Posted October 14, 2016 Fairyshine's Pink Palace (Party goats?) Hi Everyone! This week marks what will be most likely the final server update prior to the release of 1.3, (with the exception of a hotfix or two) as the dev team shifts focus on ensuring all features in 1.3 come out smoothly, so a few patch notes then on with the news! Spoiler October 13, 2016 Added additional checks to prevent unattended combat skill gain. Skill gain will now stop after a period of time with a cooldown per animal. Added additional checks for BL player gods to address alignment issues when changing gods. Zombie infestation can no longer be cast on PvE servers. Bugfix: Removed “add to crafting window” option on trebuchet. Bugfix: Disabled battle camp and dueling ring push/pull actions which had no effect. Bugfix: Can now repair a boat while commanding it. Bugfix: Aiming ability is now recalculated correctly after switching weapons in combat. Bugfix: Corrected characteristic skills showing as 20 instead of 30 for characters that have lost premium. Bugfix: Corrected several text grammar and spacing mistakes. Bugfix: Planting flowers will no longer use all flowers if queued on a single tile. Herb gardens! Of course, cooking just isn't the same without all sorts of herbs and spices, and a long requested feature is the herb garden, so this week we'll be looking at those. The following is an excerpt by Pandalet, with information on spices (Thanks Pandalet for the hard work!) All herbs and spices may be found by foraging or botanizing. In addition, some may be planted in a pottery planter to create a harvest-able bush. Herb bushes planted in planters will die over time, although regular harvesting will make them last longer. Some potted herbs The following herbs are available: Spoiler Basil - may be planted Belladonna - may be planted Lovage - may be planted Nettles Oregano - may be planted Parsley - may be planted Rosemary - may be planted Sage - may be planted Sassafras Thyme - may be planted Fennel - may be planted Mint - may be planted The following spices are available: Spoiler Cumin - may be planted Ginger - may be planted Nutmeg Paprika - may be planted Turmeric Fennel seed As you can see, there's a lot more ingredients to play with, and brings a whole new area to gardening! All abuzz A few have been asking about domestic or wild hives, and commenting that they'd like to have domestic bees. This is possible, and will be a part of the 1.3 update, I'll sit down with Tich this week and get all the low down on the rumours buzzing around (okay okay I'll stop the puns). New Test Servers As previously mentioned, we'll be updating our test servers for this new system, so I'm pleased to announce the names of the test servers, Baphomet and Oracle! We're in the process of having them set up by our dev team, then will ensure everything runs smoothly before opening them to players for testing the cooking features and other parts of the 1.3 update! This weeks community content comes from a massive Wurm Unlimited project on KangaWU, with a network of bridges spanning a whopping 231 tiles, or 11% of the map! Why would anyone build such a massive bridge system? Unicorns of course! Spoiler That's it for this week, I'll continue to work on bringing you all the sneak peeks and insight into what's coming with 1.3, and make sure you're as prepared with knowledge and excitement as possible! Until then though, keep on Wurming! Retrograde & the Wurm team. 27 Share this post Link to post Share on other sites
Posted October 14, 2016 (edited) mint. mmm. nice new stuff. The bear approves but seriously, no more zombies on freedom, awww, it's too close to Halloween to remove them. dang it. Edited October 14, 2016 by polarbear Share this post Link to post Share on other sites
Posted October 14, 2016 *and we nerfed shield training to create more hassle for legit players - Capitals/deeds with breeding won't allow for somebody to bring 5-10 personal animals to switch to [3 hour cool down?] so ye, you bugged up! 4 Share this post Link to post Share on other sites
Posted October 14, 2016 2 minutes ago, Mclovin said: *and we nerfed shield training to create more hassle for legit players - Capitals/deeds with breeding won't allow for somebody to bring 5-10 personal animals to switch to [3 hour cool down?] so ye, you bugged up! It's already been stated a few places, but I'll add here: The "nerf" came from addressing an exploit, which is better done sooner than later while we work on improving shield skill gains. We're in the process of working with a system promoting actually fighting to gain skill instead of relying on creatures in pens. This means that you will not be able to shield train for hours on a single creature, but skillgain will be designed to flow much easier. 6 Share this post Link to post Share on other sites
Posted October 14, 2016 Hooray for Herbs and Spices!!! I've been wanting this for quite a while, and now it looks like I need to get working converting my little farmhouse to a gourmet kitchen. Quick question regarding the planted ones, will skill determine the quality of the harvested herbs and spices that are planted, or will it still be random like when we go out digging in the grass? 1 Share this post Link to post Share on other sites
Posted October 14, 2016 Good stuff! I really like how far the cooking update branches (beekeeping, herb planting, barrels sealing, ...) 1 Share this post Link to post Share on other sites
Posted October 14, 2016 52 minutes ago, Retrograde said: It's already been stated a few places, but I'll add here: The "nerf" came from addressing an exploit, which is better done sooner than later while we work on improving shield skill gains. We're in the process of working with a system promoting actually fighting to gain skill instead of relying on creatures in pens. This means that you will not be able to shield train for hours on a single creature, but skillgain will be designed to flow much easier. If you mean it will be trained like a weapon skill - Then I'm sure that fix/UPDATE of the skill would be welcomed because even standing at a pen is probably the most inactive-boring-gameplay one could ask for. If it gets people off deed and roaming around, sure, i'll take that. 2 Share this post Link to post Share on other sites
Posted October 14, 2016 53 minutes ago, Retrograde said: It's already been stated a few places, but I'll add here: The "nerf" came from addressing an exploit, which is better done sooner than later while we work on improving shield skill gains. We're in the process of working with a system promoting actually fighting to gain skill instead of relying on creatures in pens. This means that you will not be able to shield train for hours on a single creature, but skillgain will be designed to flow much easier. Fair enough with the reasoning but surely are better ways to have addressed said exploit without completely messing with shield training until a fix can be put in place. After-all a major mechanic change to shield skilgain will takes months if not years... Heck the whole thing with shield training has been nerfed already enough in the past. All that's happening now is another unnecessary window of opportunity with no clear path forward or plans from the dev team as to how to tackle the real issue. 9 Share this post Link to post Share on other sites
Posted October 14, 2016 (edited) Any news on what skill will be used for harvesting/caring for potted plants like those herbs? Gardening or maybe botanizing? EDIT: Also, paprika is made out of dried ground peppers. Does that mean we can grow peppers, or is it some kind of magic bush that spits out dried powder? Edited October 14, 2016 by Ostentatio 2 Share this post Link to post Share on other sites
Posted October 14, 2016 Any news about the 2D map dumps? Share this post Link to post Share on other sites
Posted October 14, 2016 I cannot wait for the cooking update! Share this post Link to post Share on other sites
Posted October 14, 2016 19 minutes ago, Emoo said: Fair enough with the reasoning but surely are better ways to have addressed said exploit without completely messing with shield training until a fix can be put in place. After-all a major mechanic change to shield skilgain will takes months if not years... Heck the whole thing with shield training has been nerfed already enough in the past. All that's happening now is another unnecessary window of opportunity with no clear path forward or plans from the dev team as to how to tackle the real issue. The change to shield skillgain will be in with the 1.3 update at the latest. 8 Share this post Link to post Share on other sites
Posted October 14, 2016 12 minutes ago, Ostentatio said: Any news on what skill will be used for harvesting/caring for potted plants like those herbs? Gardening or maybe botanizing? EDIT: Also, paprika is made out of dried ground peppers. Does that mean we can grow peppers, or is it some kind of magic bush that spits out dried powder? gardening And most likely the latter, in a world where we shape glowing hot metal by mashing it with our hands, paprika is its own plant 6 Share this post Link to post Share on other sites
Posted October 14, 2016 1 hour ago, Retrograde said: Nettles Oregano - may be planted Parsley - may be planted Rosemary - may be planted Sage - may be planted Sassafras 1 hour ago, Retrograde said: Nutmeg Paprika - may be planted Turmeric Fennel seed And so, Nettles, Sassafras, Nutmeg, Turmeric and Fennel seed may NOT be planted, but only obtained by foraging or botanising ? Share this post Link to post Share on other sites
Posted October 14, 2016 Herb potting seems a nice addition for those who enjoy fiddling with such things. I wish they would last permanently in their pots though as I would prefer them more for decorative purposes. Like those flower pots where all you need do is water them occasionally if on deed. Or even enable them to be created in those long narrow flowerbed type structures. =Ayes= Share this post Link to post Share on other sites
Posted October 14, 2016 Nice! I'm excited to get my own little apiary and herb garden up. 1 Share this post Link to post Share on other sites
Posted October 14, 2016 Would be nice to have Carp. or Fine Carpenters be able to build raised beds for these herbs. Have different size raised beds that we could even bring indoor for growing. Just my 2 cents 9 Share this post Link to post Share on other sites
Posted October 14, 2016 13 minutes ago, Arka said: Would be nice to have Carp. or Fine Carpenters be able to build raised beds for these herbs. Have different size raised beds that we could even bring indoor for growing. Just my 2 cents More love for the Carpenters! 3 Share this post Link to post Share on other sites
Posted October 14, 2016 (edited) 4 hours ago, Retrograde said: a network of bridges spanning a whopping 231 tiles, or 11% of the map 231 tiles is 11 % of the map? I think that figure is a bit ambitious (it really is just oddly phrased). Edited October 14, 2016 by Ulviirala 1 Share this post Link to post Share on other sites
Posted October 14, 2016 (edited) I saw somewhere that we may be able to plant woad in flowerpots. Is that on track for 1.3 or am I just imagining things? Edited October 14, 2016 by Karthannar 6 Share this post Link to post Share on other sites
Posted October 14, 2016 Valhalla descendants north bridge on ele was longer Fix bridges pls 1 Share this post Link to post Share on other sites
Posted October 14, 2016 6 hours ago, Retrograde said: gardening And most likely the latter, in a world where we shape glowing hot metal by mashing it with our hands, paprika is its own plant Can't argue with that! I do love a nice set of glowing hot armor in the winter though! Share this post Link to post Share on other sites
Posted October 14, 2016 Two similar bridges already exist on Release, in WO. Why? 'Cause some people hate sailing and love their supersonic carts. Seabreezes bridge and Yuri's bridge both are most likely over 200 tiles each. Come try these next time you visit our server Both can be found on the Release map: 3 Share this post Link to post Share on other sites
Posted October 14, 2016 I was only thinking about this yesterday, I wonder how long it will take to arrive in an update for WU, I reckon about a year LOL Share this post Link to post Share on other sites
Posted October 15, 2016 10 hours ago, Budda said: The change to shield skillgain will be in with the 1.3 update at the latest. That is great news indeed. I aplogise for the initial pessimism. 1 Share this post Link to post Share on other sites