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Showing content with the highest reputation on 01/11/13 in all areas

  1. 6 points
    Hello fellow Wurmians! Idle hands is the devils playground as they say. So with Halloween getting so close the best choice was to share some news! There will be a separate update on any special Halloween surprises. This time around I would like to give a part of this news post to draw attention to Tich, who is an appreciated and highly talented member of the team who always puts in a lot of work. Tich´s most recent additions to the game: Added a way to make lawns by using scissors on short grass within your deed. Fix so lawn does not get a 'gather' option, and trim grass only is available on short grass tiles. Fix so the lawn is flat! Added a message for when a village has under a months upkeep left, it is shown in village chat when a citizen logs in. Thank you Tich for this and all of your other great work! Crafting Interface, functionality explained. I had another look at the progress and now most of the functionality is done. As it is looking right now, there is one window where you can find craft recipes either by browsing through a structured hierarchy or searching by keyword for items and even categories. So if you are a carpenter, a search for carpentry gives you a list of items dependent on that skill. It also works the other way around, you can put any two items in the crafting interface and the recipes will update to show what items can be started/crafted by using them. You then right click the item you want to craft, choosing the option for activating it in the creation interface. The creation window in turn will tell you what materials are needed to start/create and finish the item. For example when creating planks, you would only need to once set up what to craft given you have the right items in the window/inventory, then each press queues up actions to continue making planks. Lastly, when leaving a crafting job like a boat unfinished, you only need to right click it when coming back to activate it in the creation window. This will tell you exactly what is still needed and let you continue the job. The Load Function is still getting attention and I wanted to give some examples of details being addressed. Passengers can now load items. More items added as transportable: Large barrel, Stone Bench, Coffin, Statues, Large Chest, Oven, Archery Target, Small Cart, Big Storage Bin, Fountains, Wells, Tables. And lastly beds are now loadable, where a check was added so that beds with someone sleeping in them, can't be loaded. Even though this could be an epic prank to pull, Wurm style! Art There has been work going into making Halloween extra special for you guys but as I said, thats for a soon to come update. Some other things being updated and added are: Palisades which you can no longer see through, giving it a more robust look. Floor board, tarred tile texture. Updating Kindling and Wood Scrap piles, replacing the old ones. After reading all of this you are probably getting a bit impatient, so the best option as I see it is to Keep on Wurming!
  2. 6 points
    Blacklight priest have very overpowered spells, you can't stand up against rotting gut, worm brains, drain health, and land of the dead. What other priests really have spells like these and are as effective of these? None. When MR used Wrath of Magranon, one of the very good spells we had, it got nerfed to where it hasn't even become a useful spell, but yet BL has gotten to keep their very op spells? Blacklight should have their spells such as the one I listed above nerfed some to make it a more fair playing field and promote pvp and not just spam spell.
  3. 6 points
    Or just ignore what I said and make up your own version of events, whatever works.
  4. 5 points
    Before this fine upstanding member of the community gets banned, I would like to second his deep and meaningful message. You have 3 different types of priests. THREE. I'd take one of each of your priests over 3 Lib priests any day. ANY DAY. But unfortunately Libila forbids it, so I must use her tools to the best of my abilities. Also removing the image because of the Adamantine Supreme Banhammer wielded whenever BL voices an opinion.
  5. 5 points
  6. 5 points
  7. 4 points
    Yes that's one of the ways you can do it. There is no need to search for things in the actual crafting window, there is a separate window with all the possible creations in wurm (excluding gathered items, cooking, smelting and construction (fences, houses)). From that list of items you can search for what you want and just right-click to auto fill the crafting window with the items in your inventory. In the crafting window you can drag in two items and you will get the list you normally get when right-clicking. So my brilliant idea of implementing evil trees in the game is not so bad after all, they should mimic normal trees until you try to cut them down, and then turn into a hostile tree monster and BAAM! Not a bad idea, will see if we can get that one in now or later. No, it's still a work in progress. Not much to see right now, missing graphics so lots of red x's. It won't let you load containers that have items inside of them, stealing is one of the reasons for this.
  8. 3 points
    Stop being mad. You guys get a ton of enchants, locate spells and more. We get some offensive spells instead. You guys yourself say it, there has to be variation. And this is exactly that.
  9. 3 points
  10. 3 points
    The old model of the pallisade gate was much better.
  11. 3 points
    Behold Halloween Tree-pigs forest update. tons of shiny stuff for Halloween, nothing to worry about, really.
  12. 2 points
    Valrei doesn't really seem to work at all, it just seems to all be rng Gods movement The gods movement is just awful, its hard to tell if its just them rolling a die and deciding which way to go, or if they actually have objectives. They should realize when another god is about to win, and figure out how many moves it would be to go fight that god vs how many moves it would take for them to win, and go for whatever has less moves. The way they go after items would also need a lot of work, as well as their tendency to suicide into stuff just because its the shortest path That or just have someone pick where the god should move next, or nudge where they should want to go. Could be the priest, person with the most scenario points, randomly from the couple people with the most scenario points, person who did the mission, whatever. Multiple gods for 1 kingdom/converting This gives a pretty big advantage to kingdoms with multiple gods in terms of the amount of karma they can receive, as it is now, people can do missions for any god that is allied with their kingdom. People can also convert and instantly start doing missions for whatever kingdom they converted too, which is a bit of a silly feature when it can become pretty clear weeks in advance what god is going to win the scenario. Rewards The reward system also needs a ton of work, currently anyone that gets 1 point gets a ticket in the running. That means if a sac 500 decent mixed grass mission pops up, pretty much everyone online could easily get a ticket. Someone who goes and does a ton of missions might have a ton of points by the end of the scenario, but all those random people who just sacrificed a mixed grass also have a ticket, which makes it pretty unlikely for the person who did a ton of missions to get the reward. Tickets either need be rewarded more frequently, or the minimum amount of participation needs to be raised a bit if the people who actually work at doing missions are going to end up getting the items. There could also be 3 items rewarded in the case of sorceror items, to 3 different people, each having 1 charge. Missions Missions themselves need a lot of work too. The sac 500 item mission should probably just be limited to crops and stuff that is easily gathered in bulk, or removed. Seasonal harvestables should also be removed from the possible targets of the mission. Sac 100 items is a lot more viable and more in line with the difficulty of other missions for items that actually need to be crafted and improved. Sacrifice animal missions are just awful The way they currently scale with the amount of items held makes no sense, if a server doesn't have 40 of an animal, why would they after picking up 2 items have 120 of them They should probably changed to sac 10-20 max, as sacrificing more isn't viable on some servers, or possibly changed so the amount scales on the total amount of the creature that exists(although that might not work on elevation) Kill x creature missions have the same problem, sometimes there is simply not enough of the creature, especially with the new changes that scale up the missions based on the number of items held. rice, large barrels, trash bins, snowmen, forges, boats, merchant contracts, scabberds, glimmer/ada scrap, steel steel gloves, bale, campfire, christmas tree, horn, and long horns all need to be removed from stuff that is needed to do a ritual on a tower/valrei focus point People should not be allowed to care for avatars, as it can cause give x to an avatar missions to bug out, as it prevents the avatar from despawning. Kill x traitor missions also need a bit of work, the traitor creatures are generally extremely difficult to find, or could wander onto a deed and die from templars, preventing the mission from being possible. It can also apparently target valrei creatures, which is even more fun as those die to guards all the time. If anyone else has anything that they think is wrong with Valrei/new options for polls, I'll stick it in this post.
  13. 2 points
    COMPLETED! Will update with pictures of park when completed! I noticed, when I settled Skyhold Keep, that it was extremely difficult to navigate the east side of Bear Lake. I thought it would be great to have a Highway to run north/south there. So became the Marble Highway! This Highway will run from the dead deed of "Mines of Moria" south through the deed of "Bearlake", and continues on alongside the lake to "Chateau Des Lacs" Current Progress: Mines of Moria to BearlakeBearlake to ParkPark to Chateau Des LacsPark Beautification The plan: Starting from Mines of Moria, ending at Bearlake. Water: Starting from Chateau Des Lacs:
  14. 2 points
    Hi, our trusty old coffins got a new skin, my workshop resembles a mausoleum now, and to whomever I talk it's not regarded a good idea at all. Proposal: All currently existing coffins get renamed to "Large Stone Chest" and get back the old skin (and maybe the possibility to attach a lock). . A new item "Coffin" is introduced, identical to the "Large Stone Chest", but with the new skin. For those of us from the dark side, and for special decorative purposes.This way everybody would be happy, it wouldn't be much work for the dev team (I guess), and it would greatly add to/ preserve the game experience. Discuss, vote and have fun! Edit: The forum software keeps messing with my subject (changes capitals), plz excuse!
  15. 2 points
    You spend more time thinking about what you want to be getting done in Wurm rather than what you should be getting done in real life.
  16. 2 points
    Looking at the recent halloween updates on the models, I saw we had some new ones this year (the walking scary oak trees, coffins,...). And some of the old ones (pumpkin lamps, tentacle-pumpkin-agros,...). Which gives an nice extra flavour to running around in wurm in this period of the year. And I was thinking if maybe for next halloween (or the year after that) the graphic/model team really spiced up the looks of Wurm around halloween. EDIT: For example: CONTAINERS: * Fountains spraying bloodred water * weapons visible on the weaponracks, them being covered in blood (polearm rack, normal weapon rack) * armour stand replaced by a medival harnas with glowing red eyes * large barrel oozing greenish liquid * foodbins with bodyparts sticking out of them (either human/troll/or other agro) * carts getting a bloody-dark look, with spikes on the weels, rotting texture,... TERRAIN: * All oceans/lakes having a oily black texture or a blood texture (color) * black dead trees for all models * fog creeping between trees, the lowhanging kind * willow-the-wisp lights appearing near marsh tiles * marsh tiles having bones sticking out of them (from unfortunate adventurers) * eery green glowing fungus growing on cave tiles * farm tiles looking like fields of distels/wolvesbane/... *... CREATURES: * birds in the sky replaced by giant bats * when the current pumpkin monster is butchered, it turns back to its original form, maybe give it the looks of a sliced/bashed pumpkin. * horses and cattle zombie versions (ribcages showing, white foam around the mouths, milky-blind eyes staring into your soul,...). * replacing the fish models and names we catch, with deepsea fish ones (anglerfish, goblin shark, ...) * ... PLAYERS: * bloodspatters on the clothes they are wearing * blood on the weapons * crazed look on the face * replace the sound you get from emoticons by different zombie-grunts, so when emoting waving, you dont get the "hello" one but "uuurrrgh" "braaaaains" * ... Anyways, thats about what I can think of, maybe everyone can pass some more ideas around for the dev team to get some inspiration out PS: to keep it childfriendly, the red blood can be replaced by green blood, or maybe have the more creepy things off by default and needing a settings box ticked to show the full horror of Wurm Halloween.
  17. 2 points
    So you can cast 3 spells that cant be interupted for 9 dam in the same time we cast 1 spell that can be interupted for 10 dam? Sounds balanced to me.
  18. 2 points
    Rumors of her appearance have been grossly exaggerated.
  19. 2 points
    Are you ###### serious? It's a critical moment in the scenario where the missions ACTUALLY MATTER and we get dealt this ######? 1000... get the ###### outta here. And walnuts, have they even been added to the game yet? AFAIK you can't harvest walnut trees. Total ###### ######. The entire scenario comes down to THIS MISSION and now the past few weeks are a total ###### waste.
  20. 2 points
    id like to see a covered wagon that maybe 4 to 6 horses can pull and idk 50 to 100 rafts that can go inside. its rather annoying to have cattle,bison etc. and forget who there parents are. and a big one for me is stables id like to make stables that grass can grow in, as of right now if you build it the way I want the grass doesn't grow inside plus id like to walk into my barn/stables and walk down the middle and see out to the stalls that they are in like a half wall and a gate like real stables
  21. 2 points
    No wonder the OP couldnt find a way to earn money in-game, he cant even find the wood scraps sub-forum.
  22. 2 points
    Right cool idea. But it has nothing to do with wurm and I'm sure you are not willing to throw half a million dollars for development of such a game, wonder why you think some others would wanna take that step when things are already working great with Wurm. -1
  23. 2 points
    What the ######..... 1000 is the most I've seen required of ANYTHING, and walnuts are not even in the actual ###### game yet. It's a really critical moment in the scenario and Libila is once again totally ###### shafted. Thanks a ###### lot
  24. 2 points
    Yep, now it's obvious, that is the terrain texture (tpikol's pic) or the lighting shader (suntzu's pic) bleading over to the wrong buffer. Instead of it rendering on the ground mesh it get's mapped directly to the screen render for some reason. And because it is the texture of your entire locals ground it looks like a minimap. It's probably related to the issue that lets people see carpet trees and oleander walls. Aafaik it' happens when the game tries to cram more textures into the card, than the card can handle (low memory).
  25. 2 points
    Drop down menus suck and consume a lot of time just clicking unnecessarily. I think wurm should move away from drop-down menus and adopt a more intuitive system for choosing an action. Similar to the redesigning of the creation window. There are lots of tools in the game and most only have 1 specific use. To do anything in Wurm you first need to activate the correct tool, then right click on something, then weed through the 4-5 default choices to choose the 1 thing you obviously want by intention of the activated tool. It seems a little redundant. This isn't so bad when you train yourself to hotkey common actions, because you can skip the drop-down window entirely and it saves a ton of time and effort in the long run. Problem is, there are so many different actions to keybind, you could fill your entire keyboard with different tool actions and that seems a little redundant too. My suggestion is to condense tool actions to one primary interaction that can be keybound. Much like how the "Improve" keybind currently works for multiple tools. Ex: when blacksmithing your lump, water, hammer, whetstone and pelt all can be used with the "Improve" keybind, instead of right clicking for temper, hammer, sharpen, polish, improve individually. Add that cross-functionality to ALL tools and let the game make the obvious choices for us. One "Interact" keybind could work for Dig, Dredge, Bury, Sow, Harvest, Farm, Prospect, Lead, Groom, Mine, Fish, etc. Most of these only have 1 possible outcome for the activated tool, so why have separate binds for each one? For multi-function tools like the hammer, when activated, a single keybind could work to improve a blacksmithing item, and also continue an unfinished wall. The distinction could easily be made by the game without having a separate bind for improve and continue_building. Drop-down menus should only be required for activated items that have multiple actions attached to them like flatten/level, forage/botanize, prune/pick sprout, etc. And for those situations, it'd be cool if the activated options were the only thing shown. Filter out things like examine, no target, track, disarm, etc. when I have a shovel activated and assume I want to just dig, flatten or level. I know there's a lot of unmentioned exceptions to this suggestion, but I feel the drop-down menus have always just been a place holder for a more intuitive future system, so maybe we could start progress on that like we are with the creation window (another hideous example of drop down menus, glad to see it's changing).
  26. 2 points
    I bet people been using it for years, it would explain alot of thigns that have happened over the years, glad i sold up. lol
  27. 2 points
    With The Halloween Event just around the corner and having Xallo and Alyeska host it at Muspellsheimr Kastali, I decided it would be a good idea to sail down there are do a Settlement Spotlight. Join Alyeska and I as we Tour of this amazing deed on the eve of Halloween Event. >http://youtu.be/DD10aFK0vHY I know for myself I really enjoy watching youtube videos on Wurm Online. I like seeing what people are up to in their adventure or just what people are doing around their deeds. So, I decided to start making my own wurm videos. Even though I may not be the most knowledgeable about the game I still like documenting what I've been doing and where I've been travelling and at the very least let me go back and watch the some of the many wurm memories I've created down the track. A lot of the videos are just day to day snippets of what I've been doing and some are are more informative. Some will have timelapse of adventures I do and some with touch on history of the land in which my deeds reside. Well, here is the playlist of what I've come up with already and I will continue to release more and more as I really like doing them. Milosanx WurmOnline Videos
  28. 2 points
    Who do I have to pay / bribe to keep these in the game permanently - they are awesome.....I want an entire forest of them, just randomly roaming around the countryside eating unwary passerby's. Make great guards as well. I led this one around and the animation is fantastic.
  29. 1 point
    With so many herbs and animal byproducts in the game I am rather surprised by the lack of "alchemy" in wurm. This has been brought up in the past but I would like to start anew with combined suggestions from myself and other players on how to bring a feature like alchemy to wurm. Here are a few of my thoughts: Firstly, creating glass (vials, bottles, alembics, and severely off-topic: window panes). Another often suggested feature.Potions could vary from curing player diseases (which could afford to be much more in-depth and dangerous), dousing healing covers/bandages to increase potency, enhanced vision in the dark, and other types of medicines (Or perhaps poisons!) *-*-* This is obviously a very sensitive subject as many potions could affect PvP so please discuss with civility.I am a little hesitant on poisons because I'm not really into the PvP scene but if ~I~ had a say in it, Poisons would act more like a long-term (supposing one survived the fight) debuff in which stats/stam were affected and, depending on the QL/skill of the alchemist that made it, would have to have an antidote prepared by a similarly skilled alchemist; Or deal with it until it dissipates (duration would also depend on skill/QL). Of course if it's long term that means poisons would be pretty useless in PvE. -- My reasoning for the long term is that if poisons were instant/short term damaging then it would become cookie-cutter and that's just bleh. -- Poisons as well as Potions both would have some affect on PvP but it is worth discussing.The ability to turn a single 1kg or less lump into another type of common metal (no glimmer/adama) and keeping it's current quality with either a high failure rate, some sort of cooldown, or tools taking increased damage than usual. Failure to transmute could lower lump QL or lose some of it's weight. While gold holds much less value in wurm than in, say, real life I'm a little lost on how to advance the transmuting in terms of skill. I find it silly to instantly start off transmuting tin to gold, or the classic lead to gold as an upstart alchemist but I also would like for it to be useful from time to time. Also a possibility on Transmuting into alloys BUT this is also a little iffy because of the work that otherwise goes into making alloys from scratch.Tools & Methods would include your typical Pestle & Mortar to make powders and pastes (as Klaa suggested) alembics, retorts, beakers and vials. A simple way (to start with) would be to mix ground herbs/etc with water or boiling water; the result would be either an unknown potion (identified by drinking/eatinf or skill via lore) or a refined ingredient used in a later or final stage of creation. Quality of created items could reflect material and/or tool QL or mixed with skill. Quality would affect power and/or duration. Powder OR paste activated - water rightclicked -> alchemy -> mix. Final outcome dependant on specific herb or animal part mixed. EDIT: Went a bit more in depth as I'm no longer typing from a phone. I'll be back with more, thanks! What are your opinions on alchemy in Wurm? Alchemy doesn't have to be all potions and poisons. We have a world of lesser used materials at our disposal, let's put em to use.
  30. 1 point
    Set vehicle orientation to either: north, northeast, east, southeast, south, southwest, west, northwest. This makes it easier to afk travel and is an advantage. We could balance this by requiring mind logic skills to use it. If a player has the skill and is willing to accept the risk there is no reason we shouldn't let someone afk travel. I predict certain people will reply here with their normal response of telling others how to play. I simply remind you folks that you have the option of ping-ponging between "a" and "d" keys if you want.
  31. 1 point
    Fair enough. However it is still a 15second cast, easily interruptable and as I said earlier; this is simply what makes the variation when it comes to different gods.
  32. 1 point
    I think you fail to understand. People are trolling this thread because you guys have a similar spell of your own. And yet you are here, whining about a spell that killed you while you guys have a similar spell. You are just plain mad that you died. I suggest you to priest up and do the same back, alternatively: use a bow.
  33. 1 point
    This is a very bad idea. No way do I want another aggro mob introduced into the game under the guise of a tree. Players cut down trees for many purposes and to have them able to attack people under some random unspecified conditions would just be further delays in accomplishing building and crafting related tasks. Please leave these oddball trees for the Halloween time of year as harmless décor, Wurm has enough destructive elements within the game as it is. On a more positive note, the new palisade art looks very nice. I like the lighter tone to them and the way the texture more closely resembles the trees. Always wanted more privacy from them, so now that they can not be seen through it has that effect as well. I have them surrounding 3/4 of one of my deeds and looking down the line of them from the highway alongside makes a very nice effect. The palisade gates probably would look better with the same graphic as the regular palisade with only 2 horizontal log braces same as palisade, with a similar top and no piece above. Overall a great improvement, I would say. =Ayes=
  34. 1 point
    Sounds like fun. Bringing along a friend! Tria
  35. 1 point
    It would be really cool if there were a few portals to islands on Valrei, Jackal, Seris, and maybe Sol. They could be really tiny and impossible to build on. The only point of going to these places would be to hunt.
  36. 1 point
  37. 1 point
    I'm not on the pvp servers, but even I can see the flaw in this statement. Why should all missions be easy or completed on your server only? Why should you not have to travel to complete a mission? Every epic tale I've ever read was a long hard journey into strange lands.
  38. 1 point
    anyone elses pigs look like evil oak trees after the recent patch?
  39. 1 point
    The horror strike at Gallifrey Zoo - Live Wurmians were feed to the Halloween monsters. Free mischievous oak trees to give an idea of the scale of the champ large rat.
  40. 1 point
    I hope at some point we'll get a new container that is as useful as a coffin for storage for workshops and such. Coffins, tubs, fountains, rafts and carts work, but neither are very appropriate. Until now coffins used to be the best choice for a generic storage container.
  41. 1 point
    I love how u completely left out my comment about new gates unanswered. Can you please let us know why is so hard to implement this. We have been asking for it over a year now and instead you code a new palisade when the old one was just fine.
  42. 1 point
    +1 for me. Also, can't you just used mixed grass to make steppe inside the stable? And I'm all about the covered wagon and half-wall thing. There should be added bonus to housing cattle, etc. in stables instead of free-roaming.
  43. 1 point
    Hi, Make it an action, like "bind [X] CENTER_VIEW" - "bind Ctrl&[X] CENTER_TRAVEL" in this way. It should work in any kind of travel, by foot, riding, in carts and boats - you hit your key and "snap" to the nearest direction (N,E,S,W) or subdirection (NE,SE,SW,NW). I'd not make it a requirement to have a certain Mind Logic. Why? Rather I'd wished it to require a compass of a certain QL (30?), to make a good compass more useful. (Higher QL compasses could "snap" to NNE, SSW and such, too?) If it would imbalance PvP, disable it on the PvP-servers ;-) Pro: It would be more easy, during those long travels, to stand up and stretch a bit, to have a look after your cat making strange noises in the other room, or to do a phone call. Without interrupting your travel. Con: Dangerous, like the existent auto-walking. Just a bit less dangerous - it would prohibit leaving a road. Still the road could make a turn, or a troll could ambush you. Conclusion: A slight improvement to the gaming experience, with no obvious disadvantages. So: Good idea, I like it, +1! Have fun!
  44. 1 point
    I'm for it, it's not about going afk though. I just get tired of bouncing all over the road.
  45. 1 point
    Are we ever gonna have gates other than palisade ones? Code cant be that hard you can just copy the same one from the palisade and use a large gate instead.
  46. 1 point
    Why is the new palisade gate all crooked and bent? It really doesn't look good as a gate. The old one was much better. Please make it more even!
  47. 1 point
    At least the goblin invasion seems to be dealing with the bug infestation
  48. 1 point
    Ordered 2x 85ql chain sets with full aosp from Odynn. They were delivered same day, and included were some bonus items for free. Very happy wurmians
  49. 1 point
    Bump for our Australian and alaska cuties
  50. 1 point
    Depending on your gear and geographical location it can be profitable. For 99% of people it won't be though, but I am sure some of the younger audience don't have a problem leeching on their parents powerbill.
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