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  1. 22 likes
    Over the last few years the update cycle for Wurm Online and Wurm Unlimited has been a bit sporadic to say the least. The goal in that time has been to stick to a fortnightly schedule with the odd larger update for big changes or new mechanics, but there have been many times where that hasn’t been effective or possible. There are various reasons for this, ranging from needing to push out bug fixes soon after a larger update to not having enough changes ready to go live in that two week timespan. With such a small team working on Wurm it can be difficult to get enough ready to go in that two week timespan to have something meaningful to show or have enough time to get sufficient testing completed. Starting with this week’s update and going forward into the future, our development cycle will be changing a bit, meaning that the update cycle will change to match. The new goal will be moving from fortnightly-ish updates to a more predictable schedule of the last Thursday of each month - plus any necessary hotfixes in the week afterwards. This should allow us more time between updates to better plan what new things are coming, flesh them out a bit more, and have sufficient time for internal (and public where appropriate) testing periods to nail everything down. It’ll also better allow for us to schedule and share information about upcoming updates and share tidbits of new things coming on the planned devstreams. This new planned schedule may not translate 1:1 to Wurm Unlimited in most cases, but we will be aiming for those to be a bit more consistent compared to the latest 1.9 update to WU. Included in this change to the update cycle we’ll be changing our planning and development cycle to shift towards a more predictable pattern of larger content updates, currently planned for a few times a year. Because of this the primary monthly updates might be overall smaller going forward, but will still include things like bugfixes, tweaks/changes, and smaller content additions as appropriate. The larger updates will be planned around a theme and should include additions or changes to a variety of things in the game, as well as introducing new mechanics and things to do. We hope this change going forward will put our development cycle back into a more predictable pattern, giving us a bit more time to get things right, and give everybody playing Wurm some clear knowledge on when new and exciting things are due into the game.
  2. 21 likes
    Theres 2016, 2017, 2018, and 2019. See you guys in 2020.
  3. 14 likes
    You mistake criticism in not wanting the game to die and fade away for "whining". An mmo requires players, especially for pvp. You may be content with playing on a server that has a monthly average of 6 players, while I, and obviously many others, look at the total pop right now and see 255 players on every server combined and think "this isn't right, please do something". You may be content with players not having a voice and just shutting up and watch the total premiums drop every week while we just play blind and look for things good, but as evident by the prems disappearing every week, the majority does not feel the same. If we are here speaking, that means we haven't decided to leave yet, should we just ignore the glaring issues until we decide to?
  4. 13 likes
    Um.. I kind of .. sort of.. [23:26:27] Baking increased by 0,000008 to 100,000000 ...did that tonight \o/ I don't know how long it took, maybe 4 months less or more.. I've been more serious about it in the past 2.. but still had some slacking days and compensating crazy grind on others.. Could post my skill progression after 2 weeks... currently playing on another pc and cant show how fast or slow this have been going over the past months..(will post some skill logs in 2 weeks when my vacation ends) Is there anybody else with 100 baking skill, is the skill naming still a thing?
  5. 13 likes
    I'm surely not going to be the only one trolled by the fact it's an image with a play symbol....
  6. 13 likes
    A public statement isn't a binding contract. You can just say what you're planning and if it doesn't happen for a long time or ever, oh well. There were reasons it didn't happen. But at the very least, stating what you're aiming towards will remove the contempt from players and allow them to make goals in preparation for what comes next. If you announce something for epic, the people playing there will feel a lot better about spending their time on it. Some people might even come back for a bit in anticipation of the next update. You don't need to set timelines or give release dates. You don't need to give specific details about what's planned or the technical specifications of how it will work. You don't even need to give an order about which will be completed first. All you need to do is simply tell everyone what the future of the game looks like. I find it crazy how it's so hard to simply say what you're planning.
  7. 12 likes
    Greetings Wurmians! We’re back with another Valrei International, going over what we’ve been up to and have planned, so strap in and call me Susie! Devblog updates After last Valrei International mentioning the changes to development, Product Manager Budda posted a devblog with the changes planned. This means that we can work in better cycles and produce monthly updates reliably. It also means we can work better on showing you what’s coming each month and how it fits in with long term plans. We’re in the process of gearing up for all this, so once the ball gets rolling we’ll begin looking at sharing our plans for the future. Aside from that there will be a whole bunch of QoL updates and fixes. Our aim is to not reduce the amount pushed out each month, but package it into one larger update per month to reduce downtime and give you all more to chew on. Next update The first update under this new cycle is planned for the 30th of May, and will continue to be on the last Thursday of each month. This month will include the distant tree visual improvements showcased in previous editions of Valrei International and on Wurm Wednesday with bloodydrongo a.k.a. Emoo as well as normal and specular mapping on player armours. The update will also touch on a few aspects of the journal, including crediting past legendary creatures slain, colossi built, and guard towers! This means less big building projects, lucky you. Me, on cam! Our official Wurm Online devstreams are in the works! Our planned start date is 10pm (GMT) Saturday the 25th of May. This stream will be an introduction of all of us available (We expect the dev roster to vary depending on availability) but it will be hosted by yours truly, Retrograde! So tune in to us here We're also looking at adding some sweet wurm merch via Streamlabs store, including posters of the ingame maps! It's still in a experimental phase but expect to see it soon. HotA retirement With the introduction of the new HotA battlecamp system, we’ll be disabling the old HotA zone shortly after the update on the 30th. We’re pleased with how the new battlecamp system has gone and feel it creates more roaming oriented play as opposed to centralised focus on the HotA zone. We’ll give more info on the time exactly so anyone who wishes to occupy the current HotA zone can fight for it! Community Content Independence hits 10! It’s a day of big birthdays, with berris posting that the Independence server hits 10 years old on the 17th of June, along with Wurms 13th birthday on the 6th of June. Do we have anything planned? You’ll just have to wait and see… That’s it for us this edition, we’ll be back on the 29th with the Valrei International before the update, but you’ll also see us live before then! Until then though, keep on Wurming! Retrograde & the Wurm team.
  8. 12 likes
    I was gonna put text here but i think a comic sums it up better
  9. 11 likes
    Read the threads where lots and lots of people are giving you their feedback on current game state. Your customers don't share the same perception as you, the service providers, do. More and more people seem to be voting with their feet too. Planned roadmap - Many times promised, never delivered. Sindusk, Ausimus and Darklords do great and fantastic things without a doubt. I have seen their work first hand in WU. What's lacking is solid communication. When is that coming?
  10. 11 likes
    The harassment certainly reached the level of needing to place in a support ticket the moment the player created an alternate account so they could bypass the /ignore function placed on their first account by you. I would highly recommend doing /support ingame and explaining the situation to the CM and/or GM that takes the call.
  11. 10 likes
    Overview WyvernMods is the culmination of over 2 years of modding for my servers Wyvern Reborn and Revenant. After over a month of re-coding, the task of making WyvernMods configurable is now complete. Featuring over 20 modules in a configuration file of over 1000 lines and hundreds of configuration options, this might be the largest single Wurm mod there is. Standing with a whopping 500KB+ file size of raw code, WyvernMods is absolutely packed with features and tweaks. The best part? It's set up to allow you to pick and choose which features you want. With everything disabled, WyvernMods has no effect on a server. If any of the features here interest you, you're able to get those features specifically and decline to implement the rest. So... what does it have? Download WyvernMods Preview Configuration File Requirements SinduskLibrary v2.3 or higher: Download Bdew Server Mod Tools v1.0.0 or higher: Download TreasureHunting v2.0 or higher: Download Can have it's functionality disabled by setting map drop chances to zero. DiscordRelay v3.0 or higher: Download Can have it's functionality disabled by leaving botToken blank. DUSKombat v2.1 or higher: Download Can be fully disabled by setting enableDUSKombat to false. Miscellaneous Changes Module Over 50 configurable options with miscellaneous tweaks and QoL changes, including: Server Info Tab - Configure your own tab that displays information about your server when a player first logs in. Fatigue Action Override - Allow players to craft, improve, etc. while mounted. Disable GM Emote Limit - Remove the 5 second delay between emotes playing sounds for GM. Slap your players with vigor and have them hear each and every excruciating one. Dynamic Skill Rate - Allows a reduction to skill gain rate as players get higher skill. Mayors Command Abandoned Vehicles - Allow mayors to command, but not access the hold of, vehicles abandoned on their deed. Helps with letting players remove abandoned carts from their deed. Hide Sorcery Buff Bar - Removes the buff icons for sorceries. Now you might be able to see your real buffs again. Spell Effects window will still display the sorceries active. Arena Module Over 40 configurable options with changes specific to PvP servers, including functionality for same-kingdom PvP, including: Equip Horse Gear By Leading - Allows players to manage horse gear by simply leading the creature instead of requiring to tame it. Disable PMK's - Disables PMK's from being founded. Disable Player Champions - Disables players from becoming champions. Disable Farwalker Items - Disables Farwalker Stones and Farwalker Twigs from being used. Cap Maximum Guards - Reduce the maximum amount of guards allowed to be hired on deeds. Disable Karma Teleport - Disables Karma Teleport from being used. Remove OWFL - Prevents players from dropping items on death, removing the "Open World Full Loot" aspect of Wurm. Custom Titles Module Make your own custom titles. These titles can then be configured to be granted to specific players on their next login, or will trigger on certain skill thresholds if configured that way. Anti-Cheat Module Removes the ability for livemap and xray to see ores that are not exposed. Grants "prospecting vision", allowing the data to be correct for players up to the point they can prospect. Map Steam ID's to a different database. The vanilla version of mapping Steam ID's is better but can be confusing. This is a simple Player Name -> SteamID map which is used for Bounty Module functions later. Combat Module Adjust combat rating with various different effects, like scaling pet CR based on Soul Depth or incurring a CR penalty for being on a vehicle. Fix for Magranon damage stacking not calculating properly in aggressive stance. Disable legendary creatures from regenerating and replace it with a new static regeneration system. Mastercraft Module Mastercraft is aimed at expanding the rewards for achieving high skill and QL on skills and items. Adjusts difficulty of actions to give bonuses to players with higher skills and items. Allows configuration to give rare items a further difficulty reduction on actions, making rare+ improvement tools slightly better. Empowers channelers with higher potential casts using a new system which has an astronomically low chance of rolling maximum. This raises the ceiling for casts, but makes the highest ones exceptionally uncommon and very valuable. Skill Module Hybrid skill gain system which merges WO skill gain with WU skill gain, allowing success closer to a result of zero to grant more skill. This helps mitigate the creation spam meta. Rename skills which will properly show in the skill window. Adjust individual skill difficulty to make them faster or slower. Adjust the tick time of a skill, allowing one tick of skill gain per X amount of time. Meditation Module Many changes to meditation, including smoothing the rate at which bonuses occur to lower levels and scaling up. Simplify meditation question requirements to just a tile type instead of specific tiles on the map. Remove SotG and Hate War Bonus. Options to replace them with action speed and movement speed bonuses instead. Adjust every meditation ability cooldown individually. Titan Module Titans are designed as "raid boss" style encounters for players to undertake. Rare Spawn Module Rare Spawns are designed as creatures for small hunting parties. Mission Module Adjusts how missions are created. Allows configuration to enable valrei entities to generate missions. Cleans up the mission removal and addition process so it's less likely to get bugged missions. Add currency rewards for completing missions. Changes some checks to make the mission system more friendly to modded creatures. Disable the epic mission types: Ritual, Guard Tower, and Tower Guard missions. Mounted Module Complete re-write of mount scaling, making it no longer depend on thresholds but instead use a fluid formula for calculations of speed. Update mount speed on damage. Instead of taking up to 20 seconds to slow down when archered, mounts will now immediately decrease in speed when hit. Allow bisons to be mounted. If they can pull a wagon, why can't we ride them? Teleport Module Adjustments to how teleportation works between servers. Most of this module is specifically coded towards my servers and wont function well on other servers. Economy Module Adjust the price of sealed maps (custom item) to be more reasonable based on QL. Disable traders from refilling their coin from the king's coffers. Void money that traders receive from trades. Supply Depot Module Spawn randomly generated supply depots around the map which players can capture for rewards. Configure if they use the red rift light and how long between their spawns. Bestiary Module Disable players from AFK training on creatures. Condition wild creatures at random, giving them the "greenish" "angry" and similar modifiers without being spawned from a lair. Prevent legendary creatures from being hitched to vehicles. Log creature spawns to the server, so you know what type of creatures are where. Allow epic creatures to spawn naturally on a non-epic server. Configuration for addition of custom creatures, such as Wyverns, Chargers, Giants, Avengers, and more. Bounty Module Handles the bounty rewards for players and loot from creatures. Item Module Over 30 configurable options adjusting items and adding new custom items, including: Combine Leather and Logs - Allow leather and logs to be combined into one item, preserving enchants for crafting. Reduce Log and Kindling Volume - Reduces the volume of logs and kindlings so more can fit into BSB's. Creating kindling from logs will no longer have more volume than the logs they're made from. Droppable Sleep Powder - Allows sleep powder to be dropped. This makes them drop when a player is slain, but they can also be mailed. Change Price of Silver Mirror and Gold Mirror - Changes their price so they can be sold on traders. Loadable Mailbox - Allows loading of mailboxes so they can be traded among players. One Handed Spear - Changes long spears to be one-handed. Addition of nearly 50 custom items, including arrow packs, affinity orbs, books of conversion, and more. Each one able to be configured as craftable or not. Soulstealing Module A completely different vision for the Stealing skill, this enables a system by which players can steal the soul of a slain creature instead of butchering it. The souls can then be fed to an Eternal Reservoir (custom item) which will automatically feed nearby carnivores and keep forges and ovens lit. Action Module Adds custom actions such as: Unequip All - Allows players to unequip all items by right-clicking an item instead of their body. Receive All Mail - Accepts all non-COD mail in one action instead of having to check the box next to each one. Split Sorcery - Split sorcery charges into separate items each with one charge. Add Mission (Dev) - Allows GM power 5 accounts to create new missions. Remove Mission (Dev) - Allows GM power 5 accounts to remove existing missions. Creature Report (Dev) - Allows GM power 5 accounts to generate a creature report of current creatures on the server. Smooth Terrain (Dev) - Allows GM power 5 accounts to smooth a section of terrain. Erosion Module A new system that helps smoothing out a map by reducing the noise over time. Configuration for the speed at which erosion occurs. Treasure Chest Module Adjusts the contents of treasure chests that spawn naturally. Important Disclaimer Some modules of WyvernMods are not fully configurable to the degree I think they should be. Many modules will have #TODO comments marked stating some of the further additions that need to be added. The default configuration file matches my settings on Revenant. This was done to make it easier for me to develop by ensuring the configurations I had worked identically to before. A "fresh" configuration file will be provided in the future. Patreon and Further Development WyvernMods Configurable is reality because of the generosity of my patrons on Patreon. Further development of the mod will continue through their support. As long as the goal is reached, I'll be asking Patrons which #TODO features they would like to see implemented next each month. If you want to be a part of that process and see more features added to WyvernMods Configurable, consider becoming a patron! Alongside further development of WyvernMods are other stretch goals such as streaming sessions of my modding and to begin development of a viable anti-cheat system that would hinder ESP, macros, and more.
  12. 10 likes
    wew who would expect that kind of dedication from a community relations coordinator, i am sorry my bad
  13. 10 likes
    Hi.. The shortcut between Newspring and Lormere is finally 100% completed, saving just about 5,000 tiles of highway travel and cutting wagoner deliveries both in time and distance by approximately half. The discussion about the need for this shortcut started around 1.5 year ago after the Newspring to mainland bridges were completed. I'm not the only one who thought this was an obvious must have. It took 6 weeks to complete thanx to the tremendous amount of help I received from many players, shaving off at least 3 weeks of work. The whole thing is 669 tiles in length including 300 x 2 tiles of regular road, 5 bridges and 4 deep piers totaling 162 x 2 tiles and 207 x 2 tiles of tunnel. There's also 2 other bridges built to bypass a deep valley as well as medium size peat expense. I want to say a huge thank you to those who have helped make this project become reality in such a short time, if I have forgotten someone, please don't be shy and remind me, I'm not known for having the best of memory. Nacciwa, Baloo, Popy, Vorash, Spirit, Queenie, Hummditty, Aroma, Gravitar and Bipolarbear. without all of you I'd still be at it for 3 to 4 weeks still. I've only included the name of the main characters of the players who contributed but most also had their alts pitching in. There is most possibly some who remained silent and helped in the background in some ways. Here are some screenshots of parts of the road, they are all taken at night but I plan on going back to take a few day ones as well. I plan on having a draw for a few rare items from those who helped with the project.
  14. 10 likes
    If I had a choice between being completely in the dark and having NO idea what the future holds, and having a clue what the devs are working on, even if there is no timetable..... it legitimizes the time I continue to spend playing the game to know what is being worked on. For a guy who is PAID to keep people playing this game, I cannot believe you are having to be reminded of this @Retrograde. Whether we agree or disagree about the changes that the devs are making, the fact that we are here, in this very thread talking about it, should show you how much people care about this game.
  15. 10 likes
    Imagine you walking into a McDonalds and asking the guy behind the counter for a burger without pickles or mustard. To which he responds: "No sir, burgers are intended to have those things so you have to eat them that way." I am pretty sure an attitude like that would run a company like McDonalds into the ground. One thing you have never seen to grasp is the concept of how customer service works. You listen to customer feedback and then you decide if its feasible/profitable/viable and act accordingly. You don't silence your customer before he speaks because "you don't see his comment staying on topic." I love this game. I love our community. I love the dev team and the rest of Wurm Staff. But I hate how you guys handle player feedback. If you don't like what people say you silence them. That's extremely frustrating for people like me who love this game and would like to chime in with our opinions. I am not saying you have to agree with players, answer them, get into a back and forth or even provide them with what they want (altho giving your customer what they want is generally a good business practice), but neither should you censor them. Let the thread go on, let people post their opinions, bring forth their grievances, criticize and share their feelings. Then you can come back later, read it, and take what you want from it. You provide a live service, and with it comes a community. A community will be harsh and loving at the same time. It all comes with the territory. The whole "we are a very small dev team" excuse is not acceptable. Hire more! I am sure there is no end of qualified volunteers that will help for free with whatever needs helping, even with community management. Don't censor and ignore your player base. Its insulting.
  16. 9 likes
    An idea for a public event in Wurm would be Troll Camps The concept is simple: Similar in nature to a rift, Troll camps would spawn an encampment in an area that meets the requirements. This encampment would have a small area which contains the actual camp, and a multitude of trolls spawned around it with perhaps a troll chieftain of some sort. The camp would generate trolls just as a den does. Once the Chief is defeated and the encampment cleared, the actual camp would produce a chest with rewards. Rewards could vary from simple random quality crude tools or weapons that cannot be imped to small and rare quantities of moon metal lumps, drake leather or pretty much anything. This is a concept I believe would give mid tier players or small groups a chance at some low risk/low reward content. The rewards could be tiered to the difficulty if that's a thing, or simply completely random with high quality/rare items having a lower chance to drop. It also requires very minimal design work, as it can use many of the art, mechanics and enemies already present in the game. Thoughts? Edit: Troll Chieftain could be a normal troll called Troll Chieftain that has slightly higher stats compared to other trolls similar to a Captain is compared to other tower guards. Furthermore, the chest spawned could be nothing more than the actual tent or campsite hut that can only be opened once all the camp mops are defeated. Also thethering the mobs to a specific distance from the map is important as well.
  17. 9 likes
  18. 9 likes
    Finally a thread is posted by the Head Developer where a healthy discussion ensues about the future of the game. For some reason it is then locked. I don't mean to be rude here, but why is healthy discussion stiffled by staff when it seems to go in a direction you don't like? I can understand if people are being noxious, there's personal attacks, or a violation of the forum/game rules. But none of that happened there. You have a community hungry for information and updates and promising changes, and instead you tell us we're not supposed to ask? Why? Why can't we have a discussion about the game we want to play and we all love? Why can't you listen to your community (the good and the bad) and get an idea of what we want? Not even a page and it got locked.
  19. 9 likes
    rude The troll model is at least a humanoid
  20. 9 likes
  21. 8 likes
    yeah you right, we havent provided any feedback at all, must have been a dream, a looooooooooooong, boring, dream btw, read it a few days ago, but still no answer on that thread you dont even go through
  22. 8 likes
    Equipped the cape on my character last night on test server
  23. 8 likes
    Honestly the excuse of having a small development team is getting old. There has been at least 10 people I know that have applied, most of which never even got a response. You cant grow the team if you don't even try. It is clear help is needed, start allowing people to help and stop keeping everyone in the dark.
  24. 8 likes
    my only question is: you've been kind of leading us along for some time now with changes to epic as a possibility ( I don't mean this in a negative way, its just a fact) and is the new "system of not telling anything coming forward" going to just, keep delaying the delay recently I asked in discord if we're EVER going to get any information on it, and you responded as soon as the movement code is fixed you're going to be giving us some information on it (loose quote) so, what gives. do we play there? do we prep stuff there? is it worth building anything? is it worth playing there at all? epic is a place with a lot of history for quite a few of us that still play this game and we wonder where our home is going, or isn't. I really want to be able to play both clusters seamlessly, why isn't there some sort of way to allow for proper ratio of skill/stat gain to be translated into freedom skills thanks
  25. 7 likes
    Nice post delete losers. Deleting my memes won't bring the playerbase back.