deed. More information can be found hereTaxidermy - You can create taxidermy trophies of animals and monsters. You will need to highlight the taxidermy kit and right click the corpse and choose the Preserver option. Please see the Taxidermy museum at spawn (across from the stables) to see versions of the animated decorations. Adds craftable taxidermy kits that can be used to preserve corpses as decorations. Preserved corpses count as decorations, can be planted and won't decay on deed. Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body. When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation. By default "animated" costs 1000 karma in addition to the kit, this can be configured and we will probably lower this cost in the future.
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Post by asperis on Jan 28, 2018 2:52:08 GMT -6
January changes (contd):
Better Farming
Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area
Cultivate - works like normal, use shovel on tile
Sow - activate any container containing stuff that can be planted and click on tile
Farm - works like normal, rake on tile
Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined).
Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile
By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas)
Length of action is roughly equivalent to doing the same area manually
Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area
Tiles that are not valid for the action or unreachable will take 0.1 second to skip.
Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields
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Post by asperis on Feb 5, 2018 13:41:38 GMT -6
February changes -
Threedee mod:
(update) Added new surfaces: bed, canopy bed, anvil, wardrobe, bench, magical chest, large barrel, larder, planter rack, royal lounge chaise (thanks to @malenaand@Batta!)
I did some minor tweaks to the values posted in the thread, mostly to x/y size of items
Items that you can sit on (e.g. benches) now work correctly
Fixed saving config file with locales that use comma as a decimal separator
Also moon metal veins (Glimmersteel and Adamantite) should now have more then 50 hits in them.
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Post by asperis on Feb 7, 2018 23:36:22 GMT -6
February changes (contd) -
Added a PM Server Info chat channel tab that lists commands you can type in for various features and links to forums, the main website, the map (updated daily), and discord
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Post by asperis on Mar 6, 2018 14:29:47 GMT -6
March Changes - Added RSBot Discord / Server integration. Allows us to be able to talk to people in game through Discord or vice versa. More information can be found hereAdded stone and marble keystones (bridge) to the Threedee mod of items that can have stuff placed on them. Added the ability to dye preserved corpses and the ability to attach glow runes to the Taxidermy mod Updated the spawn settings in Drake Mount mod so that there won't be such an overpopulation of drakes roaming about. We are slowly lowering the population by hand to help with the lag in some areas where there are so many spawned. Particularly the Spectre, Green, and Red drakes.
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Post by asperis on Mar 20, 2018 9:34:15 GMT -6
March Changes (contd) -
Updated Taxidermy mod to fix a bug with GM spawned corpses.
Added Title mod to add titles to various skills that didn't have titles previously associated with them.
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Post by asperis on Mar 22, 2018 15:03:57 GMT -6
March Changes (contd 2) -
Added the Playersonline mod that lets you type /playersonline to see who's online
Added the Spellpower mod that creates a variable that lowers the percentage to break chance when enchanting. (min spellpower = -(100 - your channeling)). So at 1 you won't shatter 99+ql items at 2 98+, at 30 70+, etc etc.
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Post by asperis on Mar 31, 2018 11:14:32 GMT -6
March Changes (Easter Update) -
The Easter Bunny (possibly Bunnies) should spawn tomorrow and start dropping eggs. These eggs when picked up and allowed to decay can give you coin, candy, and gems. Just leave any eggs you have outside of a building to decay.
Mini Pets are here. Scattered throughout the world you will find mystery eggs. These look like Easter eggs but they have the unique ability to hatch into mini pets that will follow you around.
Non-combat pets are small companions that can follow you around, they do not fight (and will not be attacked by other creatures and players) and do not provide any bonuses… other than +10 to cuteness.
To get a pet you need to find a “mystery egg”, and hatch it. Once hatched it will summon a random pet and give you a magic leash that you can use to summon and dismiss it in the future.
Pets do not need a rope to lead them and will follow you relentlessly on their own once summoned. They don’t interfere with normal tamed/charmed/dominated/zombie pets so you can keep those while having a non-combat pet out.
You can own multiple leashes at once, but only one pet can be summoned at any given time. Leashes can be traded to other players or sold on merchants.
You can rename a leash to change the pet’s name, if it’s already summoned you will have to dismiss and re-summon it for the change to show up.
Pets are divided into 3 categories – common, rare and fantastic. For each category there is a matching egg rarity that will only give pets of that category.
If you find any that are Supreme then these are bugged. Please either file a ticket or ask a GM to exchange them. There are 200 of each rarity out in the wild (including Supreme)
Here is a list of all the pets and the their rarities:
Normal
Anaconda
Bison
Black Bear
Black lamb
Black ram
Black sheep
Boar
Braaaains (Zombie)
Brown Bear
Bug
Bull
Calf
Cat
Chick
Cobra
Cow
Cow
Crab
Crocodile
Deer
Dog
Foal
Freedom Guard
Goblin
Gorilla
Hen
Horse
HotS Guard
Hyena
JK Guard
Lion
MR Guard
Pheasant
Pig
Rat
Rooster
Scorpion
Seal
Seal Cub
Shark
Spider
Stag
Tortoise
Troll
Unicorn
White Lamb
White ram
White sheep
Wolf
Worg
Rare
Animated Shard
Avenger (Mr. I need pants badly)
Baby Nogump
Charlie (A ghost horse)
Deathcrawler
Drake spirit
Eagle spirit
Easter bunny
Firecat
Fog Spider
Goblin Leader
Hell Horse
Hell Hound
Hell Scorpious
Hellycorn
Lava Fiend
Lava Spider
Mini-Giant
Mini-Kyklops
Pinkie (Cutest sheep in wurm)
Rift Beast
Rift Jackal
Rift Ogre
Skeleton
Skully (Flaming ghost skull)
Sol demon
Troll King
Uttacha
Wraith
Fantastic
Black Dragon
Black Drake
Blue Dragon
Blue Drake
Green Dragon
Green Drake
Mini-Enki
Mini-Fo
Mini-Libila
Mini-Magranon
Mini-Vynora
Pink Dragon
Red Dragon
Red Drake
Serpent
White Dragon
White Drake
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Post by asperis on Apr 24, 2018 10:32:05 GMT -6
April Changes -
Server has been updated to 6.1
Updated Armoury mod Updated Spellcraft mod Removed Better Combat Log mod (6.1 has all the features this mod had so no longer needed) Removed Libila Fixes mod (This has been combined into the Server Tweaks mod) Updated Server Tweaks mod:
Libila Fixes, SkillGainControl, and Tax Config have all been combined into this mod.
Moon Metal Vein fix (Fixes the vein cap of only being 50)
Rarity Window Adjustments (Modifies the chance of fantastic, supreme, and rare rolls during a rarity window)
Item based Food Affinities (Food affinities are based on the item instead of the player consuming the item)
Bank Balance (Adds option on body or hand, when right clicked to get bank balance in event window)
Spawn Teleport (Adds option on body or hand, when right clicked to teleport to Solace City island)
Removed SkillgGainControl (combined into ServerTweaks) Removed Tax Config (Combined into ServerTweaks)
Disabled Boat mod (Was causing server crash issues. Waiting for a fix on this but all of the functions (Leading all lead animals on water and animals not being released when embarking on a boat is still working however)
Disabled Miscserverchanges mod (Was causing server crash issues. Continuing to troubleshoot to see if it's just a specific setting or the whole mod)
Disabled ModTreeFarm (Accelerated Forestry and Gardening) Wasn't causing errors but if you tried to water a tree it would crash the server. Waiting on a fix
Disabled MoonMetalMining mod (Causing server crash issues. There was a fix for the ore cap in ServerTweaks mod so the only thing affected is moon metal lumps dropping on the ground while mining like gems)
Updated Threedee mod to fix some issues
Update Server launcher mods (Announcer, BagofHolding, Christmasmod, CreatureAgeMod, Cropmod, HarvestHelper, HTTPServer, Inbreedwarning, Scriptrunner, Serverpacks, Servermap, Spellmod)
Updated BetterFarming, Timerfix, Betterdigging, and Hotsfixes mods
Removed the ShipWoodType server pack as there is now better wood skins in 6.1 which includes all sort of wood items now not just ships and barrels
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Post by asperis on Apr 25, 2018 3:27:48 GMT -6
April changes (contd) -
Added Mighty Mattock Mod. Tested it on resources, tile border, tree tile, and dirt tiles and it works perfectly. Please note that it doesn't give you as many resources with the mattock as with a shovel. Also tested mining with a pick and it works just fine.
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Post by asperis on Apr 26, 2018 16:31:33 GMT -6
April Changes (Contd) -
Updated Rsdiscordbot mod - Several new features have been added for more channels and more actions Commands added in this update were:
>jk
>gljk
>mr
>glmr
>hots
>glhots
>a
>b
>weather
Type >Help in the discord relays channel to see their usage
Added Soul Stealing mod -
New System - Soulstealing
You now have a choice between butcher/bury and soulstealing defeated creatures.
Soulstealing works by using a sacrificial knife on a corpse and selecting "Soulsteal" - this will perform an action much like butchering.
After the soulsteal, the corpse is removed completely, meaning no need to bury. Butchered corpses cannot have their souls stolen.
If successful, the soulsteal will give you the soul of the creature. This is a lightweight object that can be stored relatively conveniently.
This makes soulstealing an "on-the-go" alternative to butchering. Stealing souls does not create high-weight objects out of corpses to lug around, as well as cleaning the corpse in a single action.
Your ability to obtain a soul, as well as the quality of the soul, is based on your Stealing skill and the combat rating of the creature. Higher combat rating creatures will have souls more easily stolen.
New Item: Eternal Reservoir
The eternal reservoir is created using the Pottery skill. Start with a star diamond and pile of dirt, then add the following resources:
99 dirt
200 pottery bricks
50 peat
50 zinc lump
50 chaos crystals
20 hearts
5 sapphires, rubies, emeralds, opals, and diamonds
Once created, you can activate souls and feed them to the device. There is currently an action to give you a rough idea of how much "soul power" the device has.
When fueled, the eternal reservoir automatically feeds nearby branded carnivores. This means you will not need to place meat underneath the creatures, and instead just feed the device souls.
Furthermore, the device will also use the souls to keep nearby forges and ovens lit.
The range of the device is QL/10 in each direction. For reference, that means a 50QL eternal reservoir will go 5 tiles in each direction from the tile it's on, ending up being an 11x11 coverage area. This gives a maximum potential coverage area of 19x19 at 90ql+.
Souls are a "fuel" for the eternal reservoir, and get consumed when used to supply nearby creatures with food or fires with fuel. A steady stream of souls is required to keep them functional.
Soul Strength skill assists in adding additional power to the eternal reservoir when feeding souls.
The reservoir only functions with objects above ground if it's above ground, and only in a cave if it's in a cave. A single reservoir will not function for both underground and above ground purposes.
Updated Modtreefarm. Accelerated Gardening mod should now be working correctly.
Updated Moonmetalmining mod. Vein cap should be correct and you should now have a chance to drop moon metal lumps while mining again.
Updated Addkingdomitems mods. All of the wagons should now go the fast speed. New Vehicle - Magic Carpet
Enable the creation of a magic carpet that can be picked up and placed at any time. They can go over water but can't hold any cargo.
Added Legion of Anubis PMK stuff (Banner, wagon, tall banner, tent, and flag)
Updated bulkitemsseperated mod. Different quality items should now be separating properly in BSBs.
Updated Tabardmod. Tabards should now show up correctly when further away then one tile. Added Legion of Anubis tabard.
Updated Threedee mod. You can now drag an item from your inventory directly onto the items that let you place things on top of them.
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Post by asperis on May 3, 2018 0:50:26 GMT -6
May Changes -
Updated Spellcraft mod. It now includes the following new spells:
New Spell: Expand
Based entirely off ago's Bag of Holding mod, this is just a more "immersive" version where the flavor text is no longer Courier.
Aside from that, due to no longer having a clash with Courier, it allows Expand to be cast on mailboxes, allowing players to mail objects which normally do not fit in mailboxes such as longbows.
Converting from ago's Bag of Holding to Expand might be a tricky process, but it's possible to create an SQL script to make the conversion seamless, I think.
New Spell: Efficiency
This spell casts an enchant which reduces difficulty skill checks with the enchanted item. This means that it will be more efficient for basically any aspect of the game where it is used. Swords parry more often, shields block more frequently, pickaxes will mine higher average ql ore, etc. etc.
As with all other spells in the mod, cast time, difficulty, faith requirement, favor cost, and cooldown can all be configured.
New Spell: Quarry
Essentially a rework of the old modded spell Azbantium Fist, this improves the odds of a player successfully surface mining.
As of right now, the "quarryEffectiveness" option is not used. It can be ignored.
New Feature: Enchant Grouping
You can now edit the vanilla enchant groupings, or create your own.
For editing, this means you can allow Rotting Touch to stack with Flaming Aura for example. Or have WoA + BotD on the same item.
For adding groups, you can now make spells clash that normally don't. You can make it so Life Transfer and WoA cannot be on a weapon. You can make it so Nimbleness wont work with any of the damage enchants. The options are now in your hands.
As before in the mod, when a spell clashes, the details of why it's clashing will be explained better. Example:
[22:10:44] The pickaxe is already enchanted with Aura of shared pain which would negate the effect of Circle of Cunning.
Miscellaneous
New option for reducing the effectiveness of healing with Scorn of Libila
Updated Tabard Mod:
Added the option to toggle the ability for player to craft. Useful to make them GM spawn only for prizes, events, etc.
Added optional logging for the mod.
Fixed crafting window issue due to duplicate item ID
Updated Creaturemod:
Shift knabstrupper and xappaloosa trait ids due to conflicts with traitor and valrei traits
Updated TreeFarmMod:
Growth speed options for the new bush types blueberry and raspberry were missing.
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Post by asperis on Jun 7, 2018 23:58:15 GMT -6
June Changes -
Added the Templar Replacer mod. I've changed spirit templars to spirit wraiths and guards to wraiths. I'll probably change these up from time to time.
Updated One Tile Surface Mining - Moon metal armor and weapons can no be imped with steel.
Updated Better Farming - Fixed issue where combined crops dropped in bsb/fsb would retain the "pile of" name
Area harvesting will no longer add to rare or processed (chopped, etc.) piles of crops
Area planting will no longer use rare or processed (chopped, etc.) crops
Updated Spellcraft Mod - Six New Enchants
Endurance (Jewelry): Reduces stamina loss. This has no conditionals and will work at all times, whether you're improving items, digging a road, or simply moving.
Industry (Jewelry): Improves skill checks. This applies to a great deal of actions and will allow you to improve a little bit higher, parry a little bit more often, get higher average ores while mining, etc.
Prowess (Jewelry): Increases Combat Rating. This affects your ability to hit and evade in combat.
Acuity (Jewelry): Reduces favor cost. This effect only applies to spells with a favor cost over 10.
Titanforged (Any): A combination of Wind of Ages, Circle of Cunning, and Efficiency. Has a multiplier for the power of each it should give per Titanforged power.
Labouring Spirits (Strange Device): Designed specifically for use with the Automata mod, this has no use otherwise.
If you do not want any of the above enchants, simply set their god to 0 and nobody will be able to cast it.
Spell Adjustments
Recoded Smite: Completely reworks smite so that it is a more usable spell. A better description is available in the properties file.
Increase Frantic Charge Duration: Multiplies the frantic charge duration by 20x to match other similar effects such as Oakshell, Truehit, and Excel.
Healing Redone: A very complex rework of all default healing spells and implementation of a new healing resistance system. More details can be found under "Healing Spell Rework" in these patch notes.
Minor Tweaks
Fixed an issue where certain spells would stack even if the enchant groups were set to disallow it.
Fixed bugs with Replenish that would cause it to cease functioning under some situations.
Updated Armory Mod -
New Feature: Armour Stats Controls
The previous method of configuration for armour DR settings has been reworked. It is now more functional with forwards-compatibility for future armours if they ever get added.
There are now configurations for effectiveness and glance rates against certain incoming damage types per armour. These can be configured.
New Feature: Material Control - You can now adjust the following properties for all materials in the game (iron, steel, adamantine, willow, leather, etc):
Armour Damage Reduction - Additive bonus to base DR.
Armour Movement - Percent reduction to movement speed penalty.
Armour Effectiveness(New Mechanic) - Give a percent DR modifier to specific incoming damage types.
Armour Glance Rate(New Mechanic) - Give a percent glance rate modifier to specific incoming damage types.
Weapon Damage - Percent modifier to weapon damage.
Weapon Speed - Percent modifier to weapon swing speed.
Weapon Parry - Modifier to the parry bonus.
Weapon Armour Damage - Percent modifier to amount of damage inflicted to armour.
Item Damage - Percent modifier to damage taken on use.
Item Decay - Percent modifier to decay taken.
Item Difficulty Modifier(New Mechanic) - Percent modifier to difficulty checks.
Item Spell Effect Modifier(New Mechanic) - Percent modifier to effective spell effect power.
Item Specific Spell Effect Modifier(New Mechanic) - Same as spell effect modifier, but only for specific enchants/spell effects.
Item Action Speed(New Mechanic) - Percent modifier to action speeds such as mining, harvesting, improving, etc. Does not affect weapon speed.
Item Creation Bonus - Percent increase for creation towards 100.
Item Improve Bonus - Percent modifier for improve power.
Item Shatter Resistance - Percent chance to resist shatter.
Item Lockpick Bonus - Bonus modifier for lockpicking success.
Item Anchor Bonus - Percent chance to avoid drifting.
Item Pendulum Effect - Percent modifier to effect of pendulums.
Item Repair Speed - Percent modifier to speed of repair. NOTE: WU Vanilla bug affects this, details in properties file.
Item Bash Modifier - Percent modifier to bash damage. Does not affect weapon damage.
Miscellaneous
Improved configuration options to handle armour names, material names, and damage type names instead of their numerical id.
Fixed a rare bug where dual wield changes would not function sometimes.
Non Combat Pets mod updated -
Added decorative pet items:
Right click a pet leash in your inventory and choose convert, this will give you the pet in item form that can be placed in the world
Works with 3D Stuff mod so you can place the pets on tables too
Vanilla pull/push/turn keybinds don't work with pets - you can make keybinds that work with my action client mod or use the context menu. Decorative pets can now be secured and turned on the ground
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Post by asperis on Jun 12, 2018 22:12:07 GMT -6
June Changes (Contd):
Updated TimedPay to give a notification to player when it runs. Upgraded the amount of Karma from 1 / 60 seconds to 10 / 60 seconds
Updated PriestLove to add spells from Spellcraft Mod and changed several more settings to make it easier to read.
Changed the Teleport Action on paper doll from the ServerTweaks mod to say Solace City Teleport as opposed to Capitol Teleport.
Updated Greet script from Scriptrunner to add information for the Bank Balance and Solace City Teleport actions.
Updated AutoAlerts with new weblink for one of the alerts.
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