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Showing most liked content since 03/19/19 in all areas

  1. 15 likes
    Agreed. I want my forges to take 50 minutes to warn up, and I want single-story houses with two wall types, small expensive deeds, no bulk storage, skill decay, lack of key binds, and skill limits to come back.
  2. 13 likes
    Will be slaying the goblin leader on release, all are welcome to come and fight/get mining bloods/be on the loot roll. G21, south of "Phoenix asylum"
  3. 13 likes
    (C) Teotu from Sklotopolis
  4. 12 likes
    dont do that please great toon
  5. 11 likes
    Please allow us to create cloth bardings with kingdom textures. They would need to be a created item rather than rely on the horse to have a kingdom as they're not usually tamed or branded (or some fancy code to set the barding to the equipper's kingdom). Currently, it's difficult to spot your kingdoms horses in a skirmish, so this would hopefully make it easier. Also, remove the speed penalty for wearing them. The protection bonus is negligible, so I don't care if it stays or is removed along with the speed penalty removal. Could potentially allow it to be worn over other horse armour..... Pic for inspiration: Pls add.
  6. 11 likes
    Hello, I'm Gofs, I finished and sold total 4 deeds 3 at Xana, and 1 at Pri, (one more coming soon) I think Wurm is beautiful, very impressive by possibilities game, where possible to create very nice deed's. For example build deeds not just for skill up, but with some general idea, like Pirates deed (at some island), or Monastyr deed (somewhere at mountains) I gonna put some examples of my works here :
  7. 10 likes
  8. 10 likes
    We actually are working on setting up some advertising! It's still in the works but hopefully some results will come of it. We're also focusing on retention as well, and looking at some things that promote ongoing gameplay, like rifts and archaeology do. Something to do when not grinding for skill alone.
  9. 9 likes
    With advertisement? Yes. Wihout advertisement? No. I don't know why some people do not understand that...
  10. 9 likes
    Just for the record. I see a lot of accusations thrown at two of our developers who have spent a lot of time bettering the game. As much as I do not wish to cater to this Paranoia and accusation hurling they had zero part in this change. They did not report it, they did not partake in the discussion, they did not do the code to change it. As for me being in Tc, it'll say that till I come back to chaos, I believe I was booted as I requested, I am not part of any kingdom, I just joined for a bit of pvp experience, I'm undefeated in hota BTW. I'll be locking this thread because I see zero point in it remaining open, attacking developers for actively working to improve the game is extremely disappointing, and I don't wish for it to continue.
  11. 9 likes
    Staff says about removing AFK skills like fishing, but adds 70 Prayer needed to complete journal, lmao
  12. 9 likes
    Maybe that's just what happens when one side knows how to report a bug, and the other just vents in here. Report non exploitable bugs here: https://forum.wurmonline.com/index.php?/forum/28-server-bugs/ Exploitable ones, report via /support ingame.
  13. 9 likes
    In this week's patch notes there was a small line that a lot of people would have glossed over, that being “Fixed a number of movement issues.” There’s a long story behind this one, with a few weeks total of working on it and something completely insane that I had to fix, so I wanted to write a bit about it - if you’ll forgive my rambling. Note: Before we start this I should point out that in the context of this post, "desync" is referring to a creature or player appearing at one location from your view, but from their view they're in a different spot. This isn't related to the "Your position on the server is not updated." message that you can sometimes get when the server itself is lagging. Hopefully by now some people have noticed a bit smoother movement in general (ignoring today's horses being a bit jittery on bridges), and a lot less (ideally none) movement desync that the game has had troubles with for a long time. These desync issues were magnified with the Fishing update and became a lot more apparent over the last few months. You might have encountered this on your boat by disembarking after a long trip and being a tile or two away from where you thought you were, or by leading a creature a long distance and it slowly getting farther and farther away from you. The cause of the desync becoming more apparent was a change I did months ago for fish. Each fish in the game is technically a creature the same as any other and the server controls it as such. When you cast your line it decides when your fish will spawn, then tells it to move towards your line where it stops for a bit. Early on we ran into issues where the fish wouldn’t always stop right on your line, but sometimes off to one side or the other. To get into the reason for this issue and how I fixed it we have to dive a bit into how the movement updates in Wurm work. Movement is calculated on the client based on your input which then sends your new position to the server. Server then checks that data against what you’re allowed and expected to actually do with that movement then if everything is okay it saves that as your new position and updates everything that needs to know where you are. This includes any other players that can see you, all the creatures within range of you, anything you’re riding or dragging or leading and a few other things. When doing these updates they’ve historically been done using position differences. The difference is passed along and calculations are done based on that instead of the exact new position. This is where the problem starts. For reasons of keeping data packets to all clients as low as possible, all movement difference values got packaged into byte values (which is a quarter of the data that sending the full position value would be), meaning a number in the range of -127 to +127. This means that when you’re moving from [1587.33, 903.19] to [1587.39, 903.81] the X and Y differences have to be converted into that -127 to 127 range, whole numbers only. To accomplish this the differences were multiplied by 10, which had the downside of ignoring any movement difference below 10cm (0.1) since that would get rounded down to 0cm when converted into a whole number byte. Here’s where we get back to the fish problem. Because the final movement of the fish to get to the hook was sometimes less than 10cm the update packet sent to the client was rounded down to 0cm and ignored. After some testing to figure out the actual movement values being sent to the client was never getting beyond the -7 to +7 range, I changed that x10 multiplier into a x100 multiplier. This gave us an extra degree of precision in movement, while keeping the movement difference values inside that -127 to +127 range. Although this fixed the fishy issue that we were having at the time, it brought to light some new desync issues and made some existing ones worse. At that time the biggest issue was stamina drain problems because of this change - I had thought it was because I missed some x10 -> x100 change at some point, but after going through the related stamina drain code it didn’t make sense. I gave up some point after and tweaked the draining code to be as close to live as it was before the change and chalked it up to something weird that I might find later on. The last few weeks was that ‘later on’ where I found out that my initial thought of “this doesn’t make sense” was correct. You may have noticed that I glossed over what happened in the old code when those difference values were rounded down to 0cm if they didn’t hit that 10cm (or 1cm after the x100 change) threshold. This is the source of the desync that the game has had in varying degrees since day one. When these values were rounded down to 0cm (or remainders from a whole number were rounded down), the movement would still be applied but the “update everything else” code would see it as no movement and not run. This means there could be some movement ticks where nothing was sent to players that were in range, or stamina would not drain at all if it was a player’s movement. But then how has everything still mostly worked all of this time if these movement differences weren’t updating properly? Now we get to the meat of the issue. The code that transformed the new position values into a difference value was prone to a rounding error that every now and then would cause a movement difference that is usually under 1cm to get rounded up to 10cm and trigger the chain of updates to everything and stamina drain. When the difference code was working on 10cm intervals, the rounding error just happened to occur about as often as the “lost movement” from rounding down would have added up to 10cm, so it kind of balanced itself out. Changing it to 1cm intervals meant less data was lost to rounding down, but also meant when the rounding-up error did occur it was only triggering enough movement for 1cm, meaning it lost the ‘happy accident of balance’ that it previously had which lead to desync problems being slightly more pronounced over the last couple of months. During my trek over the last few weeks into figuring out the desync issues Samool and I came across that piece code and recognised that it could cause some precision errors, so I changed it to something that wouldn’t. This lead me to a couple days of pulling my hair out over stamina no longer draining as expected before realising the rounding error was the reason it ever worked properly in the first place, and that the code down the chain relied on it to work 99% of the time for smaller movements. Without having this rounding error, slow movement will very rarely be above that 1cm threshold, meaning none of the drain code or update code was ever called, since the movement was rounded down to 0. Fixing this new issue involved changing the entire chain of code to not use the byte value differences, and instead use the actual position data and calculating exact difference values when needed, eliminating any need for rounding down (or random errors causing rounding up). This also lead to a couple days of rebalancing stamina drain from movement to be as close to live as possible considering the old system relied on a random rounding error to work at all. I’m truly surprised that it worked as well as it did being based on an error for smaller movements like that. The upside of all of this is that movement updates sent to players now use the exact position instead of difference values, meaning desync should be a thing of the past. The place that you see other creatures and players is the exact same position that the server sees that creature of player - and stamina draining should be a lot more precise for smaller movements instead of relying on a rounding error. I hope I never have to touch movement code again.
  14. 8 likes
    Heres an idea, Just bring Epic mobs to Freedom
  15. 8 likes
  16. 8 likes
    I've conquered Mountains and have finally become a Wurm forum entrepreneur, A achievement I never thought I'd have, and din't even notice I received.
  17. 8 likes
    Personal attacks are not welcome anywhere on the forums, and nothing constructive seems to have been added in regards to the thread. Locked. Regards Shakys (Forum Moderator)
  18. 8 likes
    tamat isnt trustworthy because he always greeted me as a fake god and i can't believe he's done that
  19. 8 likes
    If youre out of combat for 10sec your stamina is gonna regen anyway. Whats the point of sandwiches then? Just fix the bug so you cant queue them in combat. And if the enemy lets you get out of combat and eat a quick sandwich, whats the problem with that? Just keep people in combat and they wont be able to eat
  20. 8 likes
    target something out of range - can eat, lead horses, drink wine, reimp your armor or whatever when in combat perhaps you should just fix that bug instead of making it so you cant eat for 10 seconds after?
  21. 7 likes
    Hello everyone. The purpose of this thread is to publish Wurm screenshots taken by my current WO toon, Zac or my former account, Trevize at least weekly. Some of the shots will be retrospective, nostalgic pics taken during my WO time (since 2012). I want to take hold of the beauty of Wurm, which always has impressed me. Enjoy, and feel free to comment. Happy Wurming! The first one is a landscape from Deliverance, back in 2015.
  22. 7 likes
    I think I need to take the time to clear up something. We do not under any circumstances take development actions purely on the demands of a player. When a bug is reported, or a mechanic questioned, it goes to the dev team for discussion. The first step is identifying whether its a bug, a result of unintended mechanics, or intended play. This was a result of unintended mechanics, and from there a discussion about the best way to address the single issue of regaining stamina by eating in combat. We did discuss the other issues raised such as leading out of combat but that's used in pve and breeding, and while it may not be intended it certainly has less impact as the stamina regaining. From there we used the 10 second combat cool down, as this would mean youhave to break combat and wait to eat, but doesn't affect natural stamina regeneration. Tdlr this was identified as unintended mechanics and fixed, not because a kingdom yelled at us to change it. I hope this helps
  23. 7 likes
    Hello all Since Tich's passing and some of my best times in Wurm were with my friend Yuri making massive bridges on release(great times) i decided a fitting tribute to Tich who i hear had a major part in bringing bridges live to wurm, was to build a 48 tile long X160 high decorated bridge dedicated to her. I started the week she passed and have been busy in RL but it's finally finished i think:P (Thanks to Savronne who come along with me to build bridge) Everything on the bridge was made by me and coloured by me,i named the bridge "Dedicated to Tich 2018" i named the brazer "eternal flame" and plan to maintain all items as long as i continue to play wurm online.
  24. 6 likes
    This thread is not the place for KvK drama, Keep the chat civil please and related to the current patch notes. Regards Shakys (Forum Moderator)
  25. 6 likes
    All the nitty gritty is done on this. 3 wide entrances on both sides all the boat canal which is 5 tiles wide. Cart (future highway) tunnel 3 wide and entrance 3 wide. The sides are all beamed. We are at the part where we need to pave and Cat eye this. Beams, Mortar, Marble bricks for Cladding. For the highway cart tunnel 250 beams/250 mortar need.(Just need 50 beams for this part now). For Cladding 2400 Mortar, and 2400 Marble Bricks Have 1k of bricks and 1k Mortar. 20 lamps, any type really just so long as they are all the same type. Marble Braziers 8: 50 marble bricks, 50 mortar, 1 gold x 8. (Thank you Sol, your crazy) Bridges 280 Marble bricks, 280 Mortar x 2(Thank you Yaga for the bricks!) To pave the canal it would be 400 support beams and 400 mortar. I might close and reopen the entrances, the entrance are not "Exactly" the same and I might have to make it uniform, maybe East Side entrances are looking nice. West side still makes me want to cry. Special thanks to all those who have been helping out! @Steveleeb, @Anarres, @syncaidius@AlmostSolitude2, @MacOofer