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Showing content with the highest reputation on 27/12/12 in all areas

  1. 8 points
    This right here is a fundamental problem with changes that are being made to Wurm. The people who are coding the game do not play it enough to even know how basic things actually work in the game. (I'm including Rolf in this.) Wurm is an awesome sandbox with more potential than any sandbox I've found out there, but unfortunately we're getting changes that don't make sense and the changes we need are being ignored. Before you start making roads harder, would we get reductions in the really high material count to make things like floorboards? Could we get the bug with low hedges suddenly blocking our movement fixed? Could we get accurate information on things like what skills and what level we need to build these new multistory houses you've coded? Could we get the ability to see the slope in mines so that we can put the concrete to use in leveling our mine floors? I would really like to see the programmers focus on fixing problems with existing features and removal of existing bugs before making changes that are designed to just make things more difficult to do for those of us who actually play the game.
  2. 4 points
    While reviewing code for Paving i came across the fact it takes just 1 brick to pave an entire tile directly on dirt. I think it is too easy to make this high end road that give max travel bonus. A recipe adjustment could look like this: Speed +: Gravel Made from crushed (?) stone shard + packed dirt Speed ++ Sanded Gravel Made from some sand on Gravel Speed +++ (Any of the following) 1 stone slab + 4 sand on Gravel tile -> Slab stone road 1 slate slab + 4 sand on Gravel tile -> Slate stone road (new!) 1 marble slab + 4 sand on Gravel tile -> Marble road (new!) 4 cobblestone + 4 sand on Gravel tile -> Cobble stone road (new item "cobblestone") 4 pottery cobblestone + 4 sand on Gravel tile -> Pottery brick road (new roadtype, new item "pottery cobblestone") Removed: 1 stone brick on packed dirt Important: Don't forget difficulty considerations when destroying pavements. Increase difficulty with pavement complexity. Important: Building is not about big recipies its about progressively improving the road as described in the post here by yarnevk. Important: Make sure the design choice is separated from the speed maximum for total flexibility. Question: What to do with all existing cobblestone roads made from 1 stone brick + packed dirt? Idea: Make some way of material reuse (potential problem with griefing/stealing then. require high paving skill?) Idea: Make slope restrictions abit less harsh. Idea: Remove water restriction for water passage ways (not sure about this one, bridges will solve this later on) Idea: Make carts and horses affected by pavement (less stamina drain?) Edit: Restructured with thoughts of speed and removed mortar as a requirement (everyone hates mortar) and use sand instead. Also added concept of separating design from speed. /Andreas @zcul
  3. 4 points
    While realism is all nice and good (as long as it doesn't mess up gameplay), other things should have priority. Like reworking the GUI setup for less clicking needed, since that's one of the main complaints of wurm.
  4. 4 points
    Visual Diagonal Roads These are a pain to make and look horrid, my suggestion is that either the client works it out and draws a diagonal highway-tile with 1/2 highway and 1/2 grass OR the person laying the highway has to use a menu to set it as a diagonal highway. Advantage of wurm client doing it, is for when a road interconnects with it. As if the person had to do it, how could a 'road' join it. Example of a 2 lane Diagonal Highway +...+...+...+...+...+...+...+...+ .ggg.ggg.ggg.ggg.tt/.HHH.HH/.ggg. g = grass .ggg.ggg.ggg.ggg.t/H.HHH.H/t.ggg. H = Highway .ggg.ggg.ggg.ggg./HH.HHH./tt.ggg. . = tileborder +...+...+...+...+...+...+...+...+ / = edge of diagonal road .ggg.ggg.ggg.tt/.HHH.HH/.ggg.ggg. t = determined tile type .ggg.ggg.ggg.t/H.HHH.H/t.ggg.ggg. .ggg.ggg.ggg./HH.HHH./tt.ggg.ggg. +...+...+...+...+...+...+...+...+ .ggg.ggg.tt/.HHH.HH/.ggg.ggg.ggg. .ggg.ggg.t/H.HHH.H/t.ggg.ggg.ggg. .ggg.ggg./HH.HHH./tt.ggg.ggg.ggg. +...+...+...+...+...+...+...+...+ .ggg.tt/.HHH.HH/.ggg.ggg.ggg.ggg. .ggg.t/H.HHH.H/t.ggg.ggg.ggg.ggg. .ggg./HH.HHH./tt.ggg.ggg.ggg.ggg. +...+...+...+...+...+...+...+...+ The tile type on the diagonal tiles, (e.g. t above) should be determined according to its adjacent tiles, so needs to take into account the 4 tiles next to it, and ignore the Highway ones. Easiest way would be to just replicate the tile between the two bits of the road, so show the same tile type as coloured above, but need to 'normalise' the tile type, so if its a tree, should use grass.
  5. 3 points
    This is a solution to a problem that does not exsist, making a road can already be a long and time consuming task. Please leave this alone as wurm already has enough busy work as it is, or at least give us the option to make bricks enmass instead of the rightclick fest it is now.
  6. 3 points
    Making roads can already be an insane project. Clear cutting trees, digging the road down, packing the dirt, making all the bricks you need, and finally paving. Now we'd have to not only pave the road twice, we'd need like 3+ times the amount of materials to do so? This is one of those things that is "realism" versus quality of life, it doesn't have to make sense, there's no reason to ruin more gameplay. -1
  7. 2 points
    I've been playing this wonderful game for almost exactly one year. I love it, have had great fun, and really admire the work the devs do. That said, some sincere needling is in order, because they have been botching the (admittedly hard) job of late, in important ways. So, on behalf of the aggrieved players at their wits end in houses without rooftops, hand feeding their animals and praying for the spectre of disease to pass over them, I dedicate this song to the Wurm Community. May it bring you mirth: On the first day of Christmas, the dev team gave to me: A bug causing horses to flee! On the second day of Christmas, the dev team gave to me: Two frames a second, and a bug causing horses to flee! On the third day of Christmas, the dev team gave to me: PR excuses, two frames a second, and a bug causing horses to flee! On the fourth day of Christmas, the dev team gave to me: No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the fifth day of Christmas, the dev team gave to me: ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the sixth day of Christmas, the dev team gave to me: Mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the seventh day of Christmas, the dev team gave to me: Fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the eighth day of Christmas, the dev team gave to me: Rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the ninth day of Christmas, the dev team gave to me: Floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the tenth day of Christmas, the dev team gave to me: Ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the eleventh day of Christmas, the dev team gave to me: Multiple stories, ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the twelfth day of Christmas, the dev team gave to me: Tweets about parties, multiple stories, ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! Merry Christmas, Code Club.
  8. 2 points
    One of the biggest complaints I hear from new players (mayor of a large village here) is that there's really no reason to raise your fight skill other than to kill off pesky critters or hunt for meat. When your fight skill is 70+ there seems to be no reason to go hunting anymore, because most the meat you'll ever need you'll get from guards and fishing. So why not allow monsters a really small chance of dropping rares? With uniques having a much higher chance (like the kyklops) of dropping rare items of poor QL. Like a rare butchering knife, etc... Only on Trolls and goblins I would assume. If anyone has ideas on how to make spiders and such interesting, please suggest them here. This is not an end all solution, but I thought it'd be quick to add and make fighting interesting and something you could do for hours on end. Any other suggestions are also welcome!
  9. 2 points
    Incorrect approach. Tell them that if they want to interact with you, they need to create Wurm accounts
  10. 2 points
    You should probably plan on saying goodbye to your friends, wife and job. They just interfere with Wurm anyway.
  11. 2 points
    It should not be a recipe it should be a multilayer construction. I should be able to pack dirt and use it as a road, as now I should be able to pack dirt and use it as a road, and put cobbles on top as now. I should be able to make a sand road on top of packed dirt. I should be able to put slabs or cobbles on top of sand on top of packed dirt. I should be able to put gravel on packed dirt, as now I should be able to put sand on gravel on packed dirt I should be able to put cobbles on sand on gravel on packed dirt. I should be able to put sand on cobbles on sand on gravel on packed dirt. Make every addition an improvement to the road, rather than making a complex recipe making it all or nothing. Think of it as an imping process that changes the look of the road based on what materials you imp with. Unlike other 'unfinished' items a road that is not 'finished' is a very useful road. It is a sandbox, let us make the recipes and pick the quality vs. material required we want to use and be able to upgrade our roads later. I am making roads on Release now and first thing I am doing is logging and terraforming, then packing the road. It maybe another week before I come back and lay down some gravel after I dug rocks out of my mine a bit. Then later on once I build a raft or get a horse cart to go to the beach/desert, I can eventually sand the road. Finally I turn my attention to grinding masonry for being able to build my stone house, with the byproducts the lower quality stone bricks for building the road. If it is a complex recipe, I cannot do what would have occured naturally in development of medieval colonies, which is build up quality of road networks over time. Making it a multi-part recipe means I have to gather all those materials before I can even put down the road, and the road extends much much slower, rather than being usefull connections in the meantime. The thing about roads is they are supposed to connect places, so if they are just perfectly cobbled roads that dead end in grass it serves nobody any good. Maybe on my deed it is perfect, but in the wilds on the way to spawn it peters out in layer quality, I run out of cobbles off deed so it is just sand on gravel on dirt, then just gravel on dirt when I run out of sand, then finally just packed dirt. But at least there is a road there, and anyone in the wild can come add the layers that are needed to improve the community road over time into the perfectly cobbled highway. Making it a complex recipe changes the nature of the community being able to contribute to its development over time. Layered is easy to implement because we already have requirements, for example, that cobbles can only be placed on packed dirt, the notion of precedence is already there. So just make it so that cobbles can be placed on sand, gravel or packed dirt. Make it so that sand can be placed on gravel or packed dirt, and gravel already goes on packed dirt. Sand if dropped on dirt has the bump map like cultivated dirt, whereas if sand is paved rather than dropped then it is smooth. You are thinking how to code it based on the recent house recipe improvements, when you should be thinking how to code it based on how people play the game, layered construction is much more suited to a thing that is supposed to connect players into a community. The only trick to implementing it might be the incremental quality/decay improvements, since roads currently do not report QL/dmg even though it has impact. So if it means waiting to do it as layered T&M construction rather than 'do it all now' recipes, there is more important things to do in improving the creation UI instead.
  12. 2 points
    Fireflies are awesome yes. But hey ppl! I was so disappointed, reading what this thread is about I scrolled fast to find first person to say how devs should be focusing on real stuff and not adding fireflies, and there was none!! Xmas spirit must have caught the trolls too ;D
  13. 2 points
    Hi, It would be nice to have the sum of coin value displayed somewhere in the windows (trade window between players, merchants, traders, also in inventory). Could work on that way, when someone select some coins the tooltip will show the sum value (currently it shows only the number of coins). Like it does while we select multiple items for combining, but with the value of coins appear instead of the number of them.
  14. 2 points
    Average red clay or cobblestone brick is 2-3kg. This is 5-7.5 bricks per 15kg construction from a 20kg stone, so the art and menu is not really realistic calling it A brick. Furthermore if you want to revisit the qty, then you need to go even further back and look at obtaining the rock shards in the first place. Do you really think the volume and weight of rock in a 2mx2mx2m (or whatever a tile is) is only 50 rocks? Because in that cube of rock they would stack less than 4 on a side and tall. They simply are not that big. But look at the art work it is not one shard that you mine but four shards. And if we want to be realistic, if you are paving bricks you would not put them on gravel as they would rock and tilt. You instead would put them on sand so that they can seat evenly. While the best roads such as a roman city may also have an underlay gravel bed for drainage and weed control that the sand goes over, the inexpensive cobbles in a medieval village were likely laid right on the packed dirt road that existed already. So if redoing it for realism then successive layers should provide incremental decay/speed improvements, and each layer can be a road. This way roads can be upgraded over time and you can take shortcuts and leave layers out. layer 1) packed dirt layer 2) gravel optional layer 3) sand optional layer 4) bricks (or slabs) But absolutely NO increase in quantities if you do not fix the wrist breaking carpal tunnel repetitive motion causing menu creation system. Hot key last created item or forget about realism. When a spider kills us we do not die in real life. I do not need to have my wrist in a splint from chiseling rocks in a game. While on the topic of construction qty, a large nail is not a large nail, it is a handful of nails. Evidenced by saying you nail in a plank when putting up a wall which uses '1' (handful) of nail, and the artwork which does not show a single nail.
  15. 2 points
    Rare is good, a worthy goal when you need one. I wish more things were rare and hard(er) to obtain in this game. Also it would be nice to have more practical benefits of these rare things, not just slightly different looks.
  16. 2 points
    -1 to changing the old amount +1 To laying gravel frist +1 To the new type of materials As already stated bricks are a wrist aching click fest menu menu menu pain. make them easier to make in mass if you are going to require more. On top of that you can fit a limited amount in a cart before it is too heavy to pull. Make them lighter or allow more in a cart. A new player w/a small cart wouldn't get far with enough bricks and shards to pave with this. Lastly moving 6-10 at a time from a BSB into inventory and then a cart (depending how much you're carying) is now going to take even longer. Make it possible to move capped quantities i.e 20 directly from a BSB into a cart. So if you move forward with increasing the required amount: - Make them easier to make maybe like olives more than one per creation action. - Make them lighter so as to carry more in inventory and or a cart. Side Bar - Allow moving from BSB to carts etc. - With respec, fix broken stuff before changing things that aren't broken.. because they aren't real enough or hard enough.
  17. 2 points
    Lets be honest, how? We're adding new materials to create more work for a fix we don't need. Just like the oil barrels for for deed lights, coding for "fixes" we didn't need.
  18. 2 points
    As long as we have the issue open ... Can we also have a review of 20 planks per wood floorboard (used a s a paved tole), maybe make it 10 + 2 small nails, like the roofs and floors are? I'd love to see wooden plankways be a more practical paving feature. Can't be packed/graveled though as its the only way to build on marsh.
  19. 2 points
    Do you play the game? Concentrate on fixing the insane requirements for some of the new roof and floor types, before you want to mess up paving. Also why 15 bricks (=13 rockshards or so) for something that is not even smooth vs keeping slab (4 rockshards) the same? At least change it to 4-10 slabs to keep it consistent.
  20. 2 points
    5 tall, strong rock men for Willow, for Christmas. Merry Christmas!
  21. 2 points
    The unstable client is now 3.1.76-4508 which means these changes should be in it? It would be nice if someone updated the client update tab in the News section of the client.
  22. 1 point
    Hey all, I was going to make this a blog post but then I thought that might be a bit over the top so I will just add it as an addition to the next proper blog post. Basically as of right now our facebook group has 389 'likes' which is cool but it means that only 388 of you (besides myself) have a regular feed of the stuff I put up on there, and on Twitter 738. This is not enough! I'd love to blog everything on the dev blog (as that goes to the forum, twitter, facebook and the launcher) however that would get a bit spammy. What we do instead is we start discussions, ask little questions, put up teasers and some other cool stuff on twitter and facebook. It's a great way for you to be able to engage with us, ask us questions, and see some of what we are up to. Many of the individual team members are on Twitter too and they would love to hear from you! What I would love to see is more players following us on Twitter and Facebook! So, as a special reward... I will see to it that once we hit 1,000 facebook likes, a random player who has liked this forum post will recieve a mega-rare set of tools (in-game of course) made from silver. These are not craft-able by players, although they act just like normal tools. NOTE: The old competition was one of our facebook followers but it was pointed out that we can not do this, so instead the winner will be selected from someone who has liked this forum post, once we hit 1,000 facebook 'likes'. Remember: You will only win if the Facebook page is liked or our twitter account followed, so no sneaky business!
  23. 1 point
    The point behind this thread is that supreme (and I'm guessing fantastic) items currently have such a small increase in item efficiency that it isn't even noticeable. On Freedom, I wear an 80ql supreme iron chain jacket. I can't notice the difference between it and a normal jacket of the same quality, which I used before I made the supreme jacket. I think that supreme and fantastic items are rare enough that they should have a noticeable increase in efficiency. I admit rares are easy to get and probably need no changes. However, it is very disappointing that supremes and fantastics, which are very rare, don't have much of a bonus, if any at all. This could be a great game mechanic if there was any point in collecting them and envying them other than bragging. In my opinion, rares should have 5% or less extra efficiency, surpemes should have more, maybe 10-15%, and 25% or more for fantastics. They should be able to have more than 100% efficiency, or their efficiency at 100ql. Some of you that complain about how this could unbalance PvP. Five percent for rare is in no way unbalancing, and supreme and fantastic items, let alone items that are actually useful in battle or for any function other than building components, is small enough to allow a decent, noticeable bonus. Also, making supremes and fantastics powerful will encourage PvP. People will envy those with these items and will attempt to find them, raid them, kill them, and loot them. Discuss.
  24. 1 point
    I'd like to see the ability to place floor tiles in caves/as well as reinforced walls. Being able to build doors in caves would be awesome as well! I would like to build an underground facility that looks cool. I think others would love to see more in their mines than just reinforced walls Probably not standard house walls, just metal sheets placed against walls would do. Nothing fancy, just something other than... rock.
  25. 1 point
    Interesting site: http://voxelfarm.com/vfweb/blog.html [media]http://www.youtube.com/watch?v=Y5arfh0kJTo [media]http://www.youtube.com/watch?v=-aTsZGAK8Lo He is talking now about using the engine for sandbox style games, such as Minecraft or Dwarf Fortress.style games. I imagine it is years down the road to realization, but can you imagine a Dwarf Fortress/Minecraft or even a single-player Wurm style game that looked like this? He has other videos here This is not the same as that Euclideon "Unlimited Detail" controversy Notch tweeted extensively about, Miguel Cepero (author of the blog in the opening link) actually did a lot of extensive digging to join in Notch's accusations that the Euclideon team was massively and aggressively overmarketing their own abilities with it. I think Planet Explorers is somehow using the same basic voxel usage (maybe?) but the graphics look a lot simpler, and more important not procedurally generated content like Minecraft/Dwarf Fortress, which is what makes those games so popular and gives them infinite replayability. LIMIT THEORY is probably a lot closer as an example of a procedurally generated content game but its a space exploration game so harder to compare. .
  26. 1 point
    .http://forum.wurmonline.com/index.php?/topic/72407-suggestion-change-to-road-work/page__st__60 Thank you Zcul! *tis excited* :-)
  27. 1 point
    I write notes with this, pls dont fix
  28. 1 point
    Why? Paving has just gotten 100 times easier to skill, that only benefit new players so it would make no sense to reset everyones skill.
  29. 1 point
    I was told that we can't use archery to shoot over a parapet. If this is true, I think it should be changed. Wasn't that what parapets were used for anyway?
  30. 1 point
    Thanks for your support of the game. We all love it very much too and see its potential. I myself started out as a player years ago and now contributing development on both server and client. We all play and have played over the years! The reason i post these threads even though there is a memory leak that alot of people are working feverishly to fix it is because I want to keep an open discussion and get more perspectives than my own experience from the game or that of some game masters or other developers. It is hard to keep track of all the effects a change will have, and even more so on the very limited team we have. Thanks for the great feedback! And we are not ignoring changes being requested. We just released two of the most wanted features since long time, those of multistory, visible armor and face customization! Yes (old style) floor boards will be looked at eventually aswell. It will most likely be done when we move forward with fixing bridges, jettys. It's in the bug list, right now is christmas and new years time. In Sweden this means development efforts are low for another week since alot of bank holidays on weekdays this year. Sorry about that, but I'm not keen on giving out details of recipies and requirements but rather let players find these out. Right now multistory is still in abit of a flux as we are weeding out post release bugs and adjusting recipies to make more sense. I have started a City hall feedback thread for this purpose, feel free to join the conversation. Yes this is also a much requested feature, along with underground buildings and will probably get looked at some time... We're not trying to make life difficult for the player base. It is the typical nerfing discussion where a previous feature that was not working as intended or had problems from various perspectives (Player balance, GM pains, Code smell, Support, Disk thrashing, Network clogging etc) was made more in line with some overarching vision or goals and thus was made harder or easier as an effect of that.
  31. 1 point
    Hmm now that it apparently is decided to make roadmaking more difficult, keep in mind that it also needs to be more difficult to destroy.
  32. 1 point
    I need a one-handed spear so I can be a hoplite. Call it a shortspear and let it be used with a shield.
  33. 1 point
    You probably want to get the new interface done for easier crafting of bulk stuff before suggesting raises in the material cost of construction particularly for bricks as they are especially annoying to make in bulk. Second handle the continue action when building stuff like walls, floors, roofs, and soon to be roads sorta like the flatten command for tiles. Have it a continuous action with a timer based on the amount of work left and suck up materials as it's being built stopping if you run out of resources to continue. This combined with the easier interface for making bulk materials and these new resource requirements become a lot less daunting.
  34. 1 point
    Maplewood is best wood. For all things.
  35. 1 point
    +1 anything that makes the game more USER FRIENDLY is good. Good for the community and good for business. The problem with mine is it has several options, like mine forward, up down, prospect, etc. but you are on the right track in my opinion. A simple solution is freeze the drop down menu in place until you right click or hit esc. But wait for it. theyll say, this isnt wow. And we all know the difference between wow and wurm right.
  36. 1 point
    I like the idea of rewarding PvE fighters and hunters, although I can imagine this being done in a better way (not so random one). For example, there could be very rare types of creatures, that drop special trophies and/or perhaps some realistically-conceivable loots (a good weapon stuck in a creature, a gem in the stomach, a bunch of loots carried by goblin). Sure Wurm is "not about loots", but nobody here is asking for 72 dps huge mauls dropping from ravens and other such ridiculous ideas. I believe, that what I've said above makes sense, and anything that makes sense belongs in Wurm.
  37. 1 point
    *awesome *were *you *slate. *I *but *I *were. *What *-the hell *slate *can't. *allow. /rant over.
  38. 1 point
    42e sorry for jumping out, but good luck to you all =)
  39. 1 point
    3 or 5 bricks per tile maybe, but we then NEED an option to spam bricks easier without click-click-click-click all the damn time.
  40. 1 point
    This will be the new Wurm Online Intro song.
  41. 1 point
    Exactly why should slate be rare? It's a very common rock. Marble should be far from rare also but maybe difficult to mine. Would be good to require a special hammer or chisel or a hammer/chisel combination of some kind.
  42. 1 point
    Do people actually wear those in real life? It looks like a breeding experiment between a omlette and a pillow that was attacked by a rabid sewing machine. *grin* I'll just keep my santa hat, lol.
  43. 1 point
    From a basic design in MS Paint, to the completed house in game Edit: More up to date screenshot added.
  44. 1 point
  45. 1 point
  46. 1 point
    I can never understand why people complain about things like this and suggest that Rolf do something about it.... Who cares if someone deeds something and then fails to utilize it to the potential that others feel it should be? If someone wants to pay for a deed and do little or nothing with it, accept it and move on. Don't try to dictate to others what they do and don't do with their own deeded property. -1
  47. 1 point
  48. 1 point
    Here's what's everyone is interested in: Pottery brick floor: trovel + 10 Pottery bricks + 10 mortar (25 paving kill) Marble slab floor: trovel + 2 marble slabs + 10 mortar (40 paving skill) Slate slab floor: trovel + 2 slate slabs + 10 mortar (30 paving skill) Stone slab floor: trovel + 2 slabs + 10 mortar (25 paving skill) Pottery shingle roof: trovel + 10 pottery shingles + 10 mortar (25 masonry skill) Slate shingle roof: trovel + 10 slate shingles + 5 mortar (30 masonry skill) Wood shingle roof: mallet + 10 wood shingle + 2 small nails (5 carpentry) Thatched roof: mallet + 10 bunches of thatch + 10 metal wires (25 thatching skill) The paving skill does not seem to be on curve on epic And damn mongols, give me back my trovel! ( )
  49. 1 point
    10 story building, 5x5 base with 94.63 carpentry. Can make fences and walls on the tenth story but not a roof over it.
  50. 1 point
    You could have it that when guards die, their equipment is stored in the tower, and the next guard who spawns takes a random alottment of stuff from the tower. Only the owner of a tower can remove or add items to the tower, and keep track of the owner like you would a boat.
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