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Posts posted by nickrocky213
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+1 actually understands the economy, and made an absurd amount of money last map and legit still makes stupid amounts of money
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Patching time!
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This is a high tier **** post +1
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Yay I get to cry first!
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Whats that... the sound of a train...
Nope its the sound of techlock that's about to slap the hell out of this piece
(I like the idea of trains for fast travel and all but uh, the line has got to get drawn in the sand. Steampower should stay at the current status quo)0 -
Already in the works, we want to basically encompass Vortex stuff first, but want to keep it compatible with other peoples personal texture packs. I.E our textures dont change block textures, and such.
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The Ashwood Tree
SpoilerDisclaimer: Ashwood Crafting is currently on hold in its entirety, until the new crafting lore piece is posted for Ashwood you CANNOT craft with this material. Further, all previous knowledge of how to work with the wood no longer applies as the tree’s properties have changed. After the new lore piece is released, three people will be granted Ashwood crafting, and the rest will need to learn fully in roleplay.
A distant relative to the Elderwood tree, the Ashwood Tree has adapted itself to survive in areas that have become overcrowded with flora. The Ashwood Tree is native to the small continent of Vailor, although not exclusively so, they are rarer in other locations. The Ashwood Tree is considered a symbol of the Norlandic people, and as such they have seen fit to bring the original Ashwood tree from Seahelm and its descendant seeds and saplings with them whenever the descendants are forced to migrate to new lands, planting it in the middle of their settlements. The Ashwood tree is also typically depicted with empty nooses or bodies hanging from its large barren branches, as the Ashwood Tree is used quite frequently to hang criminals as its strong branches will not break under the weight of most descendant creatures. Gaining most of its nutrients for the year through its root system, the Ashwood Tree needs to maintain a nutrient strong soil. Ashwood trees usually grow near bodies of water, where tides can bring in silty soil to the tree, alternatively the tree can grow in forests, where when it ignites, it would start a forest fire causing the soil to become “supercharged” with nutrients. The Ashwood Tree sprouts leaves in spring, soaking up much needed sunlight to create its sap during the summer. The sap coats the tree during the fall, and when the winter comes it burns off its sap that covers all of the exposed parts of the bark and remaining leaves for the year.
Appearance:Location:
Ashwood trees prefer to live in cold arid climates, currently most of the Ashwood trees that exist are in Norlandic hands, thanks to so few being saved from their home continent of Vailor.
Description:
Ashwood Swell
The Ashwood swell, sometimes referred to as the Ashwood seed, is a dark bulbous seed that would be large and hard enough to survive an impact -the swell falling from the branches. The impact of the seed falling from the tree would compromise part of its shell weakening it, this would render the seed weak to all further physical attacks. The swell will remain fertile for up to a year (One OOC Week) as it has a fair bit of nutrients inside the swell itself to kickstart the tree’s growth.
In its homeland of Vailor the swell would often be pushed around by larger animals as its exterior has a sweet nutty flavor prized by many animals, though as the tree has been taken from its original ecosystem, it requires support from descendants to spread its swells to create new Ashwood trees. As such Norlanders took on the mantle of supporting and caring for the tree, by helping move the swell wherever they think it would have a good chance for survival.
The swell’s has an awkward width of two feet, length of two feet, height of three feet and its weight is typically 50 pounds, though never more than 80 lbs, this makes the swell quite awkward to carry for one person, as such two people will be needed to carry the swell. In their adolescence (0-9 years old) Ashwood trees will not produce a swell, and as such are not likely to shed their branches as they are trying to grow.
SpoilerAshwood Swell Redlines:
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Due to the size of the swell, to transport it one would need a cart.
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An Ashwood Swell can be gathered once a OOC month, the player must be overseen by an ST and a sign must be placed on the tree indicating when the swell can next be gathered.
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The swell after its fallen from the tree will take three emotes to break (if the intent is to kill the seed), first of the emotes will be for swinging to further break the exterior, the next will be to pry the exterior off of the swell, and the next being the final blow to kill the seed that was previously inside the swell.
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The swell only has a sweet nutty flavor to animals and animal-like races (Ex. Kharajyr, Wonks, etc).
Wood, Bark, and Branches
The Ashwood tree while young has easily bruise-able bark that can hinder the tree's growth, that must be hardened via Ashwood firing every year (1 OOC week). As the tree ages its bark will get progressively harder until it's adulthood (10 OOC weeks), at this point the tree will be decently resistant to most mundane attacks, though strong blunt damage - such as hitting it with a large warhammer -to the tree can break off a little bark. Further, if extreme damage is dealt -such as hitting it with a cannon shot directly-, the tree can become bruised and even break off the weaker upper branches of the tree when impacted. Ashwood bark has a chestnut color with a very coarse and abrasive texture. When a branch or some bark fall off the tree and over time dry, it becomes brittle, losing most of its hardness and strength.
SpoilerAshwood Wood, Bark and Branches Redlines:
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Ashwood bark, wood, or branches if from an adolescent tree (0-9 years old) will not carry its strength or hardness properties, instead it will adopt the strength and hardness of a normal wood like oak, spare its resistance to mundane fire, even if the bark is treated with the proper method.
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Ashwood products made from the wood, bark or branches of the tree will be on hold until a proper post regarding the method of treating Ashwood and shaping Ashwood is made.
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All items created with the wood, bark or the branches of the Ashwood tree must be ST signed.
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Armor cannot be crafted out of Ashwood.
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Ashwood branches when exposed to extreme temperatures (1600°+ C) will degrade and weaken, till slowly turning itself to ash.
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Ashwood is a fairly dense material, as such, it dissipates heat slowly, though Ashwood doesn’t act as an insulator. Ashwood can still very capably burn someone after being exposed to heat for a long period of time.
Harvesting:
Ashwood Swell
The Ashwood Tree drops a single swell every year in the spring, the tree grows a black swell in its branches during the summer, then over the course of year it will swell bigger and bigger until it drops from the branches in the next spring when it’s too heavy to continue to be supported by the tree. An Ashwood tree can also prematurely release a swell if convinced by a Druid on occasions where its life is threatened, or is ill. Spare that occasion, any premature removals of swells via mundane means from the Ashwood tree will kill the swell.
Ashwood
The tree is decently sturdy and is resistant to most mundane attacks, spare excessive blunt attacks. The primary means of getting Ashwood is through its discarded branches, throughout the year the tree will shed its less productive branches leaving the healthy productive ones in the canopy.
SpoilerGeneral Ashwood Tree Redlines
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When an Ashwood tree is planted from its seed form a sign must be placed to indicate when it will become a mature tree.
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Ashwood Trees cannot be used as a Soul Tree
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Ashwood Trees cannot be used as slumbering trees for any type of treant
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Epiphytes cannot bond to Ashwood Trees.
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When an Ashwood tree is bruised in adolescence it will add an additional week to the time needed for the tree to reach maturity, a sign must be placed on or at the foot of the tree indicating bruises, in an rp fashion, if any are present until the tree reaches maturity.
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You cannot plant the tree underground as it requires sunlight to live.
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While it's easier to damage things like the upper smaller branches on the tree with voidal or dragon flame it becomes increasingly difficult to damage as you move towards the trunk of the tree. A Tier 4 Fire Evocationist being able to warp, or scar the tree. A Tier 5 Evocationist, being able to inflict moderate to severe damage to it with harsh, and continued, exposure to Voidal Fire. (Three Tier 5 casts to damage a 2x2 block (MCly) area of the tree.)
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Adolescent Ashwood trees can be 10 blocks tall at max in their trunks, and can only have a width of 1-2 blocks. After the tree is planted for 10 OOC weeks the tree will inherit the height and width limits of Mature Ashwood Trees.
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Mature Ashwood trees can grow to a height of 35 blocks, and 10 blocks wide in their trunk, though their canopy can extend past this height and width limit.
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Ashwood as a material may be flame retardant, but it holds heat well, meaning Ashwood products have the chance to burn you if exposed to hot temperatures.
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The seed is awkward to hold, as such it will require two players to move the seed after it falls from the branches.
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Due to the tree being large (Up to a height and width of 35 and 10 blocks respectively), you cannot do anything that’s hidden or clear of sight. Any interactions with the tree must be done in #RP as a minimum unless a Mod or ST rules otherwise for that moment of interaction -- Furthermore, any interactions that include harvesting of a material, in regards to the Ashwood Tree must be done with the supervision of an ST.
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The sap holds a flame well, it can only be extinguished by completely suffocating the flame in a non-flammable material (Ex. pouring sand over it, gravel, etc.)
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Until a lore post is made regarding Ashwood sap it cannot be used in any alchemical ways or weaponized directly (Ex. Throwing the sap at a person and igniting it).
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Ashwood trees must be burned annually to shed its sap and strengthen its bark. If the tree does not burn, it will grow sickly and will die with continued neglect. If for some reason the Ashwood tree does not light itself, it can be lit manually through means of any mundane fire applied to the volatile sap. The first year a tree goes without burning, it will produce a noticeably thinner canopy the following spring. After the second year without burning, the tree will fail to produce viscous enough sap for the next winter and will die within the following year. (What this means, is you MUST have your tree lit in-game, and not just sitting unlit. You will not be forced to extinguish and relight an Ashwood Tree every two real days.)
Credits:
SpoilerChangelog
11/17/2020
Added a proper weight to Ashwood Swells
Fixed the size of the tree to be more reasonableRemoved stubbornness
Fixed the seed size
Clarified damage dealt from voidal/dragon flame
Removed mentions of bark re-hardening, crafting will not be possible until a lore piece for Ashwood crafting is out.
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3 minutes ago, Laeonathan said:
Had nothing to do with it. 😛
^ true facts
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me?
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This was already taken into consideration for our next map, there is a plugin that is currently in development (though it isn't on the tech discord yet because I’ve been busy) that will allow nations to have a form of fast travel. Though, I don’t think I can say much more than that at this time.
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+1 This is a LOT better than the former crater 2x over fantastic job as always. (Bacardi is also carrying me when it comes to building assets I need for Vortex)
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Lucien would take a heavy hit before murmuring to himself ”It’s time to make some fine rag-rugs”
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- Popular Post
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Hey all, with this post I’m going to shed a bit of light on Surge PvP and try and answer a ton of common questions about the system. To start I’ll explain the basic concepts, and from there we can tackle some of the bigger features. Before we do anything else though...
“What is Surge?”
Surge is the new PvP system we are adopting for 8.0 (Almaris), it will be replacing the current 1.8 PvP system we have on Arcas. This new system implements various armor types, weapon types, and special effects to spice up PvP and make things feel a lot more fresh and fun.
Weapon Classifications
In Surge you have five types of weapons:
Slashing - Short Sword, Longsword, Greatsword
Blunt - Warhammer, Mace
Piercing - Longbow, shortbow, crossbow
Splintering - War Axe, Great Axe
Dismount - Pike, Lance (Note these are currently disabled in the Beta)
Weapon Effects
Each of the weapon types have a particular effect that can affect the player they are attacking at random. This random chance is relatively low, though it scales up as better materials are used to craft the weapons. Here are those effects:
Bleed - Granted by Slashing weapons and represented with a poison effect, it can bleed a max of three hearts, and can not kill alone. A metallic scraping noise is heard when the effect occurs.
Stun - Granted by Blunt weapons and is represented with a Slowness III effect for two seconds. The sound of an anvil being placed is heard when the effect occurs.
Piercing - Granted by Piercing weapons and deals 25 durability damage to a random piece of equipped gear. The sound for hitting a blaze is heard when the effect occurs.
Splintering - Granted by Splintering weapons and deals 100 durability damage to shields when the effect is applied. The sound for hitting an iron golem is heard when the effect occurs.
Dismount - Granted by Dismount weapons and deals additional damage to mounts, and will have a chance to dismount the rider from a horse.
Armor Classifications
In Surge PvP we have three base armor types:
Gambeson - Highly resistant to Blunt Weapons, Very weak against Slashing WeaponsChainmail - Highly resistant to Slashing Weapons, Very weak against Piercing Weapons
Platemail - Highly resistant to Piercing Weapons, Very weak against Blunt Weapons
... and one special armor type but we’ll tackle that later.
Great, that was a ton of information, here's an example to help you try and connect the dots I just laid out above:
If player A is wearing Gambeson and player B is using a mace(Blunt Weapon), it's going to be a lot harder for player B to land a stun on player A.
BUT. If player C runs up to player A and hits him with a short sword (Slashing Weapon) player A has a way higher chance to get a bleed effect, since his armor is weak to slashing weapons.
On the Carrying Limits of Weapons and Armor
I know after hearing that a lot of players typically go down the thought process of, “Wait, so if I'm going to be weak to maces and warhammer’s from wearing gambeson, I'll just carry multiple sets then” or “If my opponent has all of the armors, I'll bring all the types of weapons so I can counter any armor type they wear”. And that is where things get interesting…
In Surge, you can only carry three weapons, with a shield -if you choose to bring one- counting towards that total, further you can only carry five pieces of armor.
The idea behind letting a player carry five pieces of armor is that the player can bring a spare piece of armor to sub in for the lower durability pieces in the set like helmets and boots.
If you choose to break this limit, you will be granted one level of slowness for each item that breaks the limit. Ex. If player A has 9 weapons on them, they are going to get Slowness VI until they downsize the number of weapons they are holding.
https://i.gyazo.com/90c7e7f06180cea383f7afbeb7ba00c9.mp4 ← Showing the carrying limits taking place
Carbarum in Surge
Oh yeah, and remember that ‘special’ armor from earlier, that's Carbarum, and it has some special rules that it works off of. It has a limit for carrying, of one piece, that piece can be a sword, chestplate, or even a warhammer. If you exceed this limit the same slowness system outlined above applies. Carbarum has NO weaknesses when equipped, only resistances to the weapon effects, with each piece having a different effect assigned to it.
Carbarum Helmet - Highly resistant to Blunt Weapons
Carbarum Chestplate - Highly resistant to Piercing Weapons
Carbarum Leggings - Highly resistant to Splintering Weapons
Carbarum Boots - Highly resistant to Slashing Weapons
Carbarum Horse Armor* - Highly resistant to Dismount Weapons
All Carbarum weapons inherit their standard effects as per their type, though the chance of the effect occurring is greatly increased in comparison to non-Carbarum weapons. I.e Carbarum Short swords are Slashing weapons and so give the bleed effect.
*Carbarum Horse Armor doesn’t count to your total for Carbarum as a player when its equipped on the horse.
Two Handed Weapons
Two handed weapons will remove your ability to use your offhand while you have them equipped in your main hand. Two handed weapons typically have longer swing timers than their one handed counterparts.
https://i.gyazo.com/4c78670c87a567a6543719f3e42a1df8.mp4 ← Showing the players offhand getting shoved into their inventory when they have a two handed weapon
Large Scale PvP Testing
With the new system nearly fully intact feature wise, we have run a ton of tests in 1v1, 2v2, and even 4v4 environments. Though, admittedly as the large scale test from the 17th illustrated the system needs a bit more tweaking when it comes to large engagements. That being said I would love to have a 25v25, or even a possible 50v50 to test the limits of our current system. During the fight we were able to maintain a perfect 20 tps -see the screenshot below.
Something of note here is that that was the height of the first skirmish, typically the most laggy point of a fight. For reference as well, 20 TPS is the max TPS(Ticks per second) a server can have.
How do I Join?
To access the Beta server you just need a VIP rank of Coal or higher, and then you can just type /openbeta to access our Beta test server.
Here are some useful commands once your there:
/vortex kit list - This is the command to list vortex kits
/clearinv - This command completely clears your inventory and equipped armor
/status - This command lets you status up with friends to organize team fights
/main - This command will take you back to the main server
Also, a HUGE thanks to our Alpha Testers that helped us nail down all of our current values for damages, effects, etc. Without them suffering through agonizing bugs we wouldn’t have shipped our beta so soon.
If you have any questions about how stuff works, the best way to answer them is by testing it out yourself on the Beta, but if you're stumped you can reach out to me on discord (nickrocky213#1380)
Anyways, back to developing o7
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23 minutes ago, SoulReapingWolf said:
Another idea would be to have different types of dungeons. Some heavily involved in story, maybe some filled with rare resources, maybe others connected to the self teaching altars. Some that act as monster nests. I think this would be a cool project to work with the World Team.
Maybe have some PvE focused ones as well where STs are not necessarily needed and people can hunt custom hostile mobs and as you go through the dungeon maybe curios, signs or region messages tell you some sort of story. Or simply the dungeon is a bit more focused on monster hunting and has a story that maybe is not as deep as the ones told in other types of dungeons.
I like the idea of dungeons being kinda “modular” where maybe the interactions of the descendants will start opening new areas within a dungeon. So it feels like the effort made by adventurers is represented by the development of the dungeon itself.
Would also be interesting to see how the dungeons implement stuff from the new plugins we have. So maybe you also find out that there are some rare resources within the dungeon and that is the entire reasoning for you being there.
Idk that is a list of ideas I had when I read your post and Xarkly’s.On the tech side of things we have five dungeons planned but they are all fairly mechanical and were only really planned for Vortex use (so like as of rn keefy’s thing is separate from our stuff) , through those dungeons we were going to have neat stuff, further with 1.17 on the horizon, I was talking with some other techs about the possibility of a random rogue like dungeon as well that we could do by messing with the cave generation code. Anyways, the thing we want for vortex dungeons as of right now is basically Darksouls meets Legend of Zelda, we want hard harsh mechanics for mobs that are complicated but respectable(granted darksouls here may be a bit of an over exaggeration), and neat puzzles that require you to use various items from vortex crafting to operate. A great example of this is crafting a potion of revealing to find a hidden door, and when you walk in that room you find yourself dealing with a custom mob with custom attacks and mechanics to defeat them. Dungeons for Vortex wont come for a hot minute, we want to finish a bunch of stuff content wise in the plugin not to mention updating various plugins to actually prepare this server for our eventual port to 1.16 and beyond. Anyways, ill probably make a post regarding Tinkering, Enchanting, Alchemy, Culinarian, and the dungeon subsystems in the tech discord whenever we are ready to take on that mantle.
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My only complaint is that I can’t run around your square stealing Hogo’s tax slips till 8.0, jokes aside nice job guys!
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Hey All! I know that at this point most of you guys probably know me as Vortex man or something of the like. Though the funny thing is that without me promising DAENGIE to do the Norland build for next map, I probably wouldn't have come back. Its been a ton of fun, and after about a month of prebuild we finally get to show off our new capital Varhelm. Before everyone runs off to watch our video i’d like to give some credit where credit is due for this build.
A big thanks to @DizPanda for helping out with the clan houses/a bunch of interiors while I was busy making Surge for everyone.Another huge thanks to @Knightie for his awesome boats he made for us.
A massive thanks to@Sarah. for doing the whole palace interior, like seriously that thing is SEVEN FLOORS.
And last but not least a great big thanks to our entire prebuild team, I know some times we were about to lose our minds, and others I was extremely picky about the build, but thanks for sticking it through, without you guys we wouldn’t have made our deadline.
So without further adieu...
Also just a little aside this is the first video I’ve properly done for a build I’ve worked on so I'm sure its pretty awful, but hey you get the idea.
See you guys in Almaris!33 -
Lucien would start feverishly taking his freshly printed tied together stacks of New Reza Tax slips out of his various drawers in the palace, “Alrighty, one reefer for all of Norland, we aught to buy more of these.. ((@HogoBojo )) Perhaps that head steward lad can bring some if they come around”. He would continue running throughout the palace finding all of his stashes of cactus green.
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5 minutes ago, Cheezzy_Garlik said:
what about the grudges against Norlanders (the only one ik of is Chryssa Stormbringer)
((Chryssa is dead irp, iirc the ceremony has held like 2 irl weeks ago, and it had a public thing put out))
Lucien Arkin would read the document with a smile, “It’s nice to finally see it on paper”. He’d take out a fresh New Reza Tax slip before rolling himself a nice cactus green reefer, “Aye, to now and what’s yet to come!”0 -
A big thanks to ST for letting us use some of your materials in Vortex!
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On the Nature of Substance Impairments
By Lucien Arkin
It is no secret that the monotony of life finds itself many situations where one may find various substances, be it alcoholic or psychedelic in behavior, intriguing. Though, the perilous path of these so called drugs do lend the bitter question. In what cases are the consumption of impairments just and unjust? While those seeking substances to lull their mind into a better place should not be reprimanded, the question remains, when is the consumption of such a substance cowardice. For which a coward may say never, though it's not the roster that may pick the time of dawn, but the sun and when it rises. The line should be distinct, and as such the consumption of drugs to form a façade to barricade one's mind from the true perils of their reality is cowardly to say the least. While Arthasians may state any interaction with such substances should be an act of cowardice, I would like to remind them that, not only are such substances a part of our world, but to bar their existence in its entirety is an act only a coward would stake. Further, to condemn such a thing is near to as preposterous as stating a lowly sprig of cactus green should be treated in the same cohort of those in the dark arts, magery, and entities of the long dark. Your actions when impaired may be lost on others, though the consumption of such a substance is in essence a journey to the heart. To not be true to yourself, is to lie to the father, and further to purvey false sentiments of security, and contentment. Our deity isn’t one of omniscience, but one of understanding, he can only guide with what he knows.As for the topic of addiction, I pose this regard, is it that a person is addicted to the substance or the feeling granted from such a substance. In this you find the truth of your answer, are you hiding or are you seeking, and who is the second player in your game. It would be simple to state the All-Father is the one always there standing in for the second, though I think the more honest answer is a far deeper one. The first of such a game is the amalgamation of physical self weighted with the obstructions one creates to hide the truth, and the second is one of the true self. While such a manifestation can be seen as one of divine will, such an endeavor can be reached with ambition and faith. Such is the true nature of the All-Father, one of a guiding hand that may help you reach that ambition and not that of the almighty toolbox of solutions to your mortal qualms.
On the topic of vision quests one may state that the fabrications of the mind act as nothing more than mere temptations that seclude the mind from the truth. Though, the truth of such is the machinations of the mind are extensions of our will. Such will has guided us thus far to find refuge in the light of the All-Father, so why not humor the figments of our inner self? Such figments may serve as a path to further enlightenment, or just as likely traverse a path unknown to most. For one to fight the darkness, you must find your inner light, and if you need to light up to do such, that is a problem between the flame and the substance, not your integrity and the faith.
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Lucien Arkin would read this weirdly public letter ”With a faith as large as the Church of Canon you would at least expect them to be far more accepting of their kin, perhaps this is more the nitpicking of men than that of deific will. I hope they choose the obvious option, though the cross is naught more than an item to me”
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13 hours ago, argonian said:
No other nation subforums have “The” before their names and the inconsistency is jarring.
Then whatever you do don't look at the subgroups under sub-forums, “The Territories” and “The Crownlands” the HOE sub-forum, “The Holy State of Vuillermoz” under the Church of Canon subforum, tisk tisk.
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Lucien Arkin would look upon the document with a cheery nod “Aye, its time to remember what it means to be human”
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+1 this looks really solid and I’m super impressed that you guys wrote this up so fast.
edited: miss read something1
Vortex 0.2.2 Patch Notes: Alchemical Additions
in Announcements
Posted
Happy New Years! With today's content patch we fixed a couple bugs, properly nerfed the proficiency modifier for Ferrum, and added Alchemy Nodes back.
Legend
[+] Addition
[~] Change/bugfix
[-] Removal
[#] Work in progress
[!] Note
Reimplemented Alchemy Herb Nodes
[+] Added the ability to place Alchemy Herb nodes throughout Almaris (Note: the story team is still working on placing all of the nodes)
[!] The Story Team is currently actively working to place all of the Botany Nodes
[~] Tracking was properly fixed for botany nodes
[#] Alchemist shears have two durability bars but only one of them works
[~] Changed the Alchemist Shear recipe to be shapeless
[~] Reduced the cost of Alchemist Shears by only requiring a single copper and ferrum ingot
Blacksmithing
[~] removed proficiency modifier from Ferrum weapons/armor to allow players to craft them at current tier
[~] fixed minor bug where occasionally hammers wouldn’t increment a recipes progress with 1 energy
Carpentry
[#] Arrows use an unusual amount of energy when crafted. They are supposed to produce 4 arrows but only produce 1.
(Edited, this ^ problem above was patched on 1/3/21)
Miscellaneous
[~] Energy Elixir’s were patched to properly regen energy when consumed