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Showing content with the highest reputation on 31/05/13 in all areas

  1. 8 points
    These three creatures are the most difficult to kill in the game besides specials, yet they give the least skill for fighting. A troll is a strong match for any unmounted player. On affliction, there are troll spawns right now that force you into combat with 2-3 of them at a time. That fight is 5x more difficult than pvp or fighting any other mob, yet you get nearly no skill for it at all. I think trolls, scorpions and crocodiles should scale up in at least the amount of fight skill they give. The fight is a lot longer and more challenging. Currently there's no real reason to kill these creatures because they're so strong and give no reasonable gain. Either make them worth the time or nerf them so I don't spend 6 hours just getting from A to B killing 30 trolls on the way. They destroy a horse and trolls can even bash carts. Without an active player base to control the spawn, 1/4th of the already smallest server is pretty much overrun.
  2. 4 points
    Day 2 I had the strangest dream. I dreamt I was with Garreth, back on the boat. That is a strange thing because Garreth never left with me. He stood there in a dark corner of the harbour, his face covered but that stupid leather hood he as always wearing. He didn't even wave, he just stood there, his invisible eye staring at me from the darkness of his shadowed face. But in my dream he was there, right there beside me, running the tips of his slender fingers all over my skin, giving me goosebumps. I awakend at early dawn, still feeling the tickling on my skin. For a few moments I enjoyed it, before I realised that I had slept close to an anthill and was covered in the small, black pests. Sleepy faces emerged from sleeping beds and from under covers as the merchants awaked to my hysterical shrieks. Slapping away at the ants I jumped across the market and dove into a barrel with rain water to drown them. Well...at least I was wide awake now. After the very sleepy cook had handed me some warm food I packed up my things and inventarised. Sadly I came to the discovery that my casseroles were not even worth saving as they were crawling as well. I sacrificed them to the Ants. Happily my stew was savely inside is ceramic bowl and so I left Freedom Market to the West, down the mountain and through the village of Liberty. I was planning to head for the woods there that I had seen from atop the mountainside and dry my clothes by walking a lot. Liberty is a wide spread place, even bigger then Freedom Market, with several districts. I passed throug Liberty Hills, Liberty Castle and finaly Liberty Metal Works, down at the beach. But although Liberty was a rather nice place to look at, of actual Liberty was little trace to be found. Seriously, walls and fences everywhere. It seems like every tree in the facility had a little, handpainted sign attached to it that it belonged to someone. As if trees would mind. They looked kind of sad to me, locked up behind those tiny walls and fences, like animals in the circus. And I was getting frustrated from running into dead ends and locked gates and was very releaved to find that there was a road leading out of all this Liberty. I followed it to the West and passed beneath a giant statue of what I was told was 'The colossus of Halycon' and found myself in some only half tamed forest. Close to the road there stood a very friendly, old pine tree whose needles where wispering to me. I stopped and chattet a bit and it seemed to me that in his long life he had seen Liberty arise. Now he feared that the inhabitants of that town would come and put him behind walls as well. He didn't want his life to end like that. And he had always dreamed of traveling, he moaned melancholicly. But - he added - that was an impossible dream for a tree of course. After I had taken out my hatched, a shudder of releave seemed to run through his barch. And as I lifted my arms for the first swing I told him what he was going to become and all those little needles seemd to sing in joy. Someone had been here before me and had packed a piece of dirt. I used that drie, plant-free spot to build a fire and chop up my new friend. Now he would travel, parts of him already were flying over the mountain as smoke, his needles crackling in the fire. Since I would need to make some nails I laid the lump of iron into the fire to soften up and took out my saw to pass the time until it was ready to be shaped by sawing up the pinewood into planks. After I had a nice pile of them I still had enough wood left to form into a yoke that would shape nicely around my shoulders. It took me quite a few tried, working with my carving knife on the rough wood, filled with sticky resin that stuck to my tool and my hands but filled my nose with the most wonderful scent. To travel with this cart would be pure joy, simple, physical work and all that while being surrounded by the smell of pine resin. No more sneaking in dark corners, no more being afraid of guards and the hangman... I had been sitting pondering that for a while and had gotten hungry. So I ate the cold but still edible stew and washed it down with some water from a nearby well befor looking at my work and thinking about how to continue. The pinewood was all used up, except for a pile of leftovers that were good for nothing else but to keep the fire burning. The fire! I walked over to the glowing coals and fed the fire, having a look at my iron that was now red-hot. I couldn't possibly work it with my hands and i wasn't looking forward to hammer at it with a rock. So I rummaged through my leftovers and found a piece of log that I had overlooked and that was big enough for what I had in mind for it. With my knife I cut out a block of wood and fastend it with wooden pins to a shaft, creating a crude mallet. With pieces of wood I rolled the lump of iron out of the coals and with a piece of stone and my mallet I removed about a quarter of it's mass. It took me most of the afternoon to shape it with the crude tools that I had but in the end I was left with a small, primitive anvil that I left to harden in the cooling air. I still had some energy left, so I decided that my pinewood planks needed some company. Close by was a very proud cedar tree that had so far not even recogniced my presence. It wasn't to thrilled to be cut down but I didn't need it's approval for that. It would be used mainly for the supporting parts, because the cedar wood was much stronger and of better quality then my friendly, soft pinetree-friend. It was getting dark now, so I stoked up the fire and settled down, eating the last bit of stew and started by replacing the pins in my mallet with cedarwood ones, that would loosen much less quickly. I also added a cedarwood shoulderpiece to my yoke so that my clothes wouldn't get soaked in resin all the time. My tools thus improved, I cut some shafts out of the cedarwood and while the stars appeared in the sky, I put together the wheels of my cart. It took about three hours to shape the wood and put it together and I couldn't keep my eyes open for much longer so I layed some planks over the axle to create a crude shelter. The ground here is much softer than the cobblestones at the market and I checked for anthills but didn't find any so far. By the light of my fire I wrote these lines and now I will go to sleep, covered by the sweet smell of pinewood. Wether Garreth will return to me in my dreams or not, tonight I have the pride of achievement to keep me warm. I think I like that. ====== Facts: Achievements: "Deep Pockets", "Improve", "Oops, that went wrong" Skills: Carpentry 5
  3. 3 points
    I know there's been a lot of threads about it, and this is just mostly a rant, but also maybe a different perspective to Rolf to look at. I used to be in support of the price boost, I didn't mind it, but I realize the boost is hurtful to what is the majority to Wurm playerbase. Not to attack the Wurm staff, but I don't think there's really much professional analyzing of the demographics that play Wurm Online, and honestly there's a huge wide range from children to older adults. Overall though there's one thing most players have in common, and that is they play Wurm because it's relatively inexpensive for the quality of the game. What I mean by that is simply a game's worth is provided by its quality. Wurm isn't perfect, there's still even in these final versions several bugs, exploits, and game changes that are being implemented every week. So the game is hardly finalized. It has a limited support staff, which are mainly volunteers who are not professionally trained, and often times players still need to wait hours for a /support call. The game has improved graphically with animations, customizable looks, armor, but there's still plenty of older content too. I just think the price boost is going to in the end deter people away, and I don't think the quality of the game really justifies the price. This is the premium graph, and you can see even prior to the price adjustment it was declining, and continually now is. You may be receiving more money for premium, but at the cost of losing subscribers, you break exactly even. Nothing was really accomplished because you traded off more euros for each person, and losing subscriptions and euros. I never really agreed with the marketing of Wurm, mainly because I don't think as I previously stated Wurm understands their player demographic. People play Wurm because it's cheap, it's fun, and it's worth the few dollars a month. They should really make their appeal about that, the fact that it's a free-to-play game with such a (once) low cost to unlock all sorts of better upgrades was a huge appeal, but it's sort of ruined now with the price boost. I think the reason Wurm took off so well with 1.0 wasn't because of the content, it's because it was a great, cheap, interactive, and fun game. When you take away the most important attribute of that, you end up with many deciding, "is this game really worth $20 for 2 months?" and most are answering No. From the graphs and perspective of others and threads, the game will end up losing subscribers, making up for their loss with existing players because of an increased premium cost, but in the end there will not be a larger gain than what you had 6 months ago at peak. tl;dr version maybe instead of increasing price, you should look into better ways of strengthening what appeals to people in wurm to increase the amount of players.
  4. 3 points
    Im simply letting Rolf know as a customer, i really hope the changes are real and measurable as i am unhappy with his product right now. It doesnt matter what code games are in, its a product that people buy or dont buy. Im simply stating that my money as a customer will unfortunately stop after 1.1 if i do not like the product changes.
  5. 2 points
    After spending many long months grinding meditating skill i finally reached 70 and was able to reach level 11 hate. Which states that i will ignore the effects of agressive spells. If players cast a spell on me they get the message "nadroj ignores the effects". Naturally i was ecstatic that i'd finally achieved my goal. Today in pvp i see a fire pillar get thrown down and decide to stand on it because hey...it can't hurt me anymore right? [14:48:52] Kix burns you. [14:48:54] Kix burns you. NOPE! Still hurts me. Months of effort to be able to ignore spells and i find that the most commonly used combat spell can still hurt me >.< I assume this means that all AoE spells are not blocked by the lvl 11 hate ability
  6. 2 points
    I'm tired of listening to abilities that I use daily on a non PvP server being analysed every time one kingdom of nerd ragers loses to the other, I'll admit this thread is inspired by the talk of shield of the gone, I'm very close after years of playing to acquiring the ability and would be rather put off of getting either a shadow of the former skill or nothing at all for my hard work. I'd prefer to see PVE get it's own set of abilitys not available on PvP servers to allow us to play as we always do with things exclusive to our cluster free of balance issues, or a system like EQ2 used that abilities were tuned for either less damage or whatever to retain the sense of balance needed, I understand PvP balance and the whole PvP game is very important to those that enjoy that play style and more power to you in my opinion, just stop recklessly destroying everything that is fun in the game like taming, any ability granted by the gods that is helpful or fun, or anything that makes skilling up anything worth doing. If the above cannot be achieved, I suggest PvP servers from now on consist of naked players using planks to fight, nails in planks for siege weapons, I'd add range weapons but insults in local effectively do that.
  7. 2 points
    I seen this on my YouTube this morning and also on Twitter it is a video of the new trolls thought i would share it here for anyone that did not see it yet,
  8. 2 points
    Wow, when compared to some of the other level 11 abilities (50% damage reduction, 25% skillgain increase), that's really pretty useless then...
  9. 2 points
    Here is the queen of our house. I have hundreds of pictures. Here are a few:
  10. 2 points
    actually i think it's very rare that someone manages to outdue all expectations and implements so much I'm running out of ideas lol
  11. 2 points
    I'm sorry bud, but there is a lot of other nice games with crafting, building etc etc. Before wurm i came from Mortal online, there i used to pay 24euros a month for beta, so when i found wurm, a cheaper game and with closest features i was looking for as in MO, so i moved here. Well the crafting and terraforming and boats are amazing, saddly the fighting sistem sucks! Now 1 year later, MO is no beta anymore and the prices on Mortal online gone down. Also its a Sand box game too, where you buy premium to your account and you got 3 toons premed. Premium Game Time One MonthEUR 14.25(incl. VAT EUR 2.85)Attach Facebook to receive up to EUR 125 discount. Premium Game Time Three MonthsEUR 36.75(incl. VAT EUR 7.35)Save EUR 6.00EUR 12.25 / monthAttach Facebook to receive up to EUR 375 discount. Premium Game Time Six MonthsEUR 67.50(incl. VAT EUR 13.50)Save EUR 18.00EUR 11.25 / monthAttach Facebook to receive up to EUR 750 discount. US version? I want to buy Mortal Online, but the currency isn't in USD. Will a US version come out anytime soon? The majority of MO players are currently from the US, so buying the game in EUR is not a problem. There is only one version of Mortal Online. VAT which is around 2.85€, for 1 month game time, this vat is showed on the purchased list, does this happen in wurm? not that i've noticed. also the excuse that they don't know of which country a player is... i rather not comment it. So, loving it or not, i won't play Wurm anymore when i'm being robbed right on my face with poor excuses about vat and many more... just don't like the way some people throws sand to my eyes. Mo offers as much fun to me as in wurm, and i don't need to purchase ingame coins there to mantain it, only premium is required to have fun. So, goodbye wurm, was nice to play you! Have a Nice day!
  12. 2 points
    Java is not the issue with Wurm online. It's just bad client architecture that does not utilize the available hardware resources to their maximum. Many sections need to be rewritten to utilize the GPU's tremendious power instead of the CPU that is used now in many sections of the client. It may sound strange to some of you, but under certain circumstances, Java beats the crap out of C++ in performance due to runtime optimizations that C++ can't do. Ofcurse all that assuming you know how to use it. What is more, OpenGL's ability the last year is close to the Direct X API. You can do amazing things with programmable shaders if you know how to use them properly. Things like Ambient Oclusion, Depth of Field, God rays and so on have been implemented in OpenGL too the last couple of years. Wurm's Graphics API has nothing to be jelious of those Direct X 11 games. Now back to the simple reality: I will provide an example. Minecraft. Minecraft suffers from the same performance on the client. Notch is a great person, with a very bright brain full of intelligent and interesting ideas. But he's a terrible programmer. His game concept was amazing, but the implementation just didn't cut it. So what happened with minecraft was some individuals took his client, bytecode injected his obfuscated code and managed to: 1)Introduce a programmable API to the game client. 2)Improve the performance up to 200% Now, Minecraft can run on low end computers at 40 fps and it has a ton of post processing shader effects added to it, making its graphics "crysis" like. Proof of concept : Reality is not that tragic, wurm is in need of a better client. It's doable, and it will eventually happen.
  13. 2 points
    Day One Blast! Blast! And once again: Blast! What do they mean, I am not allowed on the cart if I can't pay? Those dimwhitted merchants and their stinking oxen. Oh well, at least they didn't rob me of my few belongings that I managed to smuggle on the boat with me. Thei're just some basic tools but in this new land they might prove incredibly valuable. Finally, firm ground beneath my feet after that stinking cog. And on the other side of the street from here there is a guard who is smiling at me. Actually smiling. Maybe just because my shirt is threatbare and my chest shows more than I'd like to but it makes a nice change. I'm only used to guards that shout my name and chase me through the streets. But the name and those streets I've left behind, just as well as the noose that was dangling dangerously close and waiting for my neck. This new land waits for me and this time I won't make the same mistakes. This time I won't steal or beg. I will make something that I'm not used to: a life of my own, without fear or needs. It will be perfect. --- Well, perfect is not exactly the word. I was at the Howl and that said enough. There is nothing there, but woods and mountain. Not very inviting. I packed my tools in my backpack and followed the sign's to the closest village, named 'Grumble'. I am not certain who came up with the name but grumble I did, after I sidestepped, tripped and fell into a small ravine, bruising my left arm. The wound hurt like hell and I wasn't certain that it would heal by itself so I started foraging for something to sooth the pain and prevent an infection. I found some cotton and bandaged the wound but the burning sensation told me it would be wise to put some herbs on it. I had found some weird plants that were unfamiliar to me. Some seemed to be edible, like the little red berries called 'lingonberries', as a passer-by told me. But there were some familiar herbs as well, so after experimenting a bit and failing twice to bandage my arm with an improviced cover made of grass and twigs I succeeded to cover the bruise with a soothing mixture of chewed rosemary and sage. The effect was almost emidiate and I felt save enough to continue my journey. As I was already halfway down the mountain I decided I might just pay a visit to the little village at the bay so I followed the badly paved road down to what seemes to be called "Zorville". It looked more like 'Zombieville' to me, the pavement cracked, the roads partialy sinking into the water, the houses crumpling. I scooped up a lump of clay that someone must have digged up and thrown away and looked around, considering my chances to find anything else that could be of use to me. Everywhere were the rotting hulls of abandoned fishing boats and even some larger ships and when I slipped on a wet stone and fell to a knee I landed in a thornbush that wasn't pleased by my attempt to use him as a cushion. After bandaging my knee as well I decided that this wasn't the place for me and returned to the haul. When leaving the boat I had instinctly grabbed another passenger that slipped and almost fell into the water. The grateful fool - who is some kind of cook - promised me that I could always come to him when I was hungry and after being battered by slopes and stabbed by thorns I felt up for a little refreshment. But neither at the howl nor at the harbour was my friend to be seen. Someone said that he had been seen traveling to the North, up the mountain to Freedom Market. That sounded likely so I followed the road and indeed, there was the clumsy man, hung with all kind's of food, selling his produce. Refreshed by the delicious - and free - food I looked around. Freedom market was gigantic but I wasn't planning on staying. While hiking up and down the mountain an idea had come up in my mind. When I was little I spend some time in a traveling group of gypsies. Some of them owned beautifully painted wagons, like houses on wheels. To build something like that was perhaps a bit ambitious but I seemed to remember how to assemble a crude cart that could be pulled by a person, even one of my not very bulking shape. And with a cart like that I could travel a bit, maybe earn some money as a merchant of sorts. And maybe I would find a place, somewhere secluded and quiet that would suit me enough to make a home there. But to start on a wagon I needed wood, lot's of it. And I would need nails. You would think that getting nails isn't such a problem, but my last bit of money went into the pockets of the captain of the boat that brought me here and into the bag of tools I carried around with me. I did not have a single iron coin to spend, so I would have to steal...or make some nails myself. Well, I had promised myself not to make the same mistakes again, so when I saw a sign that pointed to a 'public mine' I didn't hesitate. While foraging I had picked up a few branches that seemed dry enough to use for kindling and so I lit a campfire in the dark and started to hack at the wall. The blocks of ore I mined I laid in the glowing coals. While I waited for the iron in the ore to smelt I kneaded some bowls from the clay I picked up at Zorville and installed them close to the fire to harden. I must have fallen asleep for a moment for when I opened my eyes, the clay bowls had turned into pottery so I decided to look through my pockets where I had stuffed everything that my frantic search for herbs and bandages had turned up. With the lingonberries and some basil I could create some caseroles that smelled delicious and while the iron that had flown into a little sandclad ditch that I had scraped in the stone was hardening into a lump I experimented a bit with different herbs and made some sweet smelling stew. Thus, with the fire burned down, I hoisted the heavy lump of iron, that must have weighed at least 20kg into my backpack, stuck my tools in my belt, stuffed my pockets with the delicious food and left the mine. Back on freedom marked I looked for the softest looking corner of ground and although I doubt that my lumpy backpack with the iron inside will make for much of a cushion, even the cobblestone beneath me looks inviting. I am curious what tomorrow will bring but for now I will put down this journal and go to sleep.
  14. 2 points
    Last time i checked we had 4 PVE players to each one in PVP. Indie alone have almost the same number of prems we have in all 4 epic servers. And maybe this is why Wurm cant go anywhere. Why play one game where devs cant see what the costumers really wants? Indie is not excuse for bad business.
  15. 2 points
    Let people do what they want. If you have a problem with enemy priests, you can go find them and kill them.
  16. 2 points
    Make freedom missions spawn valrei monsters, they have a large enough population to handle them.
  17. 1 point
    House and deed planner for Wurm Online and Wurm Unlimited DeedPlanner (previously known as HouseCalc) is very customizable, 3d deed/house planner for Wurm which allows you to plan and see your dream house/village before creating it in game. Development is still active and program is open sourced, so reported bugs will be fixed, new features can (and in most cases will) be added on demand. Everyone with Java/OpenGL experience who want to help and add their own contribution to the biggest Wurm map planner can join the project. This is a deprecated, finished version of the program New, 3.x versions are available in the new forum thread: Download DeedPlanner downloads page Compatible systems: Windows, Linux, Mac OS (not officially supported) Tested on: Windows 7, Ubuntu 16.04 LTS, Mac OS Sierra Latest release: 29.10.2019 If you like this program, please consider a donation! Facebook page New Github repository Old Github repository Program features plan your own house/deed and see it in 3d, just like in game! ability to edit ground tiles, floors, walls, roofs, objects, bridges and heightmap undo/redo feature mark your villages with text labels cave view, together with cave dwellings calculation of materials needed to build anything on the map or carpentry and materials required to build single building fully configurable FPP and 2d view camera in-game perspective simulation mode load and save maps with copy-paste, files or pastebin.com possibility to import old DP and WAK maps large database with most of the Wurm objects and textures added Controls Keyboard-based controls can be changed by accessing "user directory/.DeedPlanner/Properties/Keybinds.prop" file and editing it with notepad. FPP View: Left click - drag view WASD - move around R - move up vertically F - move down vertically IJKL - move camera using keyboard Shift - move faster Control - move slower Edit view (mapper window must be in focus which you can ensure by clicking on it - it will go out of focus when you input any values in GUI, for example height editing GUI): Middle click (usually mouse wheel) - drag around Left click - editing button Right click - alternate editing button WASD - move around R - zoom in F - zoom out Shift - move faster Control - move slower Problems, errors, bugs If program don't even start, please make sure the program is unzipped. Exe file bundled inside program installation should run even without Java installed on your desktop. In case of any problems please post error log (in main program directory) and describe the problem. I am trying to fix all bugs as soon as possible. In case of maps loading bugs, please attach save pastebin. In case of program loading bugs, please post both error and info logs (if not empty). Error and info logs are overwritten each time you run program, so please copy logs just after bug is spotted. Screenshots Credits Warlander - program code, database maintenance, Polish translation Keenan - program code (symmetry feature) Aldur - for ideas, Exodus "tour" to find the most complex roofs Capi - German translation Hipshot - sky texture Yaga - German translation Aum - art (program logo) Malena - art (farm textures) Yldrania - art (program icons) All users - feedback and donations Donations If you made a donation and would like to see yourself listened here (by default only "donations per year" gets updated), please send me a private message. Donations per year (since March 2015): 2019 - 0€ 2018 - 305€ 2017 - 71€ 2016 - 30€ 2015 - 25€ Donations per player: Ehizellbob - 25€ Steveleeb - 11€ Changelog DeedPlanner 2.9.10 - 29.10.2019 Added missing tapestries Added all PMK flags, banners and tall banners Added small barrel racks and wine barrel racks Added template kingdom wagons Added fishing rods rack Added support for DDS icons Added Jackal trees Added Jackal structures (beacons and lodestone) Added all types of flower pots Added cupboard Added chicken coop Added small and large pottery amphora Added missing archaeology statues Made different types of marble planters actually different Made all textures in program look better Fixed mipmapping issues with dds textures without transparency Fixed z-fighting issues Renamed "Fireplace" to "Open fireplace" Changed names of all trees and bushes to include "tree" and "bush" in their names Changed names of archaeology statues to their in-game names DeedPlanner 2.9.9 - 01.03.2019 Added new hedge types Added large epic portal Fixed material count for bee hives Fixed material count for spiral staircases DeedPlanner 2.9.8 - 28.11.2018 Changed way in which .exe file is generated in order to avoid false positives of few AV programs DeedPlanner 2.9.7 - 27.11.2018 Dynamic line drawing extended to user-made borders Changed limit of cave size from 30 to 0, allowing to create mine entrances Added mine entrances Updated mine entrance textures DeedPlanner 2.9.6 - 13.10.2018 Confirming new values in height editor (with "tab" or "enter") returns focus to map panel Made label editor buttons always clickable (especially the map materials button) Made "show grid" toggleable from View menu instead of Settings window Made floor orientation label significantly more clear and visible Made materials window wrap words Fixed current selection displaying for simple height edition modes DeedPlanner 2.9.5 - 20.09.2018 Fixed non-editable text fields in object search field and label editor Fixed colored labels failing to reset their color to default value after drawing Fixed invalid OpenGL call in label rendering DeedPlanner 2.9.4 - 15.09.2018 Made most UI elements non-focusable to force focus in planner screen Fixed missing cave floors DeedPlanner 2.9.3 - 15.09.2018 Added dynamic line drawing: as camera gets zoomed out more, displayed lines between tiles are getting more transparent. This makes lines very clearly visible at low zoom levels while making the whole map easier to see at high zoom levels. Raised maximum allowed zoom level from 100 to 200 vertical tiles displayed at once Improved appearance of caves to make editing them more intuitive Fixed wrong stone bridge variations textures and one model Fixed undo not undo'ing the terrain height visually Fixed materials calculation not working for underground buildings Fixed errors when placing horses on map DeedPlanner 2.9.2 - 17.05.2018 Fixed missing possibility to change cave size after GUI changes Fixed crash when trying to remove objects on map without adding any objects first DeedPlanner 2.9.1 - 12.05.2018 Updated Google Analytics agreement text (info about possibility to remove your data from system and that data is used for informative purposes only) Fixed null pointer when deleting object with mouse near tile corner Fixed missing arch materials for wooden and stone walls DeedPlanner 2.9.0 - 30.04.2018 Added isometric camera (view only) Added possibility to create level-wide labels instead of just layer-wide Added warning about launching program outside of its own directory Added zooming in to mouse cursor Complete revamp of camera system Interface overhaul: Interface is on right side of the screen by default now, this can be changed in settings New floor selection mechanism New tab selection mechanism Added lmb and rmb selected ground texture icons Added dynamic editing of labels Made symmetry editor center itself Made right-click ground type default to dirt Made 2d camera center the view if the whole map fits inside the window without scrolling Using translations is no longer on by default Fixed water not displaying in 2d cave view Fixed ignoring of update checking option Fixed label editor not resizing correctly Fixed a bug with uncloseable window if error happens during loading Fixed swapped models of sword and axe displays Fixed high iron fences and gates not being allowed in arches DeedPlanner 2.8.10 - 03.12.2017 Added Google Analytics to monitor the program usage and potential problems Added update notifier and auto-updater Added few quality of life minor features to bridge creation GUI and improved its layout Added flat and uneven tiles highlighting in height edition mode Added carrot and reed fields (big thanks to Malena! ) Added archaeology statues Made HOTA statues subcategory of statues to reduce visual clutter Fixed "select height" height mode and made it work for flat tiles Fixed arched bridges arching slope not being updated bug DeedPlanner 2.8.9 - 18.08.2017 Added possibility to place objects in tile corner Added highways Added new fence and parapet types added in 17 August 2017 Wurm Online update Added large storage unit Fixed hell horse missing texture bug Fixed few incorrect categories mappings DeedPlanner 2.8.8 - 18.07.2017 Added async texture loading Maps sent to Pastebin are now compressed before being sent - this enables use of Pastebin for much larger maps than before (GZIP compression with output converted to Base64) Slightly optimized mesh rendering by removing unnecessary OpenGL calls Fixed two incorrect bridge model mappings Fixed bug making models scaling work incorrectly for models with multiple meshes Fixed sandstone fences using wrong materials to build Fixed mappings for amphora and planter racks DeedPlanner 2.8.7 - 12.07.2017 Added wooden portcullis Ground renderer optimizations (ground rendering is roughly twice as fast now) Fixed 2d renderer frustum culling (4 to 10 times faster 2d rendering in most situations) Fixed 2d renderer bounds (no more black space or unaccessible tiles on the right map edge depending on aspect ratio) DeedPlanner 2.8.6 - 03.07.2017 Added possibility to remove all objects, trees, bushes, walls and fences, borders from the whole map Added missing or changed floor types DeedPlanner 2.8.5 - 24.06.2017 Added Pastebin error messages (usually appearing in case of large maps or blocked IP addresses) Added meditation rugs, animal rugs and carpets Added alchemy cupboards Added missing rack types Added tents Added press Added bucket Added war machines Added magic turrets Added unfinished palisade gate Added deed, perimeter and construction markers Added sword and axe displays Added dioptra and range pole Added dragon skull Added larder Changed Pastebin protocol from HTTP to HTTPS Fixed tapestry textures DeedPlanner 2.8.4 - 16.06.2017 Added new bridge types Added possibility to build bridges in caves Added salt veins Added snow lanterns Bridge materials calculations are more accurate now (included different costs for narrow/side/center parts of the bridge) Corrected materials costs on bridge parts Fixed Wurmian view in caves DeedPlanner 2.8.3 - 12.06.2017 Added support for custom database files Added new bush types Added both garden gnome types Added birdcages Added small and large carts Added ship transporter Fixed bug making it impossible to delete floors/roofs on uneven terrain DeedPlanner 2.8.2 - 29.05.2017 Added support for floating objects Added more debugging options Added extra error message for: program permissions issues, corrupted downloads, incorrect database file modifications Added ships Added new cave floors and walls Added shrines and spirit gates Fixed all duplicate ID's Fixed Fo and Libila colossus being invisible Corrected pylons and obelisks categories DeedPlanner 2.8.1 - 22.04.2017 Added new stone fences Enabled placement of multiple roofs on the same tile Fixed wrong ID's of some new wall types, causing them to be saved as different wall types Fixed bug not allowing you to place walls/floors in caves if terrain on surface is not level Corrected wide staircases materials counts DeedPlanner 2.8.0 - 14.04.2017 Added "Animals" tab Added new program icons (big thanks to Yldrania! ) Added possibility to exclusively import a single mesh from a model Added new wall and fence types Added new pavement types Added reinforced cave floor tiles Added sandstone veins Added yule goats, reindeers and valentine potteries Added orange trees Added trellises Improved functionality of height previewer to also work for tile centers Few graphics improvements (improved distant textures rendering - might have slight performance impact) Moved all wall types into their corresponding categories Changed contrast of cave floor and cave wall tiles Fixed inconsistent naming of some pavement types DeedPlanner 2.7.2 - 14.03.2017 Added possibility to toggle bridges rendering in 2d view Added over 50 new objects Added new categories for some of the new objects, moved some of the existing objects to better fitting categories Renamed "Fountains" objects category to "Water Sources" DeedPlanner 2.7.1 - 22.02.2017 Added workaround for saving to Pastebin if option to open web browser directly is unsupported Added bee hives and stills Slightly changed GUI text of bridge removal option, for clarification DeedPlanner 2.7.0 - 10.02.2017 Added farm planning feature (big thanks to Malena! ) Added support for different ground textures in 2d and 3d view Added support for .dds texture format Added search feature to the objects tab Added all street lamps: copper hanging, brass, brass hanging, bronze hanging, gold hanging, silver hanging, iron, iron torch, iron imperial Added all candelabras: copper, gold, silver, iron, seryll Improved behavior of loading window text boxes Cave tab replaces ground tab now (and vice versa) while switching between surface and cave view DeedPlanner 2.6.7 - 25.11.2016 Added possibility to customize left and right-click ground types you want to place: simply use the proper mouse button to select ground type for that button! Added pillars and obelisks. DeedPlanner 2.6.6 - 06.10.2016 Fixed objects sinking into the floor Fixed missing campfire texture DeedPlanner 2.6.5 - 24.09.2016 Added woven fences Fixed marble bridges weird texture bug Fixed external map loading issue DeedPlanner 2.6.4 - 30.07.2016 Added new objects: beds, fireplace, bookcases, coffers, armor stands, wardrobe DeedPlanner 2.6.3 - 08.07.2016 Added deed import info dialog Tip of a day on startup is no longer on as default setting Fixed bridges deleting on map resize DeedPlanner 2.6.2 - 29.06.2016 Fixed critical bug causing walls on different layers (cave and surface) not being rendered if placed on the same tile DeedPlanner 2.6.1 - 29.06.2016 Added code changes mentioned in previous update Removed possibility to place roofs underground DeedPlanner 2.6.0 - 28.06.2016 Cave dwellings added! Added most PMK tall banners, banners and flags Added new "Kingdoms" category to objects tree Added new warning window appearing if you are trying to launch program from inside the .zip file or outside of unzipped folder DeedPlanner 2.5.7 - 05.06.2016 Added possibility to toggle trees (always visible/visible in 3d view/never visible) Fixed bridge duplicating bug DeedPlanner 2.5.6 - 03.05.2016 Fixed dragon HOTA and JK tall banners Fixed diagonal roads bug Disabled face culling until source of issues with models will be found DeedPlanner 2.5.5 - 25.04.2016 Added tall banners, kingdom guard towers and oleanders Fixed few GUI resizing issues Fixed corrupted textures using non-existent texture index instead of unbinding Fixed flags and banners DeedPlanner 2.5.4 - 01.04.2016 Made DeedPlanner configuration directory hidden on Linux by default (existing configs shouldn't be affected, but you can manually make file hidden to apply this change) Fixed hedges bugs. DeedPlanner 2.5.3 - 18.02.2016 Fixed most (all?) missing textures. DeedPlanner 2.5.2 - 08.02.2016 Added PayPal donation button to main program screen Improved few interface elements a bit (especially the ones in "Labels and Materials" tab) Improved error handing of textures (no error spamming, program uses blank texture instead of faulty one) Fixed staircases missing texture DeedPlanner 2.5.1 - 07.02.2016 Added new program logo Fixed mailboxes bugs DeedPlanner 2.5.0 - 07.02.2016 Replaced old Collada model loader with new WOM model loader - loading of all models is much faster now Replaced all Collada models with WOM models Improved models debugging Added BSB and FSB models DeedPlanner 2.4.4 - 24.01.2016 Added all new staircase types DeedPlanner 2.4.3 - 15.01.2016 Added "Tip of the day" window Added more diagonal road types (all cobblestone types and slabs available now) Fixed flat wooden bridges bugs Fixed skybox texture bug existing on some GPU's DeedPlanner 2.4.2 - 02.01.2016 Added possibility to delete bridges in different way Fixed bridges entering another state of existence and resurrecting after deletion Fixed weird looking bridge segments DeedPlanner 2.4.1 - 01.11.2015 Added selected tile highlight in bridges mode Fixed rendering of bridges (bridges will always have max brightness now) Fixed some broken bridges Fixed bug related to bridges at higher levels not being rendered correctly (should work with 2.4.0 saves) Fixed few stability related bugs DeedPlanner 2.4.0 - 25.10.2015 Added bridges Added symmetry editing mode Added file > quit Added a lot of new models, including forges, ovens and market stalls Improved model loader which is capable to load a lot of new objects now Fixed maps smaller than 50X50 Fixed rendering at heights above 2333 Fixed some roofs not being rendered correctly Fixed resizing bug related to cave labels DeedPlanner 2.3.5 - 07.09.2015 Fixed windows and portcullis bug DeedPlanner 2.3.4 - 07.09.2015 Fixed arched walls bug DeedPlanner 2.3.3 - 07.09.2015 Improved deleting objects (should be much easier now) Improved objects placement (old placement mode can be activated via shift key) Bottom floor of houses is using proper walls models now Added Czech translation Improved currently existing translations Doubled scale of all trees DeedPlanner 2.3.2 - 18.08.2015 Added standalone staircase Updated staircases model Fixed rare mouse bug causing the program to sometimes crash on Windows DeedPlanner 2.3.1 - 22.05.2015 Fixed another old DP maps loading bug Fixed cave labels loading/saving DeedPlanner 2.3.0 - 22.05.2015 Added cave layer Added cave labels Added possibility to delete selected structure Added colorblind mode Added all cave wall types to the database Fixed automatic walls reversion overriding classical walls reversion feature Fixed old DP maps loading bug DeedPlanner 2.2.1 - 16.05.2015 Added possibility to rotate floors Added intelligent walls rotation near edge of floor Added small interface changes Added all stairs Added magic chest Made labels-related memory leak less significant DeedPlanner 2.2.0 - 07.05.2015 Added possibility to display preview icons in walls tab Added icons for all wall types Changed the ground rendering in order to get rid of rendering artifacts DeedPlanner 2.1.5 - 28.04.2015 Added lawn Added banners Added flags Partially fixed label memory leak (last fix for now) DeedPlanner 2.1.4 - 27.04.2015 Slightly optimized rendering of labels Fixed memory leak related to labels DeedPlanner 2.1.3 - 22.04.2015 Improved program memory management, amount of RAM allocated every second is multiple times smaller now (about 30 mb vs 4 mb on the same map) Improved loading of models Fixed memory leak related to loading of models DeedPlanner 2.1.2 - 12.04.2015 Fixed walls deleting bug Fixed bug occurring when trying to place wall without selecting any DeedPlanner 2.1.1 - 12.04.2015 Added tapestries Added language switch DeedPlanner 2.1.0 - 28.03.2015 Added possibility to rotate walls Added colored tile borders Added internationalization Added German and Polish translation Added donate button in map saving window Fixed walls deleting bug Fixed village token model bug Removed embedded tools (not needed anymore as improved versions of these tools have web version) DeedPlanner 2.0.3 - 19.03.2015 Added save/load directory memorizing Added flowerbeds Added possibility to place fountains at any position Fixed normal and crude wooden fence gates DeedPlanner 2.0.2 - 13.03.2015 Added hedges Added new wall types Added possibility to calculate materials of area (click and hold) Changed height edition a little Fixed semi-transparent objects rendering Fixed hedges and trees rendering Fixed map resizing/height bug Fixed memory leak Removed bumpmapped terrain DeedPlanner 2.0.1 - 08.12.2014 added some new objects, including archery tower and stone wall portcullis fixed roofs calculations bug fixed invalid models bugs DeedPlanner 2.0.0 - 27.11.2014 added materials and carpentry calculations for maps and buildings added some GUI animations added entities type show on mouse over added settlement token improved fill algorithm for ground tiles DeedPlanner 2 BETA 1b - 02.11.2014 slightly changed portcullis model fixed invalid mesh bug DeedPlanner 2 BETA 1a - 02.11.2014 added some objects, including freedom guard tower, loom, small and large anvil fixed bushes size fixed portcullis bug DeedPlanner 2 BETA 1 - 31.10.2014 added objects added labels added fences in arch walls added program logo (very simple at the moment - just to make program more visible in taskbar) added more debugging options, including graphics performance counter (out stream and info log) small changes in program rendering engine - slightly better performance and few new possibilities very large database changes - added many objects and new wall types, over 200 new entities fixed smooth height tool small fixes to undo/redo feature DeedPlanner 2 ALPHA 6c - 02.10.2014 fixed roofs bug DeedPlanner 2 ALPHA 6b - 30.09.2014 fixed ground deleting bug DeedPlanner 2 ALPHA 6a - 30.09.2014 fixed map saving critical bug DeedPlanner 2 ALPHA 6 - 29.09.2014 added possibility to import old DP maps added possibility to import WAK maps new entity storage system - big maps should take much less RAM, system is more flexible than previous and will allow to add some new features easily HoTS got some hate few database fixes DeedPlanner 2 ALPHA 5 - 22.07.2014 added "Select height" edition mode added height preview widget added chain link fences fixed few memory leaks fixed some possible NullPointerExceptions DeedPlanner 2 ALPHA 4 - 27.06.2014 added build restrictions added old height edition models added program exit confirmation dialog added program version info (in program window title) fixed wrong height on mouse hover values in 2d view fixed undo/redo bugs related to floors, walls and roofs DeedPlanner 2 ALPHA 3 - 20.06.2014 added new cobblestone ground types added fall ground textures added possibility to disable terrain noise removed second loading bar fixed data loss after resizing fixed height after map load bug DeedPlanner 2 ALPHA 2 - 19.06.2014 fixed map loading/saving/resizing bugs fixed season change crash bug few fixes in Objects.xml file - visible fence gates, change of few winter textures info changed program folder name from "DeedPlanner" to "DeedPlanner 2" DeedPlanner 2 ALPHA 1 - 18.06.2014 first DP2 unstable release DeedPlanner 1.7p - 29.01.2014 better error handling (named threads, better exception checking) roof updater bug fixed map loading should be more stable now DeedPlanner 1.7o - 14.11.2013 added stone fence DeedPlanner 1.7n - 12.11.2013 added pillars fixed heightmap editing bug DeedPlanner 1.7m - 01.11.2013 second fix to program loading bug DeedPlanner 1.7l - 01.11.2013 fixed program loading bug better error logging DeedPlanner 1.7k - 01.11.2013 changed palisade texture and model fixed clay tiles bug (this do not affect saves before this version) DeedPlanner 1.7j - 29.10.2013 fixed skybox texture dynamic models loading - program startup is even faster now DeedPlanner 1.7i - 28.10.2013 all tree types now have three variants: small, normal and big dynamic resource loading - program startup should now is many times faster than before program startup crashes should be fixed new config file format DeedPlanner 1.7h - 22.09.2013 fixed keybindings bug DeedPlanner 1.7g - 21.09.2013 performance optimalizations (about 300-400% - now the program is very "light" even on huge maps) added keybindings (in program settings directory) added map autosave added trees: willow, pine, oak, maple, cedar, birch, walnut, linden, fir, chestnut fixed transparent objects rendering DeedPlanner 1.7f - 05.09.2013 added water tile to cave view view range in 3d mode is now much bigger fixed "edit slope" elevation edit mode bugs fixed carpentry calculations bug DeedPlanner 1.7e - 05.09.2013 added new elevation editing mode: "edit slope" for fast filling borders with slopes data from game added two new ground types: marble slab and slate slab, renamed slab to stone slab added outdates saves notify printed to error log if you are trying to load outdated saves performance optimalization - GPU usage on some machines should be smaller now program will change antialiasing value in settings if you cannot start program with selected/predefined setting improved preloader (look at the info log, it also should be faster and more reliable) fixed objects visibility in 2d mode fixed carpentry calculations DeedPlanner 1.7d - 02.09.2013 added changes mentioned in 1.7c update DeedPlanner 1.7c - 02.09.2013 fixed "fixed camera" mode fixed map navigation bugs added small changes to minimalize amount of program crashes while loading map (most visible in case of huge maps) DeedPlanner 1.7b - 02.09.2013 fixed bugs at zoom out bigger than map size fixed wrong ground layer rendering in FPP view fixed cave editing DeedPlanner 1.7a - 01.09.2013 slightly improved performance of roof calculations algorithms fixed all coordinate system related bugs fixed roofs rotation bug DeedPlanner 1.7 - 01.09.2013 coordinate system changed from xzy to xyz (invisible, but very big change) big performance optimalizations (up to about 2000% on bigger maps) added new window - "Help" donate button added to exit window changed default antialiasing from 16 to 4 samples max 2d map scale changed from 20 to 40 new keyboard shortcuts new savefile version (older saves are compatible) fixed few Objects.txt issues fixed material calculations bug DeedPlanner 1.6g - 03.06.2013 fixed loading of old saves DeedPlanner 1.6f - 01.06.2013 fixed objects loading bug (no rotation) fixed map loading crash DeedPlanner 1.6e - 01.06.2013 fixed writs walls movement bug fixed writs objects movement bug added camera rotation keys in 3d view: QE and TG new updater version: PayPal donate button deleted and moved into this thread (under download section) DeedPlanner 1.6d - 31.05.2013 added separate labels for surface and cave layer - minor change in save format, all old labels will be recognized as surface labels (if you want to have cave labels instead of surface labels, open converted save in text editor and replace all "false" to "true") when you open label window, label text will be selected by default changed default label color minor interface fixes mine doors added to database DeedPlanner 1.6c - 31.05.2013 added option to rename writ small interface changes new elevation editing mode DeedPlanner 1.6b - 30.05.2013 fixed strange ground tiles rendering fixed writs saving and loading (1.6a and 1.6 saves with writs will doesn't work) fixed light intensity fixed light position fixed ground tiles fading DeedPlanner 1.6a - 29.05.2013 lighting added - code by Aldur overall graphics performance improved - idea by Aldur fixed loading bug DeedPlanner 1.6 - 29.05.2013 completely new, lightweight save/load format added possibility to change pastebin save expiration time added objects rotation added labels new height changing mode: level area between two points small interface changes loading alghoritm fixes few database changes (changed scale of hedges) DeedPlanner 1.5f - 27.05.2013 few new models and textures added (bushes) small interface changes added possibility to change height level of writs DeedPlanner 1.5e - 26.05.2013 bugfixing DeedPlanner 1.5c - 25.05.2013 another NullPointerException fixed DeedPlanner 1.5b - 25.05.2013 added few more models added exit confirmation window DeedPlanner 1.5 - 24.05.2013 added many new fences and objects (more than 20) - some of fences don't have material count as it is currently unknown small changes to few models in the database (modified type colors) fixed objects placement bug data loading times should be faster and more reliable small changes to the writs rendering DeedPlanner 1.5 beta - 24.05.2013 palisades FINALLY added - say thanks to Wox Wurmian view added - change view height using shift/control + mouse wheel - shift is changing view height by one roof, control by 1/10 roof height vertical movement added (r and f keys) objects added, currently with two example models cave view added very big database update - all cave textures and some objects textures are added DeedPlanner 1.4e - 20.05.2013 new updater version (please download update from site) added option to change height globally added option to move writs InfoLog is reporting more things now fixed materials count needed to build high stone wall DeedPlanner 1.4d - 19.05.2013 added possibility to make screenshots (F11) added FAQ file added possibility to change terrain height with drag and hold added possibility to smooth terrain height DeedPlanner 1.4c - 18.05.2013 minor bugfixes in roofs editing code DeedPlanner 1.4b - 17.05.2013 added quick save/load fixed all previously reported bugs DeedPlanner 1.4a - 17.05.2013 fixed loading and resizing critical bugs DeedPlanner 1.4 - 16.05.2013 added heightmap editing options added water level new save format - old saves should be fully compatible with new format fixed multiplied carpentry in calculations bug fixed highest floor bug fixed gravel bug removed all movement restrictions DeedPlanner 1.3h - 11.05.2013 new updater version - old one will still work, but I recommend downloading current version from browser as autoupdater cannot update itself (added autorun of DeedPlanner after update is done) 2d and 3d view camera resets after map loading fixed "moving" writs bugs, old saves are NOT affected fixed bugs related to resizing (including all mentioned ArrayOutOfBounds exceptions in this thread) DeedPlanner 1.3g - 10.05.2013 added option to lock axis for walls new interface bar added tip of the day added error notify added display of current x, y, writ and selected object name DeedPlanner 1.3f - 07.05.2013 fixed writs critical bugs DeedPlanner 1.3e - 07.05.2013 Updater unzip bug fixed clear project bug fixed floors fill option bug fixed update checker in program improved (should make program start faster and run correctly without internet connection) new calculation mode (for writs and whole deed): calculate all objects on map and materials for each object type new calculation mode (only for whole deed): calculate all materials for each floor DeedPlanner 1.3d - 05.05.2013 autoupdater added third carpentry calculations fix DeedPlanner 1.3c - 05.05.2013 fixed bugs related to carpentry calculations added small feature for external developers: this is possible to run program with command line argument directing to .MAP file for instant map load on program boot (let it be a hint for you on what is coming from another developer ) DeedPlanner 1.3b - 04.05.2013 second carpentry calculations fix DeedPlanner 1.3a - 04.05.2013 added possibility to place walls outside writs fixed carpentry calculations bug DeedPlanner 1.3 - 04.05.2013 program renamed from HouseCalc to DeedPlanner completely new, writ-based building system - writ is required to build anything, but using writ system I can add much more deeds-focused features than before added option to calculate materials and carpentry for single buildings (by clicking "Calculate" button while writ is selected) carpentry calculations for the whole deed are removed added tooltips new save format fixed some bugs related to save/load system floor opening added few interface changes HouseCalc 1.2h - 28.04.2013 faster maps loading HouseCalc 1.2g - 28.04.2013 fixed materials calculator bug HouseCalc 1.2f - 27.04.2013 some new grounds, floors and walls added possibility to change RGB values of walls, in 0 to 1 scale (currently for everything in "walls" tab) big changes in program rendering core (invisible for most users) small changes in interface HouseCalc 1.2e - 25.04.2013 fixed right-click roofs deleting HouseCalc 1.2d - 24.04.2013 big optimalization - now 1000X1000 map should run almost as fast as 100X100 map new main window interface added brush size, pencil, fill and select options for grounds and floors (walls and roofs are not affected) HouseCalc 1.2c - 23.04.2013 switched from LWJGL 2.8.5 to 2.9.0 big optimalization changes - maps up to 1000X1000 allowed (but maps bigger than 500X500 may cause FPS drops) added possibility to change default antialiasing and disable mipmaps. HouseCalc 1.2b - 21.04.2013 map saving is about 10000 (!!!) times faster than before and shouldn't take more than few fractions of a second for 100X100 map (previously - more than 40 seconds). larger maps are allowed now, up to 250X250. small interface changes HTML in "Objects.txt" names is now enabled HouseCalc 1.2a - 20.04.2013 added possibility to use right click in ground placement mode to place default ground type HouseCalc 1.2 - 20.04.2013 new save format - older saves should be compatible with new format. fixed map loading bugs fixed mouse wheel bug faster map loading alghorithm mapper area is now resizable (size from 25 to 100 allowed, resizing is possible in every direction independently) now you can place ground tiles. First loaded ground tile is program default ground tile. HouseCalc 1.1b - 17.04.2013 added tall stone walls to the database you can use "q" and "e" to change roofs you can use mouse wheel to change currently selected floor/wall/roof HouseCalc 1.1a - 17.04.2013 fixed mipmaps bug HouseCalc 1.1 - 16.04.2013 two new windows: settings and update notifier added version checking few interface changes and fixes added option to disable grid changing map scale is now possible (in settings and via scroll wheel when it is enabled) added option to force Java to compile program added two speed modifier keys: shift and control (speed factor can be modified in settings) most speed options are configurable now double doors default RGB values changed fixed double walls placement bug HouseCalc 1.0c - 14.04.2013 second try to fix antialiasing bug (successful) HouseCalc 1.0b - 14.04.2013 fixed ARB pixel format bug (it was caused by antialiasing which is not supported on some computers - now if the program will detect that antialiasing is not supported it will disable it). fixed walls placement - it should be better now. HouseCalc 1.0a - 14.04.2013 added version info in lower left corner added info and error logs to the main directory - program err and out streams are saved there. If you encounter any problem, you should be able to see error in error log. HouseCalc 1.0 - 14.04.2013 initial release Please give feedback - your opinion is very important for the development of the program.
  18. 1 point
    First I would like to thank Mystecore for the key as well as the location of the deeds and the previous map. His work will be remembered. Like his thread, Post your deed and I will input it into the map. This is a rough representation of Mystecore/Darkmalice's map input into the new map given to us. The Locations may be off. Please update them as you see fit. Thanks to axeblade346 for the updated key. New Permanent Link. High Res - http://minersahoy.co.../Recent Map.png Low Res - http://minersahoy.co...p (Low Res).png Map Search (Credits to Axeblade and Saera ( http://forum.wurmonl...ser/6442-seara/ ) - http://searchdelimap.comyr.com/Map.html Updated - 2/24/2014 - Update # 89 Map Changes - http://minersahoy.com/Wurm%20Maps The original map - http://minersahoy.co... Maps/Deliv.png Imgur Link (Changes Each Update) - http://i.imgur.com/FG3y6jq.png This is going off the assumption the only map rolf intends to release is the non-updated map.
  19. 1 point
    Hey guys and gals, I know we have all seen millions of cats on the internetz, but who knows whose cats those are.. I want to see YOUR cats (or dogs, pets, whatever, but mostly cats)!! Maybe give their name and a short description if ya want! I'd prefer the cutest pictures that you have, but any pictures will do.. I just love cats. Here is my baby, Billy. He is classy and always wears a tuxedo. He doesn't like to meow or claw, but loves to cuddle, roll around in the sun, and be awesome 24/7.
  20. 1 point
    Current Server: Independence Hey guys, I've been planning on becoming a traveling merchant since I bought my deed a few months ago and now I'm finally ready to get started! Here's the plan: I will travel to any server to pickup the goods, and then I will attempt to sell them for a price that you name. After the goods are sold I will give you 90% of the total back, and I will keep 10% as payment. And of course if you change your mind and want the item back you can message me on the forums and I will return it as long as I haven't sold it already! If you have already sold an item and would like it delivered I charge the same rate! Currently I only have a sailboat, so I can't transport bulk goods yet but I am working on a Corbita and it should be finished soon! If you have any questions please let me know! Thanks If you would like to see the items I have for sale, please head to this post:http://forum.wurmonline.com/index.php?/topic/81081-exeffer-traveling-merchant/ Thanks!
  21. 1 point
  22. 1 point
    Gems? seriously?!?!? what is this? Lil' Wayne's steak knife?
  23. 1 point
    Descriptions of abilities seem to always be correct years before the mechanics here.
  24. 1 point
    Hallelujah! Hallelujah! Hallelujah! This update is an excellent, step forward in wurms gameplay.
  25. 1 point
    Sounds like a long term solution to me!
  26. 1 point
    in a matter of fact he isn't trolling. truly hes view of the accounts are a bit lower that others accounts doesn't go just by skills alone, goes by name, reputation, and the skill combo for example a lvl 70 blacksmith will never go good if the account has 80 digging/woodcutting for every skill of creation a skill of gathering the required mats is good all those add some extra *winks*
  27. 1 point
    The new Gpu animation code. WIP Almost all settings on high (no cloud shadows) Recorded in 1600 * 900 with fraps, Gfx 560 ti, Amd phenom II X6 ~2.85 260 troll in that area, some pigs and some Nogumps. So we are working on optimization and new code.
  28. 1 point
    I had this posted in the suggestion for castle doors but it really needs its own topic i think. I would like to see a few new sections added to tall stone walls every other fence/wall has its own gate except the tall stone wall and i think they should have their own. I have used my paint shop to mock up a few examples of a simple gate that could be added and think they both look nice. I don't have one made up but an arched type without the door might be nice too have also for a simple pass through like into courtyards or something. If nothing else we at least need the gate there are times where a 1x1 house just does not work well and this seems like a simple enough request anyway.
  29. 1 point
    You shouldn't get your shield skill so high, that way you block with it less and it's damaged less! Heh, but seriously, I'm all in favour of increased gains from trolls (less concerned about the other two, scorps at least give cochineals so there can be a reason to kill them). A pre-emptive -1 to anyone that says nerf trolls rather than increase gains, because while they are tough in groups etc. even to high end players - it's good to have the threat an challenge of them around.
  30. 1 point
    I'd also like to note that troll damage vs shield is very excessive. Same as the cart I have to repair my shield after each fight... I've so far lost 4 shields and 2 large carts, lol. On BL-H it is literally impossible to fight some parts of the server with troll spawns right now--even just two entirely destroy my cart or large shield before I can get them both down. It's really OP that an 80ql shield can't even last you 5 minutes on BL-H against the spawns. 7-8 trolls in a 10x10 area is ###### ridiculous. I cannot even move against the waves because they respawn faster than I can kill + repair.
  31. 1 point
    Its infinite amounts... reported EVERY DAY! People We Are About to Divide by Zero Here! Buckle up!
  32. 1 point
    these mobs are too much hassle for their low skill gain i say +1
  33. 1 point
    Nah, at least not in the past several months when they changed weapon skills to scale with damage done. You get like 5x more weapon skill from killing a starving dog than a venerable troll.
  34. 1 point
    Funny to see this same problem exists 7 years later... Its an uphill battle. The only way around it is PMK where all priests can live in the same kingdom/village. Let players fight each other, not some preconceived imbalanced mold.
  35. 1 point
  36. 1 point
    Problem is that came 4 years too late. I hope he's not actually paying bug testers, cause there's already an infinite amount of bugs to be fixed that players report every day. Idk what it takes to run a video game company, but for how long they've had to practice, they're probably running this game more horribly than anyone I've ever seen. Take today's patch for example, adding the functionality to respawn on your home server when dying overseas. It doesn't even work!!! It's like they never even tested the changes, cause all day today pvp has been disallowed while they figure out what's wrong. This is the released. paid version of the game, no longer in beta. For them to implement untested changes to the live servers is SOOO unprofessional. I wouldn't particularly mind a new feature not working 100% right, but when it stops other features in the game like pvp, you might as well just have just taken the servers offline. Notice that this is a constant issue, almost every patch has a faulty fix or unwanted fix or undocumented fix. The availability and reliability of wurm is dismal for what they charge for it. There better be a HUGE correction in development and support for me to re-prem at this cost. Let's hope that's where the $ goes. But wurm's history doesn't give me much faith in that happening.
  37. 1 point
    I think if people actually knew what the price increase was for, they would be more willing to pay the price. (if they new 3-4 full time employees were being hired to bug test, develop etc A LOT of people would feel happier and more secure with the price increase)
  38. 1 point
    Fixing this could have been a great opportunity to give tracking a good use, uncovering stealthed players next to you. With Lurker in the dark pendulums you can find hidden people with no problem. Maybe it should be changed so pendulums have no use on players in stealth?
  39. 1 point
    Its okay to be libila on a home server then right? just long as they aren't a priest? I'm confused... Id rather see something like... Libila chants wont work when being used by whitelighters... and vice versa... =] We had a whole settlement (balfasar's) on serenity... full of libila that wreaked havoc for the better part of a month... maybe longer... until michieldewit and epi and some others gathered together and shoved them into the abyss where they belonged... they lived here... in a place they created and raided strongbox for weeks on end with no one to stop them until that... We heard lots of suggestions on what to do for enemy kingdoms etc at that time... =] Our current system is the result of all those suggestions... Seems to work pretty well for me. Last Time I had to come back to serenity I swam and its not a very long journey from the Black light at all... back on our home server in about 10 minutes and there arent many people on to watch you go anywhere you want really... some days you can even sail through strongbox and no one is on to witness it. =] Gotta love it.
  40. 1 point
    HA! It just dawned on me that Wurm's problems parallel America. The rich are getting richer (broken trader mechanics and paying premium time with silver means the wealthy Wurmian pays nothing to play) while the middle-class Wurmian is suffering higher taxes (increase in premium costs).
  41. 1 point
    The simple, undeniable fact of the matter is that for the same monthly fee (or less) I can subscribe to any number of games which feature better graphics, better tech support (even on weekends and holidays), more content, tons more grind-free content, bigger community, less glitches, fewer exploits (intended or otherwise(ie;Traders)), Balance ('nuff said), and a boat-load of minor perks such as avatars that hinge at the waist, mounts with visible gear, quests/missions, the ability to jump, furniture you can actually use and much more. I wasn't opposed to a slight price increase when it was first announced, but such a drastic increase is simply unreasonable. In the current game market, WURM simply isn't worth it. I'm sorry if I've offended anyone, but if one draws an objective comparison between WURM and the many, many games on the market today, it's plain to see that you can get more for your money elsewhere. WURMs greatest appeal has always been it's price. Through all of the glitches, nerfs, missing items, years and years of "beta testing", etc, etc, etc.... the one thing that made it all semi-acceptable was the price. Even then, I always considered Silver to be over-priced, but premium time was reasonable therefore I was willing to overlook the occasional hiccup. That is only my opinion though. WURM has many unique qualities I'll admit, but none that justify such a sharp increase in price. Like Rolf, I too work very hard for my money and I intend to get the best quality product for the money I spend. The more I spend, the better quality I expect. Also like Rolf I perform a service for others for which I am payed a rated fee. If one of my competitors can offer better services at the same rate as my services, it's reasonable to assume that I'm not going to remain in business much longer unless I either raise my level of service or lower my rates. It's dillusional to believe otherwise. Personally, I've dumped all of my remaining silver into my deed maintenance and fired my Templar. There is little I can accomplish on my deed without going premium and I refuse to go premium until the price-to-quality ratio changes signifigantly. I'll keep checking the forums for as long as my deed remains paid, but I have no intention of returning until things change. Sadly, I'm not the only one who feels this way, and it's a real shame....
  42. 1 point
    I think Wurm for some like myself is a place to hang out until another game is released, the current offering of mainstream mmos has been pretty lackluster, if something grabs me I may disappear for good, until then I'm paying what I would otherwise so its not a big deal.
  43. 1 point
    +1 lol, "wurm was intended to be a PvP game". You mean Wurm was intended to fail 4 years ago? Because if Rolf had forced all Wurm players into PvP it would not exists today. Simple fact, in order for Wurm to continue operating it needs PvE. Ironically, if PvP where to disappear tomorrow and ClubAB started focusing coding efforts on different types of PvE environments (no aggro server, all greenish/champ server) aimed at catering to different play styles it would grow leaps and bounds. I wish Topia was further along in its development. Its going to be a Wurm-like game...minus developer arrogance.
  44. 1 point
    Freedomers shouldnt be ruined by JK QQ.
  45. 1 point
    This is mah kitty c: He has a variety of names including Fatcat, Fluffkins, Catkins, the list goes on... He's also huge and takes up my bed (double bed here)
  46. 1 point
    That's pretty funny. It's affected by the max heap size (you can't have more DirectBuffer allocated than max heap size permits) and by the memory available outside the heap.
  47. 1 point
    Will be updated most likely saturday. Recommend getting your updates in .
  48. 1 point
    I'm awfully sorry, but I don't think that's the right way forward. Yes, a lot has happened: a lot of bugs a lot of strange features, a lot of broken features, a lot of unfinished features, a lot of network lag, a lot of performance issues. And therefore I would like to see one thing before you do anything else: Fix, finish and polish existing features before you introduce new ones. Frankly, I do not care about new features as long as we have so many broken ones in the game, features that have been introduced but never balanced, finished and bugfixed. Just out of the top of my head: Merchants stand there for months with nothing to sell and the owner hasn't logged in for half a year. Every time I log-in my iron torch says it's lit but it gives no light. But I can't light it, I have to snuff it first. Repairing thatch roofs with wooden planks. Amour (cloth, leather, studded) that is hardly ever used because there's no point in using it. Same with some weapons. What exactly is papyrus, yoyo and puppeteering good for? Beverages, tea? Cheese? Eggs? Why is the merchant contract user interface so horrible? Doesn't even say the ql and the rarity of an item. Why is decay so crude, with a darn bed decaying slower than the massive stone house it is in? Why do some things (for example unfinished boats) don't decay at all. Why can't I pickup armour stands, chests, beds, archery targets, looms and all the other crap littering the landscape. Why is Strongbox on Serenity littered with player corpses that take weeks to decay? Why do locks and keys do not decay at all with hundreds of them laying around in the woods? Why do I get 1000s of fur from hunting with nothing to use them for? I do not need 1000s of beds. and dozens more ... just look here: http://forum.wurmonline.com/index.php?/topic/79026-things-u-think-make-no-sense-in-wurm/ Thus, please, Fix, finish and polish existing features before you introduce new ones.
  49. 1 point
  50. 1 point
    Big +1 on the epic server idea would make for a truly unique playing experience.
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