DevBlog

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Everything posted by DevBlog

  1. Bugfixflash

    Fix so chopping a tree down leaves the grass (or mycelium) at same length (except lawn goes to short grass/mycelium). Fix for fsb and bsb becoming unplanted over server resets. Fix so can’t dig at the end of bridges. Fix so the max ql of floors and bridge parts is not restricted to 80. In order to prevent various annoying situations, siege shields (and unfinished ones) are now notake and must be created where they are supposed to be used. Turrets should now properly revert to unenchanted ones if dispelled. Removed false disease status which occurred in certain situations. Fix for fatigue going into the negative and blocking certain actions while mounted. Bulk container double turn menus removed. Scissors now take proper damage when shearing. Fix for floor/roof damage using certain tools. Blocked removing bulk items into tents due to certain exploitability. Harvesting now properly using 100 item inventory limitation. Exiting through a door with enemies players in local should now unlock it as well as when entering. Removed possibility to change creator by dealing damage to items. You can no longer tame creatures led by another player or hitched to a vehicle. Hens and chickens no longer autofollow due to disease issues. Summoned skeletons and wraiths should no longer attack same kingdom but other kingdom players. Made it so newbie tents can’t be put into containers due to exploitability.
  2. Removed enchant decay on weapons due to extreme rarity but overwhelming impopularity. Humid drizzle should now properly save the disease state when used so that it doesn’t reset on server restarts. Added marble planters as craftables. Should function in the same way as flowerpots. Possible fix for minedoors not opening for enemies trying to enter shortly after passing. Skillgain for battle camp guards were brought in line with kingdom guards. Fixed so water doesn’t get the rarity when tempering and improving. Fixed so you now can select a player when hovering over their face mask or ring. Fixed bug in skill tracker where the “show progress to next skill” button is always unchecked by default. Fixed for client crashing with out of bounds.
  3. Fix so ballista darts do damage Creatures may now be blocked by doors when entering from bridges War machines now work a bit better against bridges but still needs tweaking
  4. Attempted fix for mycelium spreading to lawns Changed display of received mail items, so can look in containers Fix so cannot charm animals when you are not allowed to tame them Merchants no longer may be threatened from another floor level Relaxed the checks for structures blocking tunnelling Allow fungus spell to work on lawn Fix for deity loss due to alignment changes A bug with faithful setting on spells was fixed
  5. Mycelium lawn may now be absorbed again with proper bugfix The leader challenge creatures and items were added on Elevation (and Duel Rings exist)
  6. You may now mail all mailable items outside containers in order to prevent C.O.D scams. Only liquids should be possible to mail inside containers. Enabled DIG (and DREDGE) under bridges. Enabled planting flowers/grass/moss under bridges. Enable planting of thatch in buildings (so makes grass). Made it so lawn off deed is less likely to revert back to grass. Made it so centred trees auto-planting themselves will stay in centre on deed, and have a 75% chance to stay in centre if off deed. Ignore structure permissions for bridges. E.g. treat it like the items were outside. Removed the Scenario Point reward for moving deities on Valrei using Karma since it was considered an exploit by other players. Modified the height requirement for ability items such as the White Tome of Magic. Removed ability to Absorb on mycelium lawns. Added in a way to get height above water when surveying (helper has to be in water).
  7. Yesterday, we included the following in our patch notes: The new collision system may have made some old inaccessible areas accessible depending on how your deed is set up when it comes to walls and structures. You may consider restructuring your deed in order to prevent such access. Proper roofs still collide endlessly upwards which means these can be used to prevent access from above. Since  then, a number of players have raised concerns about what this means in practice and how they can ensure their settlements are protected. Some also wonder whether this is the implementation of jumping (or flying) in all but name. Firstly I will say that the collision system does not allow players to jump. Neither flying nor jumping have been implemented by this update. The issue is the new collision system allows players to fall over things they never could before from height. Read more (click here)…
  8. Models for unfinished staircases and ladders were added. Enabled renaming of bridges by the planner. Fixed dioptra and range pole QL so they restrict the length of bridge planning correctly. Fixed so emoting bridges (and floors) now works. New staircase added called Standalone, it does not have a floor above it.
  9. Postfixes

    You should now take normal falling damage again Fix for creatures not pathing properly through doors etc Fix for logging on to wrong floor level New fix for drowning creatures Creatures will now try to hunt between floor levels in a fairly basic way, using openings and stairs. Spirit guards will teleport more often. The new collision system may have made some old inaccessible areas accessible depending on how your deed is set up when it comes to walls and structures. You may consider restructuring your deed in order to prevent such access. Proper roofs still collide endlessly upwards which means these can be used to prevent access from above.
  10. Fixed a bug with house destroy permissions off-deed on Freedom servers
  11. Fixed weird fence gates Fixed some wall blocking issues Fixed extensive item piles being formed on bridges Fixed dying sea creatures Cart access bug fix Vehicle permissions fix and ondeed stealing
  12. Bridges, Stairs, and new Boat models are online! Huge thanks go to especially Tich, Budda, Alectrys, Saroman, Alex and Erik for bringing this feature to Wurm!
  13. Rotting gut no longer should give faith loss if faithful Lockpicking no longer should give faith loss
  14. Most Valrei item prizes were split up in three with one charge each. There is only possibility for one Key to the Heavens, Wand of the Seas and Rod of Eruption each round still. One player may win more than one if lucky. Should now be possible to convert to evil deities in HOTS template kingdoms.
  15. Fixed a bug where you were required to demolish walls when removing tiles from a building Some spells were not properly checked for negative aligned deites such as Tosiek when it came to village reputation Kings coffers on Elevation were balanced
  16. New method for recalculating kingdom influences when a village disbands or a tower is destroyed. Possible fix for breeding timers. Fix for corrupt animals on non-PvP servers. A fix of the fix of walls, now even more chance of not getting bad walls while doing construction work. Champions are now limited to 3 per kingdom. Artifacts will now drop upon death. Artifact damage no longer stacks with enemy presence bonus, Truestrike, Hate path increased damage, Rod effect or Warrior deity bonus damage. Changes to artifact charges: Artifacts still need recharging but the max recharge is 30 uses instead of 120. 10 uses are still removed automatically every week. Orb of Doom consumes 10 charges when used. Current items will have their charges set to max 30. You no longer can teleport when carrying an artifact. Artifacts no longer deal critical hits. Artifacts should no longer spawn beneath deeds or structures. The Crown Of Might now has better protection stats and shields the face. The Rod of Beguiling now weights half as much and gives 20% damage bonus instead of 10 (not always stackable). Artifacts now properly drop on ground during controlled restarts. The Eye of Vynora now will detect through NoLocate spells.
  17. Wall fix

    Fixed an issue were some walls were created wrongly resulting in players being unable to remove them. Global PMs are now on as default when you create a new character.
  18. Prevent people from getting trapped inside magical walls due to teleport lag by blocking casts when a player is on an adjacent tile Prevented some overpowered spell combos from occurring for player made deities Made only premium accounts count when it comes to deciding player made deity favored kingdoms
  19. The bug where Tosiek spells never were properly generated was fixed. The list is randomly generated per player deity and new spells will be revealed as priests gain faith enough to use them. We let the requirement to join his religion stay at negative alignment since it is possible to attain even on Freedom servers.