Keenan

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Everything posted by Keenan

  1. We are investigating the memory issue and I consider it a high priority for the team right now. Thank you for all the information, it is helpful!
  2. Budda addressed this in an earlier post:
  3. We are delaying the update 1 week til June 7th to allow time for public testing before its release. We have enabled treasure hunting for everyone on our test server Oracle, let us know of any issues or feedback in this thread. Below are some details about how treasure hunting works, a map of the Oracle test server and details on how to get on the test server. Only available on our test server Oracle for testing. To use the test client, use the Test Client launcher shortcut or the Choose Client shortcut and choose the test client. For Steam, right-click Wurm Online in your Steam Library and click Properties. Then add a -c to the Launch Options. This will give you a prompt to select the Test Client. Logging in with a new username/password will register an account automatically and log you in. Selecting any item and using it on the ground will give a test option which allows you to change your skills and spawn in items like armour and weapons. You can also use it to change your faith, deity and spawn items like vesseled gems/statuette. Submitting the test menu will also heal you fully and restore your stamina. At the bottom of the test item creation option you can also spawn in a fully geared horse/ropes to get around quicker. Chance to find them from rare rolls on the following actions. For testing, we will have a 1/25 chance on non rare rolls as well. Farming/Harvesting Botanize/Forage Actions Digging Mining Investigating Archeology Sites Fishing/Dredging (Not on Test yet) Praying Different difficulties, the harder the less common they will be but the larger the end rewards will be. Novice(1/5 chance on rare roll)(1-29ql) Will be between 2-3 steps long Will have very small combat challenges occasionally. Will not be terribly far from the locations they are found. Challenging(1/10 chance on rare roll, supreme rolls will always give one)(30-59ql) Can be 3-5 steps long Will have decent sized and not infrequent combat challenges. Will be a moderate distance from the locations they are found. Difficult(1/25 chance on rare roll, fantastic rolls will always give one)(60 - 100ql) Can be 4-6 steps long Will always have difficult creatures to kill for most every step Will be long distances away from the locations they are found. Possible types of clues Map clue Shows a map with a location you must go to, will not be super close to villages or in an enclosed area. Challenge clue Will give an area and some information about an item from a list of items to find. Any guard tower that are not enclosed or near or in a village Colossus that are not enclosed or near or in a village Mission Constructed items that are not in caves/enclosed or near villages. Combat Challenges When you try to dig up a location you may come across some creatures ambushing you which you must defeat before you can continue digging it up. Will go into hiding again after 45 minutes if not yet killed until you come and dig again, then the same remaining creatures will ambush you again. Creatures from this will drop no corpses but will give skill for fighting. Interaction to dig up clues Use a shovel on the ground and select the dig up treasure option which will check if any clues you have on you are at your location. Has some grace distance, you do not need to dig on the exact tile/item it picks just near it. Examining a clue will give an indication of roughly how far away you are from it but not a direction. Red box is the test server starter village. Edit 1: Added praying to the list of actions (not yet on test). Edit 2: We are looking into changes to the rewards given in the chests will update with more info on that soon.
  4. The short answer is yes. We've made the decision to push the release by a week in order to allow for time to public test the new features. We are currently putting together a post with all the information needed for testing, as well as a map dump of Oracle to help with treasure maps, and we will have that up by tomorrow. I apologize for the short notice in pushing the date, but we feel it is important to have some feedback from you all before we push this to live. I'll also edit the original post to reflect the new date of June 7th.
  5. Development has been tight, but we should have some notes up for general testing in the next day or so. Unfortunately one of our developers working on the update came down with COVID, which has impacted the schedule. At this time we aren't pushing the patch date out, but it does mean a crunch on public testing.
  6. It's being investigated, I can dig into the progress of that.
  7. To use the Old UI, you'd have to be using the "Choose Client" shortcut of the Wurm Launcher. Also, the old UI version numbers are "4.1.xxx" whereas the newer UI is "4.2.xx" To use the test client, you would use the Test Client launcher shortcut or the Choose Client shortcut and choose the test client.
  8. Hello all! We’re still working on the first part of the Exploration Update, which we are happy to announce will be arriving on May 31st June 7th. There are a few important things to mention about this update, however. We had previously set a date of June 28th, 2021, as the day we would sunset the old UI client. We decided to skip this due to issues with the new client. Well, Budda has been hard at work on making inroads into solving some of the more significant problems with the new client, including the performance issues many have reported. As a result, we will be retiring the old UI client on July 1st, 2022. Please make your issues with the new client known in this thread so that we can address them before this date. The thread also includes some of the changes made to the new client, which are available for testing on the Test Server. Since we will be sunsetting the old UI client, the features found in the Exploration Update will not be present in the old UI version. We will also be retiring JNLP support on the same day as the old UI client. If you use the launcher, this will not affect you. If you have issues using the launcher, please make them known in this thread. All of this is to help free us up to push forward into newer versions of Java and reduce the amount of work a client update takes due to supporting multiple versions and aging deployment infrastructure. With that being said, I wanted to talk about the recent video from Josh Strife Hayes. If you haven’t seen it, I recommend giving it a watch here. One thing I’ve struggled with since stepping up into the manager role has been determining what we’re going to be doing after this Exploration Update is complete. This is precisely why I’ve yet to release a more in-depth road map. This is not for lack of ideas; we have enough ideas to keep Wurm going for a long time between you all and the development team. It’s a matter of priority and what would be best for the game as a whole. The clear response from that review is that we need to fix what is broken, polish the rougher edges, and focus on the new player experience. I still intend for us to work on PvP and decor in the months after Exploration is finished, as I mentioned in a previous thread, and I still plan for us to review some of the skills that we have and improve on them. I believe these things can be done alongside a more “back to basics” approach. We touch on the new player experience every few years, but it’s essential to review how new players see and learn the game. I also want to check other game areas and see how a new player would approach them. Some things, like meditation, are arguably essential to the gameplay due to the bonuses but are nigh on impossible to discover without help. That is not to say that everything should be easily found out, this is Wurm, after all, but we should be doing a better job introducing some mechanics earlier on. Finally, I want to thank you all for the patience and support you have given us. The guidance and feedback from the community help shape our decisions every day. I feel we all share the same goal of keeping Wurm going and growing. Happy Wurming! Edit 5/27: We have decided to push the release by a week to June 7th in order to allow for time to have a public testing session. Please stay tuned to the forums for information on that public test, which will be posted by tomorrow (5/28).
  9. Please indicate any reasons that you have for not using the native launcher for running Wurm Online.
  10. In an effort to sunset the old UI client we’ve made some changes to the test client to improve performance and get everyone that is currently still using the old UI client for technical reasons over to the new client. If you are currently using the old UI client, we’d appreciate you loading up the test client and playing around with the new settings to see if the issues you have currently on the live client are fixed or more manageable. If they’re not, please let us know exactly what you’re having issues with, including information on what you’re seeing/getting on the old UI client that you’re not on the test client. New Settings & Changes: Graphics Profiles: The settings windows (both the launcher and in-game versions) have been shuffled around to a new layout to support the addition of graphics profiles available on the Graphics tab. There are 5 new graphics profiles that will change settings that impact performance so you don’t have to. These profiles include Minimum, Low, Medium, High and Maximum. The final choice in this option is Custom, which will enable the Custom Graphics tab to change any performance-related settings manually. There are some settings that are changed within these profiles that will require a client restart before taking effect, but since the majority do not you are able to change your graphics profile while the client is running for an immediate change. Selecting these profiles does not change your custom settings at all, so you will be able to switch from Custom to one of the profiles and back with no lost settings. Existing players will default to the Custom profile, while new players will default to the Medium profile. UI Buffer: The majority of UI elements have been shifted to buffered rendering, meaning that they will no longer update every frame, instead only when changed. In addition to this, there is a new setting in the Custom Graphics tab to allow limiting the FPS of the UI independently of the normal game FPS. Enabling this setting should increase overall FPS in most cases, with the downside of the UI feeling less smooth the lower the UI FPS limit is set. Some windows (particularly animated ones) are excluded from this buffer and will update at the normal game FPS. Other Changes: Text rendering should be slightly faster. Disabling reflections and animations will now properly disable them. The in-game browser will no longer load in the background if the Wurmpedia setting is disabled. Terrain detail and tile decoration settings are now editable while in-game. Removed slope info from tile corners and grass info from corners and slopes. Sound settings can now be changed in-game.
  11. Hello! I'd like to chime in here with an official statement on the status of unique hunts. Right now, things will be playing as-is. That's not to say we're content with the current system, but that we are not yet ready to make sweeping changes to it at this time. What we are doing is reviewing the enormous amount of feedback and formulating ideas on where things will be going next. The current unique system, with a few minor tweaks, has been a part of Wurm for a long time and it does not seem right to take it away right now without something to replace it. I also want to address the drama that a unique hunt causes. It really does pain me to see the fighting within a mostly close community over something that exists within the game we all come together to play. That's one reason why I want to see this fixed. That said though, I do ask that you all remain civil. People have opinions and ideas, and while you do not have to agree, please try to be constructive in your criticism. The fewer back-and-forth posts we have to sift through to find the opinions of the community, the easier it is for us to come to conclusions that might benefit the community. All of that said, thank you for your passion and for raising these issues. Happy Wurming!
  12. This is certainly doable. I'll bring it up internally so we can address it.
  13. So, let me shed some light on the possibility of a merge and what it will actually take. There are technical challenges here that haven't been present in other clusters: NFI has a number of changes that have yet to be implemented on SFI. This was done intentionally to see the results long-term. I won't list them all here, but we need to review these changes and see what the results are. These changes have caused disparity in the code base making NFI and SFI currently incompatible with each other. A merge isn't as simple as opening the borders. Then there are other concerns: What of the effects on the economies? In particular, SFI's economy would literally transform NFI's economy overnight - for better or worse. What of the effects on the people in both clusters? This thread is a testament to the fact that opinions are split. These concerns and challenges are the primary reasons why a merge is not in the plans for the short term. Long-term remains to be seen, but we'd be talking beyond a 6-to-9-month timeframe if we do this. The sheer code work involved alone will require scheduling, and we have a lot of work on our plates already. With regards to conducting a poll, one thing I've asked of the development team is to dust off the in-game voting mechanic and figure out a way to deduplicate votes from alts to have a more fair and accurate account of what the player base wants. I do not want a person with more money or silver to weigh more heavily than a person who simply keeps a single account going, so it's important to me to get that right. This isn't our highest priority at the moment, with the coming update taking precedence. Edit: One other thing I would likely see us do before a merge is to allow travel to Epic first. Again though, there are code complications that must be handled first. This is why it isn't possible right now. I hope this clears up my intentions with regards to a merge. The TL;DR is "it's not a 'never', but it's certainly not any time soon".
  14. Development Update 2202-04-07 - City Hall - Wurm Online Forum Yes.
  15. Hello everyone! I have a significant announcement regarding the update. We are splitting the Exploration update into two updates to get everything done. These updates will be related, with the second one building on the first, but this way, we can give you all a reward for your patience and take the time needed to make something that we can all be proud of. The first update will be setting the stage by bringing a journal rework and a feature that I know many have mentioned previously: Treasure Hunts. The update will also include a new board game and some changes that help set things up for the second update. This first update is tentative for the end of April or early May, depending on how development goes. The Journal Rework With this update, the journal rework will change the Journal system based on existing plans and player feedback. First, we will be introducing several new journal tiers geared toward new players, each themed around specific skills or groups of skills. These will come with their own title and sleep bonus rewards and should introduce newer players to various tasks that can be accomplished with those skills. We also know some players have felt a bit constrained by the existing journal tiers, feeling pressed into completing goals related to types of gameplay they aren't personally interested in. In response, we will also be making changes to existing tiers to provide more flexibility to players and account for more varied play styles. Most importantly, journal tiers will no longer require every goal within the tier to complete that tier and receive any related rewards. For all existing journal tiers and the new tiers coming with this update, one goal of your choice may be skipped entirely, and the tier can still be completed. An additional goal of appropriate difficulty has also been added to each tier that existed before this update. These alternative goals can also be completed by priests and can be completed on any server. Note: We have already had some feedback pertaining to the Journal Rework from our team. We are looking to implement a "Claim" button so that you can choose when to claim your rewards. We are also open to reviewing current goals, though there may be difficulty in transferring completion between new and old goals. Treasure Hunting When getting a rarity roll on actions like mining, fishing, and digging, you will have a chance at uncovering a lost map or clue to lead you to the location of a lost treasure. These clues come in several difficulties and types, each less common and more challenging than the last. The clues will include maps to nearby or farther away locations, hot and cold clues where you are told if you are getting closer or not since your last time checking, challenging clues leading you to a specific task, etc. The map clues are items that will visually lead you to a location and will come in varying quality levels, whereas the more challenging older maps may be missing sections or have been smudged or distorted by the hands of time. More difficult clues can have more than 1 step and may have creatures guarding the locations ready to pounce on anyone who dares to claim the rewards. Some rewards will be given at the end in a chest of treasure that can contain some new cosmetic items, rare metals like seryll, glimmersteel, or adamantine, and other valuable items. And Beyond The second update will include some more ambitious goals, including goblin camps, religious sites, and another feature that I’d like to tease later. The release date for this update will be determined by how the launch of the first update goes, as the priority will be on fixing any issues that arise. Finally, I’d like to talk about our development cycle and the rest of the year. While having extensive updates is lovely, I plan to return to a time when we had more minor updates more frequently, with more comprehensive features coming once or twice a year. This way, we can keep some developers on quality of life improvements and bug fixes, and some developers pushing forward on new features. The lack of context-switching will help speed up development, and the more frequent updates will keep Wurm fresh and healthy. As I suspect Exploration will push into late spring or early summer for the second update, the rest of the year will be dedicated to the things I mentioned previously. This includes PvP (Epic, Chaos, and Defiance), new decorative options, and reviewing specific skills for improvements. Those skills will likely have meditation and another look at animal husbandry. This will also include the aforementioned bug fixing and quality of life improvements, which will become more frequent. I hope this post helps shed some light on what is coming in the future, and as always, please let us know what you think! Happy Wurming!
  16. Shop Update

    Sorry for the delay in replying. The old integration was a widget that Xsolla developed and supported. We simply served it and handled the return information to ensure players received their purchases. This is no longer an option for us if we wish to continue using Xsolla. That widget supported multiple currencies, which has now been forced onto us to support. The shop is incapable of supporting that without a serious amount of effort at this time and the deadline to move off of the old widget is April 1st, 2022. This led me to make the decision to use Euros as a primary currency until we can support more due to the fact that we already had done so for PayPal and Steam. There is no ETA on the completion of that work as it's still in the early planning stages and will likely be for some time right now. As for the payment options available via Xsolla, I have found that there is a link titled "Show More Methods" at the bottom of the PayStation page (where you are taken after clicking a button) that shows more payment options. You can search this for the payment option you desire. I have not tested all of these, so please report issues you may have. I could go into a very long explanation of why we must use third-party payment providers as I'm intimately familiar with e-commerce as a result of my time with Linden Lab, but the short story is that without PayPal or Xsolla, we are unable to accept funds. I hope this helps to answer some of the questions put forth in this thread.
  17. Shop Update

    There is a known issue where the information regarding your in-game balance and premium time may show incorrectly.
  18. Shop Update

    Hello all! The shop has been updated so that we may continue to offer Xsolla as a payment option. While the checkout options and process remain much the same, the product choices have been simplified to match what we offer via PayPal, minus the bundles. Bundles are a feature that should be coming in the near future. It’s also important to mention that pricing has been standardized to the Euro for the time being. We are aware that the previous integration had different pricing based on currency, but we were unable to support that at this time. For this first pass, you will now be presented with an option to choose between PayPal or Xsolla. You will then be taken to the product page where you can click the appropriate button to initiate checkout. This is very much a work in progress and we would like to support more features that are now offered to us in the future. Thank you! Happy Wurming!
  19. Should have been applied to all accounts as of this morning. It adds 5 hours, with a maximum total of 10 hours.
  20. The only thing I can really think of is that we do need more communication with our provider when these situations arise. There was a decent gap of time where I wanted to provide something more than "We're looking into it". The flip side of this though is not bothering the people working on the problem and letting them do the work. There needs to be a balance in that. So that's something we'll be striving towards.
  21. We're still hard at work on this, and I'm working on getting something we can show. I wanted something more tangible than just "here's a general idea", but we may go with that. I also can't believe it's been three weeks already... Exploration has slid a bit due to the development of what I consider to be the headlining feature having had a late start. This was pushed due to immediate needs concerning the shop. I'm wanting to have something out by late April at this point, though as I said in my original post here, I'm not against moving these dates to make sure we're delivering something good. I will admit that animal husbandry has been rather distant on our minds. I'm hesitant to pull resources off of the exploration update to look into this, but I'll see what we can do. The honest truth is that Exploration didn't really ramp up much until this year. It was scoped out, some features were worked on, but it wasn't started in earnest until February. That's why I'm also hesitant to drop the features being worked on as I really want some nice screenshots and tangible things to show. Most of the work is server-side, which means very little to show off graphically at the moment. The client work is beginning soon. I'm also considering our current development cycle. We'll still have major features, but instead of several at once, I'm thinking of a return to a major focus on one or two, and smaller updates going out while that's in development. For reference, there are 7 features that I consider major in various states of completeness, though we'll likely be splitting them up into multiple releases due to the timeline being what it is. I feel that we need more to fill the gaps between major features, so there's less apparent silence from us and more exciting things like QoL improvements and so forth. I hope this answers some questions. I'll do a larger post with the status of everything.
  22. It will be up to the 10 hour hard cap.
  23. Hi all, We had a service interruption today that affected the following game servers: Affliction Celebration Elevation Harmony The root cause of the outage was network-related, with the public-facing network link dropping. Our hosting provider was able to gain access to the machine and gracefully shutdown the four servers before restarting and resolving the network issue. Timeline (All times in CET/Server Time): 20:16 - Alert that four game servers went offline simultaneously. 20:18 - Unable to ping the host, hosting provider notified. 20:26 - Hosting provider confirms a problem and is looking into the situation. 20:59 - Provider is still troubleshooting the issue, but indicates that it could be hardware failure. 21:16 - Provider is able to log into the host and gracefully shutdown the game servers. 21:23 - Host is restarted. 21:30 - Ping! The host is now responding again. 21:35 - Max begins starting up the game servers again, confirming their status. 21:45 - Outage resolved. Due to the outage, we will be awarding 5 hours of sleep bonus during the next maintenance restart on this coming Tuesday. This will be global as we are aware that folks were traveling at the time of the outage and therefore were impacted while not residing on the affected servers. Thank you, and happy Wurming!
  24. Hello all! I’d like to give an update on the development of Wurm Online and a small look into future plans for the game. I apologize for how late this post is as well as how high-level it is. The changes in the development team that was announced in the previous Valrei International has made it hard to accurately estimate everything we’d like to accomplish. With that said, let’s dive in! For Q1, we’re still hard at work on the exploration update, which has a tentative release date of the end of March or early April. There are also bug fixes to be had and ongoing QoL changes that we’re looking to make as smaller updates. Finally, we’d like to wrap up some concerns Defiance players have had regarding meditation paths and player-made kingdoms. I feel I should address the caffeine changes and the feedback surrounding them. I’ve had a lot of people tell me that the community feels we ignored them with this, and I understand where that is coming from. We had a lot of internal discussions regarding this feature and the feedback provided, but ultimately, we decided to go with a plan very similar to what we originally posted at the start of that thread. We should have communicated better, and for that, I am truly sorry. I would like to continue soliciting feedback from the community, and I hope to do better in the future with regard to communicating on those feedback threads. As for the feature, we will continue to monitor and make adjustments where necessary. I’d like to address the release date for the exploration update as well. While the ideas were mostly fleshed out regarding the update, there wasn’t much development work put into it until somewhat recently. This was due to a number of things, but rather than rushing out a disappointing update, I made the call to push it back and do better. As for what will be in the exploration update, I’d like to leave that for Demona to introduce in future Valrei International editions. We’ll have plenty of teasers and information to share in the near future! For Q2 and beyond, we would like to focus on several things: we would like to add more building and decoration options, put attention on PvP and the needs of that community, as well as take a look over the skills we have and see where we can improve the experience of some such as meditation. There’s also work that needs to be done with regards to internal tools and external services, such as the shop. This will obviously distract us slightly from development on the core Wurm experience, but it is required for the continued support of the game. Finally, a word on VR. This was announced last year, but since then there’s been a number of things identified that must come before we can delve into the world of virtual reality. Namely, we need support for controllers, better performance from the client, and to rethink how you would interact with the world of Wurm while in virtual reality. This is not a trivial amount of work, but it brings benefits beyond enabling virtual reality support. That's all I have for now. Happy Wurming!