Leaderboard

  1. Retrograde

    Retrograde

    Community Relations Coordinator


    • Likes

      317

    • Content count

      2409


  2. Egard

    Egard

    Members


    • Likes

      186

    • Content count

      2523


  3. Nadroj

    Nadroj

    Community Assistant


    • Likes

      185

    • Content count

      6108


  4. Redd

    Redd

    Members


    • Likes

      144

    • Content count

      7086



Popular Content

Showing most liked content since 03/30/17 in all areas

  1. 25 likes
    Elentari is a monster Hi Everyone! I hope you all had a good Easter break, I know I did! We're still in the follow up phase to our latest update, addressing a few bugs that have arisen as well as the usual post-live tweaks, but that doesn't mean we haven't been hard at work, but first... Patch Notes Reinforcing in style Reinforced walls are quite boring, and with the introduction of new house walls, our devs got to thinking.... Coming soon to a cave near you, we'll be introducing stylish reinforcements! These will be created with improved reinforcement beams and really decorate your cave! We're also looking at cave floors as well, but no confirmation on that yet. CA Help Merging following some back end changes for us, we'll be merging CA help across all freedom servers next update. once it's done we'll monitor it over the next week or so to ensure that it still flows smoothly and will be able to revert it if it proves to be too chaotic. With this done we'll also begin looking at options for addressing CA help on Epic servers, and will be working towards a resolution that improves new player experiences on Epic servers while still meeting our conduct requirements. WU beta We're still in the process of ironing out some bugs appearing within the new housing update, and once theyre done we'll have a beta up for WU, we expect that to be available within the week, with the live version following shortly after Gloomshade revamp Excited to play with the new walls, Enki and I had our turn updating the starter deeds, and this time it was Gloomshades turn! The HotS Elevation starter deed has been given a bit of a revamp, and I'm totally biased) Community Content This weeks community content I found while looking through the huge collection of WU screenshots, and it has to be the most amazing wagon design I've ever seen. I don't know what server it's from, but if it's yours, let me know so I can update this! Future PMK's, take note! That's it for this weekend, I hope you all have a good weekend, and as always, keep on Wurming! Retrograde & the Wurm team
  2. 25 likes
    House of Kha - Affliction Hi Everyone! Another week down and more action on the test server, with siege weapon testing underway and some people snooping around at the updated housing (no graphics yet though!). Time to fill you in on what's been going on in the world of Wurm. Samool Joins the dev team! I'd like to give a big welcome to our newest volunteer dev Samool! Samool has been a member of the volunteer team for some time, and has stepped in to help with optimising and improving the new client. I'd like to give him a warm welcome to the dev team and look forward to seeing his work on the new client come out! Sandstone Some clever people on test have worked out we have a new rock tile, Sandstone! Sandstone will be randomly seeded on rock tiles throughout the world, and have 40-50 hits in each, and the shards can be made into sandstone bricks or slabs. Check out a preview of the sandstone slab tile here: Siege weapon testing Siege testing on the test servers continues, with several changes already in, and battering rams now added! There's been a lot of work on improving how catapults and trebuchets work, improving the usefulness of archery towers and turrets, and now battering rams have been added to testing. I've been building some test scenarios for the weekend of testing, including deed walls and token pits, so make sure to jump on and check it out! Full thread can be found here: New pavement Along with the new walls, is new pavement! Adding to the potential pavement list is Slate slabs (existing slate slabs will be changed to slate brick tiles), sandstone brick and slab tiles, marble brick tiles, and pottery brick tiles. This means a lot more new options for decorating your deed, and making your place truly unique! Cave dwelling changes Of course, some have asked about how the additional houses will have any effect on underground housing, and the answer is, yes! With this update all housing options will be available for underground dwellings, meaning you can build your underground village just how you want it! Dredging changes Also in an upcoming patch, we'll be improving dredging with some long desired changes. Dredging will now have an option to flatten or level tiles, and also dredging will deposit dirt straight into your boat! This will only work if there's space in the dredge, but these two changes will definitely make dredging a lot easier! Hedges Removing hedges will become a lot easier next update, with the ability to cut down a hedge with an axe! The damage dealt will be dependent on the ql and height of the hedge, but should improve removing those pesky remains from fallen deeds. Community Content This weeks community content is another video by kaydawg, with his video of setting up in Wurm online. I thoroughly enjoyed the introduction and will definitely be waiting for more! A close second is the timelapse video of MootRed's new deed, i have a special spot for timelapse videos, they really show just how much can be done in the game! that's it for this week from us, we're working towards a big update with a lot of awesome changes, so stay tuned! Until then though, keep on Wurming! Retrograde & the Wurm team.
  3. 21 likes
    Hear ye hear ye! and welcome to the latest edition of the Valrei International, filling you in on what's been going on and what's in store for all Wurmians! Make a date! With final testing on siege weapons underway and the new housing in the works we're able to set the date for the next update! Pending any issues with the implementation of the graphics we have scheduled the next update for the 13th of April, so make sure you're all stocked up and ready to roll! Spot something? Community Assistant admin changes We've had a few delays in pushing this out, but we're making a few changes to CA administration and CA help. Lead Chat Moderator Shrimpiie will be taking over the admin duties of the CA team, bringing them back into the fold of the LCM team and he will be handling the application processes from now. We'll also be looking at taking steps towards merging CA help across all freedom servers in order to ensure that we have the absolute best coverage as we can. This means that if a CA is on anywhere they'll be able to answer questions and provide support, and also means we can track the helpful players and drag recruit them into the CA team! The transition has been a tad delayed so I'd like to apologise to those who are waiting to hear back on their CA applications, and we'll work on having them all processed as soon as possible. Sign of the times Next update will also include text on signs in WO! they've been in WU for some time, so we're glad to see them come to WO as well New tiles! Well, last week teased the new tiles, but showed no graphics, so I'm pleased to share the new graphics here! Those of you with a keen eye will notice that the sandstone slab floor is the old stone slab floor, the new stone slab floor for houses will have the same grey stone texture as the tile slabs, and sandstone slab floors in houses will have the current stone slab textures. Based on feedback concerns about sandstone availability, I can confirm that sandstone will now be a vein type, and can be created with a transmutation rod! Siege weapon testing Seige weapon testing continues over the weekend with release planned for next week, so make sure to continue testing and giving feedback, there's plenty of supplies to do so on the PvP server and PvE server, if you need anything else, just post on the thread or jump in IRC! Valrei spawn tweaks Next update will tweak how valrei creatures spawn, instead of spawning 10 in one area, they will be spawned in a wider area across the server, avoiding the congestion of many in one place becoming too hard to overcome. This will hopefully improve the valrei creatures being somewhat annoying on epic as we work on addressing them individually in a future update Community Content Contest So with the new houses coming next week I'm sure you're all itching to get your hands on them and build them all, but what will you use? It just so happens that I have a very shiny trowel that needs a new home, and I'm giving you all the chance to win it! To win this beauty, we'll be having a contest for this weeks community content, it's caption time! Simply provide a caption to this image, and whoever wins will be the brand new owner of this supreme steel trowel, with a 100(!) BotD cast. We'll also be running this on Facebook, so get on there and submit your captions too! That's it for this week, I hope you're all busy preparing for the deed remodeling! Until then though, keep on Wurming! Retrograde & the Wurm team.
  4. 21 likes
    So something like this? I think there are a lot of people out there (myself included) who wishes that we had - as one of the wall types - just the "sides" of the arched walls. That way we could make very tall openings and stack as many "arched wall sides" pieces as we like to make super tall openings.
  5. 20 likes
    Am alive and kicking! Thanks! Learning new stuff for instance Unity because I suck at c++ although Unreal does seem to be better at certain things. Afraid you can't expect anything new in a good while though, so it's notsoon(tm) Have a nice weekend!
  6. 19 likes
    Rendered lighthouse - Yaga With this weeks update out of the way, we begin to look forward to our next content update, so updates will be light until then (if at all), but there's plenty coming! We'll be showcasing a few things over this period, detailing what to expect and just how awesome it will be, but first... Patch Notes Eye of the...cat? Some keen eyes spotted glowing green objects in last weeks shots, and I'm sure many of you have been wondering about their function. Today we unveil the beginning of our plans for a revamped highway system! Freedom highway rules have long been a necessity to ensure ongoing infrastructure does not disappear overnight, but often winds up being a slow process with paperwork and permissions. With this in mind, we've been taking steps to return the majority of control into players hands with highways, with a new highway system. Those items are called catseyes, and are the foundation of a huge new highway system, allowing players to build, link, and protect highways across all PvE servers without requiring GM assistance and permissions. The system will involve connecting existing routes to highways and also come with a waypoint system, providing markers to local villages (when opted in) and starter deeds. Navigating your way around the server, identifying the nearest starter town and local villages will be a breeze. Villages can also choose not to be included in the waypoint marking, although any highways running through a village will mean KOS is not possible (this will now be enfored with mechanics rather than general rulings). Altering the highway is not possible without removing link protection and rerouting meaning less paperwork for the GM team and also smoother operations for you all. This won't mean the elimination of all highway rules, wanton destruction of highways and other abuses will still fall under freedom rules, but less necessity in requiring GM approval, and also allows caves to be protected too! What will change with this is the redefining of what consists of a highway, In the past single paved roads bordered by sand (gravel is okay!) have also been included, with the release of this it will be strictly 2 or 3 tile wide paved roads, so if you wish to update any single tile paths in your area in anticipation of this new system please do log a support ticket. There will also be an overlap period to allow existing highways to be marked with the new system upon its release, giving everyone plenty of time to understand the new system when it launches (we will be working extensively with the wiki team to ensure that all information is provided prior to the update) so don't worry about being caught off guard WU live The latest beta will go live to Wurm Unlimited some time next week, stick in our discord or follow us on Facebook to know the exact date closer to its release Dev team expansion This week we’d like to welcome Keenan to the dev team even more than currently with his contracted hours increasing so he is now officially a part time developer for Wurm. His focus in the short term will be mostly on backend systems and a few different projects that have been sitting on the backburner waiting for someone skilled enough to take control of them, but we wish him luck in his work and having to deal with Budda on a more regular basis. We’d also like to welcome Ausimus to the team who has recently joined as a volunteer developer as well. After much experience working with Wurm Unlimited code and creating mods, he has already made his mark with a couple of bug fixes that went live with this weeks update. Community Content This weeks community content is already extremely well known, her project has been features in massively OP, vice, and several other sites too, so I'd like to take a moment to show you all just how awesome it is!z Our very own Malena has been hard at work in recreating the world of Ultima Online in Wurm, and it's amazing, check out the first video in her series here!: Check out the full thread of her adventures here! Caption this!Following from the awesome captions from our last contest, I've decided to host another, with this weeks top caption receiving a key for 1 months premium.This caption comes from the citizens of san escobar, with the amazing Wurm car! That;s it for this week! Next week we'll cover a few more things coming in the next update, so I'll see you all then. Until then though, keep on Wurming! Retrograde & the Wurm team
  7. 18 likes
    Yes, I was a bit lost still by their action, trying to find the right words in my mind. Still a bit stunned... Many thanks for The Cruzaders for replacing my huge axe with a new +90ql glimmer huge axe, in a situation they had nothing to do with, and me even belonging to a different kingdom on Chaos (JK). They said they were aware of it and they decided to replace it whit out making a difference the kingdom that I belong to there. And, they did :s lol Many thanks to all the leaders and members of the The Cruzaders kingdom for providing it, I really appreciate it Love my new axe hehe
  8. 16 likes
    Some of your may have seen i made a meal maker spreadsheet. i feel at this time. i should post it here so more can use it and injoy wurm cooking. i made a small be ez tutorial inside the spreadsheet to help people along. Hope you all Injoy it feed back welcome https://docs.google.com/spreadsheets/d/1AYC-X9MjYYZoi0qCH6QPRwagIYgpoeC4jfszFRdy7fk/edit?usp=sharing Beta... Use at your Own risk... Link https://docs.google.com/spreadsheets/d/1tg4xSuhSRCgB96lpm1QDh3IQlQv51EKdU5-VR_ffjc4/edit?usp=sharing This sheet is the one i am actively updating it can be wrong or even broken your more then welcome to check it out. added a lot more things to it. A lot of Untested things.. Comment always welcome. errors and prob Welcome to Want Put a Huge Shout Out and Thanks to Stanlee Galatyn Others that want to remain nameless Icbash.
  9. 16 likes
    From my chaos days I have a set of Adamantine Plate, this armour gives far superior protection to steel and rivals the damage reduction of scale. As with any adamantine item it also boasts the largest protection against damage to the item itself that the game allows, without adding runes, which is a 60% reduction. The web armour enchantments are displayed below and are useful for both pvp and pve, slowing the movement speed and attack speed timers of any attacker and , unlike Aura of Shared Pain, it does not damage the opponent wasting health that you can convert into glorious weapon skill! On our server cluster I have never actually seen anyone else with a set, though i believe perhaps one or two others exist somewhere. The metal itself can be obtained as a reward from either the Hunt of the Ancients on Chaos or at any Rift event. Minimum i would sell for is 1g so that's where this auction starts and will end in one week. Winner will receive the set by mail. Signature on the set is my good friend @Zivirt Starting Bid: 100s Bid Increments: 5s Buyout: None Sniper Protection: 1h
  10. 15 likes
    And we're live with the new housing update! I know everyone's busy hunting sandstone and making bricks (red brick for me!) so this week will be a short recap before the Easter long weekend, but first... Patch Notes Housing update Naturally the big part of this update is the huge expansion to house types, and I'm excited to see just what you all come up with now, I know that there are other desired wall types and fences and we'll keep this in mind as we move forward. We're always expanding and addressing limitations as we meet them and this is no different. We will undoubtedly continue to provide more options as time goes on, just plenty else to work on as well while we do. Easter We're nearing the eve of the anniversary of the horrific bunny massacre of 2016, and I'd like to take the moment to wish you all a happy and safe Easter, don't party too hard on the chocolate eggs! Hot Cross buns! We've also released a new recipe for hot cross buns to celebrate Easter! Hot cross buns are my favourite part about Easter, and I think it's pretty cool to see some more holiday themed recipes come in, we may just do more later... WU Beta With the launch of the housing update, we'll begin looking at a WU beta to come out in the next week or two with the update, there's a few changes to things that may need some modders to check in the beta but it shouldn't last long before going live. Community Contest winner! There were quite a few good entries, and it came close to some (Who doesnt love Star Wars references?) but the winner of this contest is MacOofer with the following: To claim your prize, shoot me a PM MacOofer! The amount of people who took the time to add their ideas was awesome, will definitely have to repeat this in the future! There's a lot more already being worked on, and I'm keen to begin sharing it with you all in preparation for its launch, but that may be a few weeks away still. I'll be back next week with more news and showing off just what we've been up to on our side, but until then week, keep on Wurming! Happy Easter, Retrograde & the Wurm team.
  11. 15 likes
  12. 14 likes
    Another day, another task in Wurm and many suggestions coming from it. Some have been mentionned in others threads, raised by others or even myself, but lets go through them again and lets hope they will get some traction. Flattening : Currently flattening only allow to flatten a tile toward the lowest point. Sometimes you want to instead use the higher one. So dual option for both flatten higher / flatten lower. Ceiling levelling: Currently, you cannot level a ceiling down, it can only be up (and currently bugged as well). Lets use some concrete for that task shall we. Ceiling flattening: Same as the floor flattening suggestion. Ceiling lowering: Well, with cave buildings, the land shapping of the ceiling is almost as important as the land shapping of the floors. We have options to raise them. Why are we still unable to lower them with concrete. Mining and random directions change: When you mine forward on a flat tile... why does it go up and down randomly specially when your skill is above 90... one can understand that you might mistake your feet for a rock when mining at low skill and weirdly change the slope... but at high one, those silly mistakes shouldn't happen. Lets change that and allow our mines to be straight. Side mention: Concrete. Most needed tools for our mine smoothness and more painfull one to obtain. Not only the fail rate is horrible, but the ash creation is the worst part of it. Most of our fire sources do not create ash, though, that by-product is still highly needed. Ash trays for all forges, ovens, smelters and others kilns, allowing the fuel we use to be transformed into ash over time.
  13. 14 likes
    Using the new "rendered stone walls" to upgrade my lighthouse:
  14. 13 likes
    Love the idea of decorative reinforcements but...is there no way we could have them be created by adding a material to reinforced walls rather than making everyone break all their reinforcements to replace them with the new ones? Also what wargasm said + new material bridges! Great art updates lately, really enjoying the new variety.
  15. 13 likes
    Although I too would like to see larger openings and although I understand (and share) the frustration that we players feel sometimes when we can't get everything we want, as a fellow game developer I simply have to step in. Most developers (and by this I mean all members of the development team - be it art, design, code etc) work their butts off to bring new and juicy things to players of their game. Long hours, late nights, not seeing as much of their families as they'd like to. Crappy pay. Iteration, bugs, fixing, negotiating with other devs, making compromises so that the "thing" will not only work and will not only look good, but will do so without crashing the game or causing lag to the players. Polishing, scrapping stuff, getting frustrated because you'd REALLY like to make something cool but technical reasons stop it. Starting over again, and finally... after all the sweat and tears - completing something and being damn proud of it. Then the "thing" is released to the players. And you already know it's coming - the complaining, the backlash, the "wouldn't it be better this way" comments. But it's all worth it when you see also genuine excitement and joy in the community. But developers are only human and can't help but feel disappointed when not every single person is as thrilled as they were hoping they'd be. However, as devs, we get used to it. We know the drill. We grow thick skins. But it's never pleasant if we've done our best and it still wasn't enough. I know I've definitely been guilty of complaining here and there. And I'm definitely guilty of suggesting improvements haha. But what I'd really like to say is: devs try their hardest to make us happy. And if they can't, there's usually a damn good reason. But lazy they are not. Wurm has only one artist? Two? Three? Not sure but it ain't many. Same goes for design and code, only a handful of people from what I know. Compare that to other MMOs where there can easily be 50 or more artists, as many if not more programmers and dozens of game designers. Sometimes I really don't understand how the wurm team does it! They run a bloody MMO for crying out loud! I'm not saying we shouldn't speak our minds, or give criticism, or complain. Everything we say is valuable for the dev team to hear, I'm quite sure. But let's try to do it kindly and politely. And remember to shower them with love and excitement when they've made something for us that we really appreciate!
  16. 13 likes
    Runes do 10% 10% is less than 60% 10% added to 60% is 70% Seryll with rune = 10% reduced damage to item Addy with rune = Stop trying to derail my thread unless you're buying the damn thing.
  17. 13 likes
  18. 12 likes
  19. 12 likes
    Ready for Hops Season! Love how the trellis double up on the tiles for nice tidy rows
  20. 11 likes
    So I've noticed there are dog statues and also dogs that feature in the hota statues but there are no cat statues in-game. Please add some kind of cat, mountain lion, lion.. feline-related statue whether it is hota or regular so that the balance between cat and dog people on wurm is restored. tyvm.
  21. 11 likes
    The bunny has been dead tired, after the poor Easter bunny massacre of 2016, he’s had to run around the starter deeds single pawedly and hasn’t had the time to hide all the eggs in the grass! To help him out, we’ve got a code for you all to redeem while he takes a well earned rest in the shade. To redeem the key, simply type /redeemkey 9VMY486QSC8D-QH84F6O8UMSN in the chat window Happy Easter! The Wurm Online team. TL;DR, we totally didn’t break something this year.
  22. 11 likes
    Simple solution. Masks protect face, making other headwear usable. Make craftable drake, steel and leather masks, make current masks from events usable as well with nice DR
  23. 11 likes
  24. 11 likes
    Stage 1 - Setting up the UO Map So how is one to make a UO server without a UO map! Thus, yesterday I researched the process of making a custom map. Thanks to Digging ForWater's YouTube videos, I was able to figure it out eventually! Once I'd gotten the hang of generating random maps, it was time to create a UO map. First I was testing out a heightmap shared from the Ultima IX: Redemption project and it actually worked pretty nicely! But when I compared it to the UO map, it had quite a lot of differences. I wanted the map to be laid out exactly like UO! So where to get the UO map sprites? Well I tried the programs used to extract files from the UO directories, but they weren't working so well in regards to the map. Then I found this great map someone had probably screencaptured from good old UO Cartographer. Not sure if the software itself still works, but this online map was enough for my purposes. The map helped me mask out the water areas, but the mountains were something I'd have to hand paint to get the shapes feeling like real mountains. A very happy coincidence was the map size. For touristy purposes, the small 1024x1024 map size would be ideal so people could more easily get around. But would the dimensions match the world of UO? I made a grid in Photoshop containing 1024x1024 squares which each represented Wurm tiles, and arranged the UO map so that it would roughly fit inside of it. Next was to install 1) the 2D UO client and 2) an UO emulator (first time I've ever tried the emulator btw!). Then, I ran around UO in god mode checking the buildings and how many tiles would be needed in Wurm to accommodate them. What I discovered, is that to my amazement and utter pleasure, the UO map almost identically matched the wurm tiles if I were to make a 1024x1024 sized map. :-o I would however have to squeeze some of the islands inwards just a bit, but not too much! Heightwise, the mainland fit just perfectly! After about (what seems) 30 experiments involving a lot of photoshopping, a lot of map building and a lot of server starting, today I've finally settled on a version of the map that I'm happy enough with. At least nothing that ye olde Ebony wand can't fix! So here they are, the two maps side by side. Here you can see how islands had to be squished in a bit. But it's fine! My MAIN concern is that I want it so that when I build a city, the buildings and spacing between the building will be as close to UO as possible. That walking distances will feel authentic etc. And below, the first screenshots of all the main places before they've touched at all. Not much to see yet, but it will sure be fun to compare once they're all dolled up! Britain Buccaneer's Den Desert of Compassion Dagger Isle Fire Isle Hedge Maze Jhelom Magincia Minoc Moonglow Nujel'm Occlo Serpent's Hold Skara Brae Trinsic Vesper Yew
  25. 11 likes
    With the introduction of new housing, fences and gates, we need to remind you that you cannot reuse an old lock from a door or gate. If you are rebuilding a door or gate, please prepare ahead of time to have a fresh lock ready to replace the old lock. Thank you, Wurm Online Team
  26. 11 likes
    TBH when we hit a limit holding us back from something we really want to do, we just rewrite a whole bunch of code so that limit isn't there anymore. This doesn't happen often though, because when you do that once you get that "oh hell no I'm not making that mistake again" feeling - then a long while later you forget all about it and do it again. Nothing to do with Java limitations, if someone says that as an excuse for why X can't be done in Wurm, they're (usually) wrong. For distant trees showing on distant terrain, I've had plans to add this in for a couple of years, at this point its just a matter of getting enough time to do it. There are some neat tricks out there for faking distant trees that wouldn't add much to rendering requirements and still look pretty good that I want to try out, just takes a bit of time to 1. get it working, then 2. make it look nice and blend with the other levels of trees.
  27. 10 likes
    Hey guys, Up till now, the only thing I've been using Unlimited for is to play around with the god tools so I can test out house and environment designs for WO. Playing around with the magic god wand has become so enjoyable that I decided I'd like to recreate the Ultima Online map. As mentioned in my previous thread, this is going to be a "look but don't touch" server and the whole server will be one gigantic deed. So I will not be opening it up for other people to live on as I just don't have time or energy to get into community management at this point. I just want to relax and enjoy building. For now, the server will be offline. Once it's ready though, I will make it public so all you old Ultima fans out there can come and visit as a tourist if you like. In this thread, I'll be documenting the whole process as I go along. I know there have been some previous Ultima related projects out there, and as far as I can tell, they have died off and are offline. But I just want to reassure those people that my project is not in competition even if y'all decided to restart up your servers. Again, the reason being because my server will not be a community, just a tourist attraction. The most nostalgic MMO players I know (myself included) are old Ultima Online players. So I've named the server accordingly and will do my very best to set it up, build and decorate just like good old UO. When the day comes that it's ready to be made public, I hope you'll share a little moistness in your eye, remembering back to the good old days in the lands of Sosaria!
  28. 10 likes
    Since you can pretty much locate everyone now even through body nolocate, people dont want to roam at all cause the "powerhouse" of the server just locates people at random, and get hits pretty much every time. (talking bout epic btw, dont know how chaos people feel) So please change it back to what it was, thanks....
  29. 10 likes
    Thanks all! I've had a few people who have been confused by what this means for me, so a little clarification: Since November 2015, I've been a volunteer developer. In April of 2016, I took on some contracts to handle deploying game updates and other server-related tasks, to handle any code repository maintenance, and to handle Steam/Wurm Unlimited issues and builds. I've not done a whole lot of hands-on code development since then except for bug fixes. With this new arrangement, I still have those jobs, but I will also be dedicating more time to development on the game itself. As Retrograde pointed out, my initial work will be mostly behind the scenes. I've been slowly making my other tasks less time consuming by introducing automation, and that is where my initial focus will remain. The less time I need to spend on preparing builds, the more time I can spend on other projects! So for those of you who swore I was already a developer or already a paid contractor for Code Club, you're not losing your marbles (yet!). I'm just stepping up my time and will have targeted tasks to help improve productivity.
  30. 10 likes
    Hoppy went beyond just thinking of using the T-arch as a stand-a-long and went with a double T-arch, I know he won't post a pic of his latest work so will do it for him, I really like the looks of the great room he did up. Me thinks he suffers from OCD as most wurm players do, I don't think I could of gotten those chairs lined up that well around the table myself.
  31. 10 likes
    That's the anti-personnel mines in case non-dev players get too close to the test area before the changes are ready to be seen.
  32. 10 likes
    This was something I suggested a super long time ago, but now with rare effects it is even more possible. Flaming Aura - Provides a fire glow, dripping flames Frostbrand - Frost glow, snowflakes Life Transfer - maybe a pure red glow or a white glow? Venom - Green glow, green particles Rotting Touch - blackish purple, rotting It is an aesthetically pleasing addition that would not doubt add to the game. Additionally allow it to be turned off through the settings maybe under bloom effects. (For pvpers worried about lag)
  33. 10 likes
    I was home on Friday recovering from a bout of bronchitis. I decided to get on my horse, and take a leisurely ride around the entirety of Crystal Lake. My journey started in Crystal Bay, denoted in the black circle here. I went east through Grand Steppe, south along the eastern side of the lake, then around the southern edge over to S Mtn Road, and back. The journey took approximately 4 or 5 hours, with an extended break in the middle when the wife unit wanted to do some errands. Some screenshots along the way. East Crystal Highway, off the path, someone murdered around 100 trees. Oddly, the stumps were all gone, but the logs were still there. Saw a picket fence painted lavender, which I think works quite nicely with Wurm's natural colors: Found a chess board they had created - using statues for pieces, and turrets for the rooks. VERY creative. Kenolein's champion mountain lion was peeking his head out the window as I drove by. Cute kitty! Came upon someone playing with new housing textures, including this plain marble facade. Very clean lines. I liked this large grape vineyard, which had alternating rows of sand and grapes: On the shoreline, I found a MOB I didn't know existed in the game: a crab. 4 months playing the game, and I had never seen or heard talk of a crab One of Indy's more famous players is Darwin ("DOOM") and I happened upon his massive bison farm: Next door was a really interesting (to me) mine entrance. Note that the bushes are hazelnut, all planted center in two perfect rows. Inside this mine I found a sandstone node, too. While walking on S Mtn Hwy, I came upon two gift-wrapped presents. I have never seen gift-wrapped presents here. According to CA Telurius, these are really old. You used to be able to wrap something in a wood scrap and send it as a gift. These two items were on the ground with 99.9+ damage, so their time in Wurm is quickly ... wrapping up My final stop before home was this week's Rift site. The pic doesnt do it justice, because a lot was outside my clipping plane. There were thousands of pieces of filleted meat everywhere. An absolute slaughter.
  34. 10 likes
    "this GM support is incredible"
  35. 10 likes
  36. 9 likes
    "They see me rollin', they cratin'"
  37. 9 likes
  38. 9 likes
    DeedPlanner 2.8.0 released! Changes: Added "Animals" tab Added new program icons (big thanks to Yldrania! ) Added possibility to exclusively import a single mesh from a model Added new wall and fence types Added new pavement types Added reinforced cave floor tiles Added sandstone veins Added yule goats, reindeers and valentine potteries Added orange trees Added trellises Improved functionality of height previewer to also work for tile centers Few graphics improvements (improved distant textures rendering - might have slight performance impact) Moved all wall types into their corresponding categories Changed contrast of cave floor and cave wall tiles Fixed inconsistent naming of some pavement types Small disclaimer - this is a huge update and I received all the new models just two days before the release, so there might be some bugs like wrong/missing models - I will try to fix them all ASAP. Animals feature is mostly beta for now, with cows/bulls and both horse types (normal + hell horses) added. New height edition mode is delayed until one of 2.8.x updates - it works already, but I am not very happy with it yet, so need a bit more time to finish and polish it. DeedPlanner is 4 years old! What do you like most in this program? Is there any specific direction you would like to see DeedPlanner head to? Like DeedPlanner on Facebook
  39. 9 likes
    Ponehs matching perfectly for the pavement style!
  40. 9 likes
    Please consider that you can repair 10 damage in a couple of seconds. Whilst it's (somewhat) balanced with catapulting, from a quick glance at the damages the ram does, it looks like repairing would be very easy.
  41. 9 likes
    [09:17:19] <Deedfodder> Where is the female giant gnomes ? [09:18:29] <Pandylynn> apparently we're like dwarves...can't tell us apart
  42. 9 likes
    If i buy a transmutation rod will sandstone be an option and will it have the 10k hits?
  43. 8 likes
    Here's a better picture of it with some unicorns.
  44. 8 likes
    My cat is also hostile, I tried taming her with biscuits, but walking over my face at 4am clearly indicates it didnt work
  45. 8 likes
    Something I had on my pc in a file i worked on a while back
  46. 8 likes
    I'm channeling my inner@Reddhere on account of the double whammy *Your *You're
  47. 8 likes
    Doesn't wearing a wagon as a shoulderpad slow you down though?
  48. 8 likes
    Changes and additions: New method for getting rid of unwanted hedges: Hedges can now be cut down similar to trees and bushes with a cut down action or the CUT_DOWN keybind. Destroying hedges on deed is tied to the “destroy fences” permission. Dredging additions and changes: You can now flatten and level with a dredge. You must not be embarked when using flatten or level. When dredging from a boat, the dirt/sand/clay will go directly into the hold if there is room. (You must have room in the dredge for this to happen). The spawning of Valrei mobs has changed so that they spawn spread out across the server instead of in groups of 10. Keybind MILK added. Underground housing will now be enabled on PvP servers. Happy Easter! Hot cross buns have been added as a recipe, you’ll have to find out how to make it yourself though! New housing additions SANDSTONE INTRODUCED: Will act like marble or slate vein. Will spawn randomly out of rock tiles across the server. Can be created with a transmutation rod. NEW ITEMS: Sandstone bricks (Sandstone shard + chisel). Sandstone slabs (Sandstone shard + chisel). Slate bricks (Slate shard + chisel). Slate slabs (Slate shard + chisel). Round stones (Rock shard + chisel). CHANGED ITEMS: Slate slabs now are created with 88kgs of slate shards and a chisel. Pottery bricks now require 5kgs of clay instead of 15. Pottery brick floors will have new textures. Stone slab house floors will have new texture. House stone slabs will be changing to sandstone slab flooring to retain the same texture (if this is not immediate it will be addressed). Round cobble roads are now paved with round stones. Rough cobble roads are now paved with colossus bricks. NEW WALL TYPES: Left arch. T arch. Right arch. NEW WALL TEXTURES: Rendered wall – Plain stone wall + 20kgs of clay Sandstone wall – 20 sandstone bricks and 20 mortar. Pottery brick wall – 20 pottery bricks and 20 mortar. Slate wall – 20 slate bricks and 20 mortar. Rounded stone wall – 20 round stones and 20 mortar. marble wall – 20 marble bricks and 20 mortar. NEW PAVEMENT TYPES: Sandstone slab pavement. Sandstone brick pavement. Slate slab pavement. Slate brick pavement (existing slate slab pavement will become slate brick pavement). Marble brick pavement. Pottery brick pavement. NEW FENCE TYPES: Pottery brick fence. Pottery brick iron fence. Pottery brick iron fence gate. Sandstone fence. Sandstone iron fence. Sandstone iron fence gate. Marble fence. Marble iron fence. Marble iron fence gate. Rendered fence. Rendered iron fence. Rendered iron fence gate. Slate fence. Slate iron fence. Slate iron fence gate. Round stone fence. Round stone iron fence. Round stone iron fence gate. Siege weapon changes: CATAPULTS AND TREBUCHETS: New algorithm now used for Catapults/Trebuchet projectiles that properly takes into account starting power, gravity and firing angle of the siege weapon: Starting power determined by number of winches for catapult, and loaded amount for trebuchet – power directly relates to starting velocity (so 20 winches is 20m/s). Arc of the projectile is checked along it for any walls, floors, bridges or fences it hits, otherwise it will travel the full arc until it hits the ground. Anything within a small radius of the landing position will take damage, radius depends on the size of the thrown projectile. Weight, quality, and final velocity of the projectile all add into how much damage it deals to the things it lands on – metal and stone projectiles do the most damage. Projectiles still have a maximum of 20 damage per shot. Added new actions to catapults and trebuchets to allow changing of the firing angle. Firing angle defaults to 45 degrees, can be changed to be between 5 and 85 degrees. Added messages when winching and changing the firing angle of a catapult or trebuchet that will give an approximate firing distance of the projectile. Action time for winching now takes skill into account, will be 33% faster at 100 skill. Projectile landing messages now give a full breakdown of everything they hit, and how many of each thing – as well as naming which structure(s) received damage. BATTERING RAMS ADDED: Minimum 21 body strength to use it. Uses the War Machines skill for skill checks – action time is 33% faster at 100 skill with a base timer of 30 seconds. Checks a short area in front of the ram for anything to hit, first thing it hits will take damage. Area should be closely lined up with the model. Can only be used by one person at any time, user must be quite close to be able to use it. Damage dealt increased by the ram quality and the skill check result. Ram does double damage to walls underground. Citizen or ally with destroy wall permissions will deal bonus damage. Cannot be used on steep slopes. ARCHERY TOWER AND MAGIC TURRET CHANGES: Turrets and archery towers now have increased range based on their quality – up to 5x their base range at 100ql. Turrets and archery towers will now shoot faster based on quality – up to 33% faster at 100ql. Turrets that fail to fire anything when they have a chance to will now do a firing animation without sending out a projectile. Changed the projectile starting positions of turrets and archery towers to line up with their models – This should allow them to fire from anywhere they have proper line of sight to a target. Added a 3x bonus to damage when bashing arched walls manually. Bug Fixes Bug fix: Fix for negative quality rift resources as participation reward. Bug fix: Fix to prevent most unique creatures from spawning inside a deed. New dragon types use a different spawn mechanic and may still spawn in a village. Bug fix: Christmas trees and snowmen were removed from the mission items lists. Bug fix: Fix for offline tamed/charmed pets sometimes not logging back online with their owner. Bug fix: Addressed a few spelling and text errors. Bug fix: Hot stills can now be picked up from the ground if empty. Bug fix: You can now properly use the /join village command even if the village which recruited you has more than one word in its name. Bug fix: Some recipe fixes: Eggnog can no longer use itself to make more eggnog. Sausage skins can no longer be nested inside each other. Bug fix: Improved checks to allow pushing items from a house floor onto a bridge and from a bridge onto a house floor. Bug fix: Improved bridge checks, if a bridge is destroyed or decays, planted items on that bridge should no longer give the error message ‘You need to be on the same bridge’ when interacting with them. Bug fix: Addressed infrequent issue in which roof and floor damage exceeded 100. Bug fix: Fixed dual faith issues between Chaos and Freedom PvE servers. Leaving Libila on Chaos and joining no other deity will now properly set you to no deity when crossing back to Freedom servers. Bug fix: Deity colossi can now be destroyed by owner and/or mayor on a deed.
  49. 8 likes
    The major worries are about thick stumped trees. This feature will be returning, but we are working on some improved collision systems, and will be taking the trees that block all access into accounts when looking at how we can address it. When it was removed as part of bridges collision work, it was always intended to be returned. We delayed returning it on the live WO servers until the improved systems, but it exists on test and on all WU servers that do not mod it out.
  50. 8 likes