Posted December 8, 2016 Changes and additions: Sealing Changes: Sealable containers can now be sealed while on the ground, not just in inventory. Pegs can now be used to seal small barrels. Wine barrels and small barrels can be sealed with pegs while they are on racks. Using taste on your sealed wine barrels will now give a more detailed indication of how your aging is progressing (via quality). When you break the seal on a container that has been sealed with a wax sealing kit, the kit will be returned to you at a lower quality for reuse until the quality is so low that it is destroyed in the unsealing process. When you read a recipe and add it to your cookbook, there is now a confirmation message in your events window. The minimum damage to shields from blocking an attack has been lowered from 0.1 damage to 0.01. Adjusted the chance of getting wax upwards slightly if the area produces enough nectar. Added the ability to secure plantable items while on the ground. A taste option has been added to food and drink for basic information as well as insight into the temporary affinity. Domestic bee hives will no longer show bee activity as an on screen popup. Activity will still show in the event window until a better method can be implemented. Removed mail limit count down from mailbox GUI. The Shield of the Gone DR bonus has been changed to start taking effect at level 7, with 20% of the total 30% DR, scaling up per level: 6% DR at level 7 12% DR at level 8 18% DR at level 9 24% DR at level 10 30% Dr at level 11 The ability to secure items on the ground has been added Securing allows those with appropriate permissions to give the item planted status this has been extended to the following items: Oven Forge Square table Round table Dining table Statue of nymph Statue of demon Statue of dog Statue of troll Statue of boy Statue of girl Archery target Well Polearms rack Weapons rack Bow rack Armour stand Statue of horse Bench Wardrobe Cupboard Kiln Smelter In addition to this, the following items now can be bashed off deed to remove planted status over 70 damage: Large Anvil marble brazier pillar lounge chair royal lounge chaise cupboard blue planter yellow planter greenish-yellow planter orange-red planter purple planter white planter white-dotted planter smelter sword display axe display The following can now be destroyed by the owner: colossus bee hive bow rack armour stand coffer Bug fixes: Bugfix: Possible fix for mined out and then collapsed rock salt tiles being set back to rock salt after a server restart. Bugfix: Non-premium players should now get temporary affinities from food. Bugfix: Fixed a bug which caused the crafting window to consume containers used in cooking recipes. Bugfix: Fix for prospecting ceilings above a reinforced floor and getting the floor message as a result. Bugfix: Fix for chocolate coated hazelnuts recipe result. Bugfix: Fix for all foods/produce resulting in 99% nutrition. Food will now give appropriate nutrition based off ql and nutritional value. Bugfix: Can no longer smelt glimmersteel ore. Bugfix: An examine on a still will now correctly show if it is planted and by whom. Bugfix: Adjusted hot food cooking skill gain based on difficulty and number of ingredients. Bugfix: Wild growth will now correctly affect the new crops. Increased the bonus on field yield from Wild Growth based upon the power of the cast. Bugfix: Sealed wine barrels will properly age and ferment while inside wine barrel racks. Bugfix: Right click plant now works correctly with an empty beehive in inventory. Bugfix: Rare results from using a fruit press have been removed because of numerous issues with rare oils and juices. Bugfix: Possible fix for missions not appearing for some gods at times. Bugfix: Possible fix for bees leaving the domestic hive during transport. Bugfix: Possible fix for Gold Rune of Fo and farming yield. Bugfix: Harvest option now appears on right click menu for new crops with nothing activated. Bugfix: Fixed parsing error when trying to set a price on a written recipe. Bugfix: Fixed creation bonuses on runes for your god at lower levels. Bugfix: Fixed an issue which allowed you to pick and/or plant herbs on deed without proper permissions. Bugfix: Fix for some liquids not combining with same type (ex. milk, cream). This will not fix current liquids that do not combine, but moving parts of the existing liquid to new containers (not moving it all) will allow it to be combined, the old remaining liquid will not be able to be combined. This can be done with a measuring jug until 1g of old liquid remains in the container (as it is the smallest possible amount). Bugfix: Fix for recent tunneling action which resulted in open voids and death leaps. Bugfix: Corrected a few more spelling and text errors. 11 Share this post Link to post Share on other sites
Posted December 8, 2016 Very nice, especially sealing and under the hood. Share this post Link to post Share on other sites
Posted December 8, 2016 On 12/7/2016 at 11:15 AM, Retrograde said: In tomorrows update we'll be taking an initial step of scaling SotG according to path level, starting at level 7 with 20% of the 30% DR (6% DR). Each level will then add a further 6% up until the full 30% at level 11. Hopefully this does lessen the "six month" requirement on PvP and reward newer players as they advance, we'll keep an eye out and continue to monitor what else can be addressed. Was this included? Share this post Link to post Share on other sites
Posted December 8, 2016 yes it was; I see it on my screen and spell list now 1 Share this post Link to post Share on other sites
Posted December 8, 2016 That new SOTG update, could we please see the real values what current DR is, rather than seeing 30% on any meditation level. Share this post Link to post Share on other sites
Posted December 8, 2016 8 minutes ago, bangzuvelis said: That new SOTG update, could we please see the real values what current DR is, rather than seeing 30% on any meditation level. Will require a graphics update which is pending 2 Share this post Link to post Share on other sites
Posted December 8, 2016 Bugfix: Fix for recent tunneling action which resulted in open voids and death leaps. +1 Share this post Link to post Share on other sites
Posted December 8, 2016 NIce change to SOTG, and some nice updates rolling out GJ. Share this post Link to post Share on other sites
Posted December 8, 2016 (edited) cool updates just one thing....I get no secure option for none if the new items added mentioned I tried in my house...on friends deed(im allowed to plant) I tried kiln, oven, forge, bow rack, polearms rack, cupboard, square table, dining table. I checked having all the permissions and I got those options on old items that had secure option. I even tried it the old fashioned way to do it from inventory. could we have an option to hide "take" option from the context menu?:) Edited December 8, 2016 by Miretta Share this post Link to post Share on other sites
Posted December 8, 2016 52 minutes ago, DevBlog said: Bugfix: Possible fix for mined out and then collapsed rock salt tiles being set back to rock salt after a server restart. I hope you understand that this 'fix' make the mandatory salt even more rare and impossible to obtain. "Veins" only have 50 actions, without regeneration it means some recipes will be impossible. Can we have more infos on this please? Share this post Link to post Share on other sites
Posted December 8, 2016 1 minute ago, Odynn said: I hope you understand that this 'fix' make the mandatory salt even more rare and impossible to obtain. "Veins" only have 50 actions, without regeneration it means some recipes will be impossible. Can we have more infos on this please? rock salt tiles give 20kg rock salts which can be miilled into multiple salts, meaning you actually wind up with 100-200 salts per tile. as opposed to occasionally getting some salt when mining rock. Share this post Link to post Share on other sites
Posted December 8, 2016 I don't consider that reply "more info", that is info most of us already had. Btw, keep in mind that some have low skill in milling. How often will new salt veins spawn? Share this post Link to post Share on other sites
Posted December 8, 2016 1 hour ago, DevBlog said: When you break the seal on a container that has been sealed with a wax sealing kit, the kit will be returned to you at a lower quality for reuse until the quality is so low that it is destroyed in the unsealing process. Requested less than 2 weeks ago here. The turn-around time on suggestions/requests to implementation has been noticeably awesome as of late. Good Work! 2 Share this post Link to post Share on other sites
Posted December 8, 2016 Rock salt "veins" aren't veins, just differently named rock tiles that have salt in them, so they have a chance of occurring when a cave in occurs, the chances of a rock tile having salt are far higher than an ore vein being the tile collapsing. You also can get regular salt from mining these walls, and veins that have salt in them will continue to operate normally. this was also to address reinforced walls turning back into salt tiles 1 Share this post Link to post Share on other sites
Posted December 8, 2016 20 minutes ago, Retrograde said: Rock salt "veins" aren't veins, just differently named rock tiles that have salt in them, so they have a chance of occurring when a cave in occurs, the chances of a rock tile having salt are far higher than an ore vein being the tile collapsing. You also can get regular salt from mining these walls, and veins that have salt in them will continue to operate normally. Do that means the salt flag will be removed from a tile when depleted (which was not the case before) and randomly added to new tiles? Do you also understand that with the whole collapsing mechanisms taking month, there will ALWAYS be a salt shortage. 51 minutes ago, Retrograde said: rock salt tiles give 20kg rock salts which can be miilled into multiple salts, meaning you actually wind up with 100-200 salts per tile. At 4 salt per rocks at high milling and with how little salt 'veins' have been found, it's not a reasuring statement when a bunch of recipes REQUIRE salt. If you want to keep it that way, maybe implement salt marches or salt water that can be boiled / evaporated to get salt. Share this post Link to post Share on other sites
Posted December 8, 2016 nice updates, thanks for listening to suggestions made! Share this post Link to post Share on other sites
Posted December 8, 2016 A very positive update, I see lots of qol-stuff added that was suggested by people in various topics, more off these kind of patches Share this post Link to post Share on other sites
Posted December 8, 2016 What is the not being able to smelt glimmer ore all about? SOTG changes although continuing in the right direction when will we see the trigger pulled to the real fix to the problem and go with zeke's suggestion 3% per level till level 10 which would be 21% and then lvl 11 jumps 9% giving the total of 30%. 1 Share this post Link to post Share on other sites
Posted December 8, 2016 Can new planted items be taken by enemy kingdom players? Share this post Link to post Share on other sites
Posted December 8, 2016 Great change to SotG. Thanks Wurm team! Share this post Link to post Share on other sites
Posted December 8, 2016 2 hours ago, DevBlog said: The minimum damage to shields from blocking an attack has been lowered from 0.1 damage to 0.01. oh thank god Share this post Link to post Share on other sites
Posted December 8, 2016 Good changes but still no fix for embark bug = game unplayable... It's been like this for months now, somebody e-mail me when fixed cause I cant be bothered reading these anymore. 3 Share this post Link to post Share on other sites
Posted December 8, 2016 I embark bugged at DD the other day EVERYTIME i jumped onto the boat; Luckily when they came out of boat themselves I embarked and the ONE TIME it didn't embark bug me; otherwise somebody would have died. Share this post Link to post Share on other sites
Posted December 8, 2016 2 hours ago, Retrograde said: Rock salt "veins" aren't veins, just differently named rock tiles that have salt in them, so they have a chance of occurring when a cave in occurs, the chances of a rock tile having salt are far higher than an ore vein being the tile collapsing. You also can get regular salt from mining these walls, and veins that have salt in them will continue to operate normally. this was also to address reinforced walls turning back into salt tiles A clarification. Any rock tile that has a chance to yield salt also has a chance to become a rock salt vein. This is a random chance on polling, which means existing rock faces may just suddenly appear to be rocksalt veins. Share this post Link to post Share on other sites