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Showing content with the highest reputation on 06/06/15 in all areas

  1. 7 points
    Black Dog isle inner sea crossing bridge 132 tiles from coast to coast.
  2. 7 points
  3. 7 points
  4. 6 points
    roman sw@g [11:33:31] <Masterofwee> omg what armor is that [11:33:48] <Node> 99ql cloth
  5. 5 points
    You think that maul looks good? You think that axe looks bad? I guess there's no accounting for taste.
  6. 5 points
    Picture overload: Got a little burnt out before decorating the inside so this will have to do for now
  7. 4 points
    Hey Everyone! You join us this week under the premise of a new title and a little bit of a theme. Firstly, we've decided to change the format of the title to just be News, the number of the post and some information about what's inside. That way, you know what's in every news post and they'll also be easier to keep track of, especially now that the Weekly Update titles have gone on for over a year and some have the same number. Secondly, as we discussed last week, dev focus for the next few months will be on bugs and small updates. We came up with a theory that if a news header is worth doing, then it's probably worth over-doing... The B Word Hmm... Boats? Bridges?! Bugs! Starting from this week, we'll also be including all of the week's patch notes in the weekly news, which ought to help you keep on top of them. In un-noted news, devs have also began work on a server management tool to generally help with maintenance. Fixes that apply to all servers will be in black, to purely PvP servers in blue and to purely PvE servers in green, which will make it easier to work out what applies to you. 1/6/15: Changed display of received mail items, so can look in containers Fix so cannot charm animals when you are not allowed to tame them Merchants no longer may be threatened from another floor level Attempted fix for mycelium spreading to lawns Relaxed the checks for structures blocking tunnelling Allow fungus spell to work on lawn Fix for deity loss due to alignment changes A bug with faithful setting on spells was fixed 2/6/15: Fix so ballista darts do damage Creatures may now be blocked by doors when entering from bridges War machines now work a bit better against bridges but still needs tweaking 4/6/15: Removed enchant decay on weapons due to extreme rarity but overwhelming impopularity. Humid drizzle should now properly save the disease state when used so that it doesn’t reset on server restarts. Added marble planters as craftables. Should function in the same way as flowerpots. Possible fix for minedoors not opening for enemies trying to enter shortly after passing. Skillgain for battle camp guards were brought in line with kingdom guards. Fixed so water doesn’t get the rarity when tempering and improving. Fixed so you now can select a player when hovering over their face mask or ring. Fixed bug in skill tracker where the “show progress to next skill†button is always unchecked by default. Fixed for client crashing with out of bounds. Permissions We have a few news updates on the permissions changes that Tich is currently working on. In the long term, Tich will be working on new permissions options for *deep breath*: settlement roles, buildings, ships, wagons, carts, gates, mine doors, house doors (likely to be last due to complexity) and (potentially) animals. It's a comprehensive set of updates that will give far greater control over your possessions. This week, Tich has a preview of the new settlement roles window to share. Existing options are combined with an easier to use UI and a number of useful new permissions, such as "harvest fields," "modify buildings" and "mine iron veins." As with the old system, permissions are configurable for every role, allowing a huge number of possibilities - ranging from only allowing skilled farmers to harvest fields while letting newer players tend them for skill, to allowing the modification of buildings without allowing a citizen to build new buildings. We expect the new permissions features to come out over the next few months, either steadily or in groups. There are still a number of problems to solve, including more difficult tasks like how to get boat permissions to co-operate with changing servers - but it looks like it'll all be well worth the wait! New Clothing Items We also have some new clothing items to share this week. Wox has been hard at work on some new shirts for the fashionable Wurmian! They may be liable to changes before release and will be a part of a wider range of new clothing items. Serendipity Bridge, Deliverance Building new bridges around previously bridge-less servers seems to be making for a few big community projects, and so we're going to get into a habit of featuring a bridge every week for a little while. Serendipity bridge on Deliverance connects the Serendipity Peninsula with the Deliverance mainland. The main segment is a staggering 36 tiles long, just two off of the maximum. Has anyone built a single bridge that's longer yet, and who has the longest of each material type? Credits go to the Deli community and Yaga for the organisation. You can find out more here. Screenshot of the Week Lastly, it's time for our favourite weekly screenshot and is bridge-related too, and this week's is courtesy of Journeya. We really liked their creative use of bridges as roofs and archways, which isn't a way that we expected to see them used! More pictures of the building are here, including its roof made from bridge which is also worth a look. That concludes the 67th Weekly News of Wurm Online. 67, 'ey? How time flies when you're having fun. Happy Wurming!
  8. 4 points
    That would have been the correct huge axe in comparison to the the maul.. The huge axe is just a larger woodcutting axe.. Nothing cool to it any more.
  9. 4 points
    A little light humor for this heated thread, taken from screen shot thread *edit: a dozen edits later, figures out which link to paste making the image show
  10. 4 points
    As part of my ongoing series of articles about Epic it made sense to approach the Epic leaders for an interview. All of the leaders have agreed to an interview based on the following questions. Each interview will be posted separately and in the same order that the leaders responded to the original interview request. For the purpose of these interviews I was Kingdom neutral and all articles were approved by the leader(s) interviewed prior to being posted. Name, rank, title(s), name of kingdomPersonalHow long have you played Wurm?What path has your Wurm journey taken?How did you become the leader of your kingdom?Most satisfying moment as the leaderMost satisfying moment in game for you personallyKingdomCan you tell me more about your kingdom?What are the overall goal(s) of your kingdom?Why join your kingdom?As an experienced EPIC playerAs an experienced CHAOS playerAs a Freedom player coming to EpicHow does someone contact your kingdom in order to join?Here is the response from the Jenn Kellon: Amberain: First I would like to say that JK has no one leader. We have a very large group and we share the leadership role amongst some trusted players or "Elders" that work well together. Having a kingdom this way keeps a good system of checks and balances, so that we can all help each other and lean on each other to lead when needed. Our Grand Prince is currently Ausimus, he has been with JK for 3+ years and brings lots of experience and time invested and trusted in JK. I am our alliance leader and Mayor of the Capitol of JK, I have played wurm for 3 years, in JK for all of that except 28 days. Awardis "The Silent King" is a jack of all trades, and is there to help and lead in any situation. He has been with us for 2 years. And Posteh I would consider our PVP leader and all around mentor to the entire group. He has been with JK since before I started playing the game, and is looked to for advice and guidance by all of JKE. For this interview I spoke with our group and we decided together that Posteh would speak as our leader. He has been here the longest and has helped shape the group and each player in it over time. Hi, my name is Posteh. Former Grand Prince. I started Wurm in 2005 when I took a class regarding Java, and the professor actually used Wurm showcased it as an example of games coded with Java. Back then Wurm was far ahead of its time creatively with its terraforming, large open map, and building system. I did not seriously start playing until the Wild server. I was Horde of the Summoned for years, and I think in all those years we rarely had any PvP victories. Once our raid group wiped out to a Jenn-Kellon boar. The kingdom had no structure, no unity, no leadership, and honestly no one had any clue how to properly fight. It was not until a player named Playtimesover (PTO) in Jenn-Kellon decided to convert to Horde of the Summoned, and offered to train us that we began to understand how to fight. We founded a village called Legion of Libila, which was honestly like a boot camp, and it was rigorous. Every day we were grinding our skills, meditating, shield bashing, archery training, and expanding our kingdom north towards the heart of Jenn-Kellon. We went from just being a bunch of mediocre nobodies to suddenly a rising threat that was winning battles against Jenn-Kellon. This was huge for us because for the entirety of the map Jenn-Kellon had dominated everyone. This really taught me the impact one leader can make in this game. I do not really like the term leader because it carries this misconception that someone is solely responsible for a kingdom’s actions, which is never the truth. In Jenn-Kellon’s case there are plenty of people within the kingdom that lead in various aspects, however, I just merely have been doing it the longest, and I feel people respect your time more than a title. There are several other players in Jenn-Kellon just as equally qualified to answer these questions as much as I am. I just happen to have a great deal of experience especially in PvP, and I am fortunate enough to have many trust my word when it comes to a battle. I personally consider myself more of a tactician than leader. I guess I look at Wurm a bit different because to me it is not about my personal success, glory, rank, title, or account value. To me it is about the kingdom. I want my kingdom to succeed. You may have a very strong account with all the riches and valuables, that is great, but what good is all that without a unified kingdom to fight alongside with? For me personally my most satisfying moments as a leader is witnessing the impact I had on players by helping them understand how to fight, and seeing that they then are able to win a battle without my presence. Although I know I have been considered a very abrasive “tough-love type†leader, I do it because I want players to realize their mistakes for the next fight, and improve. I love seeing my kingdom’s accomplishments and victories without me. It is very satisfying seeing a player’s growth in PvP, and I am lucky to have seen dozens. Jenn-Kellon is a pretty well-structured kingdom with a large population, and heavy PvP presence. One of the great things about Jenn-Kellon is that we have a very diverse crowd from many countries. We are dominantly American, but we also have several Europeans, and Australians too. Additionally our community is very sociable, many of us spend our playing time on the Teamspeak chatting, playing various other games, and watching movies together online. Wurm is a lot of fun, but it also can be very time consuming, and boring. It is great to have a kingdom that you can socialize and develop friendships with while you play. As for goals much like other kingdoms we just want to PvP, and do well. I believe Jenn-Kellon is very well known for having a large infrastructure. We have a history of large land control, big capitals, war deeds, highways, tunnels, and towers. Obviously we want to continue that into the new Elevation without blocking off enemies from entering for PvP. There is a lot more land this time to cover, and we are just now starting to connect all the villages. I will be honest with you when I say most kingdoms are the same. Every kingdom has their hardcore PvPers, crafters, mission doers, troublemakers, loudmouths, and wild cards. There is a similar hierarchy in all kingdoms. No matter which kingdom you choose to join you will find it resembles the others in many aspects. The only real difference is the type of PvP a kingdom chooses to focus on: roaming, boats, raiding, HotA, traps, and or simply picking on newbies at the starter town. Some are gutsy, some are not. I will say we are extremely social, but equally trollish. We make fun of each other a lot in joking, and honestly that is not for everyone especially if they are sensitive. If you want to join first you must know we will never tell you where our capital is. You must climb the highest mountain on all of Elevation where you will pick a handful of white dotted flowers. Then you must collect four mountain gorilla teeth, craft ten spindles, tame a wild crab, and then find us. Once you find us say the words, “Valar morghulis.†We will accept you. No questions asked.
  11. 4 points
    Just small ramp leading to the second floor of my house rebuilt after bridges update:
  12. 3 points
    New look of Large Maul - looks really good http://www.wurmpedia.com/images/d/d5/Large_maul_new.jpg New look of Huge Axe - looks like crap (rediculous) http://www.wurmpedia.com/images/c/c6/New_huge_axe.jpg The new huge axe is a placeholder for something in the workes?
  13. 3 points
    I think we should get better models for rare and supreme and fantastic weapons. They have a better look the more rare it is.
  14. 3 points
    Just a short forum post in hopes that this post will receive some community support and dev will enable the level function under bridges so that clay may be lowered down to allow boats to sail through. Thanks
  15. 2 points
    Without weapon chant decay, the market will stagnate. This was a bug that finally got fixed. Rolf, you made a decision to fix this bug and bring the game in line with your vision. Now you've crumbled and given in to a handful of complainers. Well now it's time for the people who do enchanting to complain. Seeing as this is supposed to be the summer of bug fixing, why not start making polls to let the players decide what bugs they want fixed. Edit - I would like to point out that I'm all for either having enchant decay on all weapons and tools, or NO enchant decay on all weapons and tools.
  16. 2 points
    Greetings my fellow residents of Indy, It gives me great pleasure to announce the following to you all. But first a little history on the project... Since the early days of Indy, the Old Timers Guild has had a presence on Black Dog Isle, over the years we have seen a lot of guild mates come and go but the ones that stayed have pretty much taken over BDI and made it our home. And ever since those humble beginnings we have dreamed of the day when we would have bridges across the canal and Inner Sea to connect the West Coast. Well that day has come my friends... Now I would like to take the time to thank and name all those involved in the project. Dano(and Alts) Drpox(and alts) Elgen(and his brick monkeys) Aarontx, Kasumi, Olloyd, and me and my alts Also our neighbors across the sea, Vcboy and Gog for there stamps of approval. So here is where the Black Dog Isle West Coast Connection is Pics and fun facts of the project. The bridge spans 130 tiles from coast to coast. It has also been approved as a main highway so no griefing allowed Total amount of dirt used to raise the pillars and make the ramp on the west coast =18K. Total Bricks give or take a few hundred = 11K Total Mortar = 10k Total rock shards = 3.5k Here is a link to a full construction album I have of pics if your interested http://edzwarr.imgur.com/ So I hope to see you in local one day checking out the bridge or the merchants rows which will be opening soon. Thanks, Edzwarr
  17. 2 points
    [02:09:53] A long and slender sword. This is a very rare and interesting version of the item. It is glowing from the heat. It could be improved with a lump. [02:09:53] You can barely make out the signature of its maker, 'Drsatan'. [02:09:53] Nimbleness has been cast on it, so it increase the chance to hit. [85] [02:09:53] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [87] [02:09:53] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [100] [02:09:53] Mind stealer has been cast on it, so it will steal knowledge from non-players. [81] Starting bid: 8s Bid increment: 50c Reserve: None Snipe Protection: 1 hour Buyout: None Current bid: None Please note I do not accept private bids, all bids must be posted here, feel free to PM me with buyout offers or questions. Item will be CoDed to winner at their expense unless picked up on Deliverance at Funndy Docks.
  18. 2 points
    I'll answer a few of your questions/concerns aeris, the image posted is a mockup (note the disconnected scroll bars on the side) and not a final product, so changes will still be made to it for sure. The format of the text (capital letters etc) in that is not set in stone at all, and the comment about all caps has merit In regards to the button placement, the top portion of the window is static, meaning that you can resize the window vertically and the different options will scroll without taking the top part of the window (the role name and buttons in this case) off screen. This will be consistent across all of the management windows including managing permissions for buildings etc where there might be 50-100 people listed in some cases. - - - In other words, once you make whatever changes you desire, there will be no need to scroll all the way to the bottom in order to apply them, as the buttons will always be visible. The colors are (afaik) internal use for us as we have been discussing what should do what actually and may or may not be in the production UI, but what they denote is: red options will get a popup warning players will have to confirm to allow the granting of that permission to that role, as they are potentially very dangerous. (for instance, granting someone the ability to disband the settlement or destroy any building on the deed would be bad to do by mistake) [edit- the popup confirmation will appear as the role is checked, not when the changes are applied] the blue citizen type roles note would appear regardless of the role being modified, but again, i think that was a note for those of us discussing the changes, not part of the final UI itself, the wording on it might change for the final UI if it does appear as well but, all it means is that those permissions in blue (in this case the entire subgroup of settlement management and the individual permission attach locks) are only able to be granted to members/citizens of the deed, not to allied deeds, non citizens, or other players that have been added as an individual. in regards to the co-mayor thing, that's just the name of the entire role being edited in that popup. Selecting the option by clicking on the text probably won't happen, as hovering over the text is intended to give a tooltip style hint of exactly WHAT that option does. so, hovering over Chop Down Old Trees would cause the text "Allows chopping down of Old, Very Old and Overaged trees." (or whatever we decide on as the final text) to appear overtop of the management window. - - - In other words, no more scrolling down through a wall of text to find out what each permission does when trying to figure out what to grant different people.
  19. 2 points
    ...or fairy particle effects seen at night. W/e you want to call them. Add a sound effect, a soft "Hey, listen!" Just at the level of being heard and not heard.
  20. 2 points
    The transaction with Warrior was problem free. Because of the limiting mechanics that exists with this particular item, Warrior demonstrated his honesty by not running off with the remaining charges. So I think this speaks more to his character then your normal trade or c.o.d. transaction. Thanks Warrior!
  21. 2 points
    I always assumed all enchants decay, even on weapons, in line with how tools do when they take damage from use. Why shouldn't they? Why should you have and keep this immensely powerful weapon, that never gets worse? Because eh.. what? All I hear you say it's expensive to have 99 power enchants of everything on your weapons? You're damn right it is. Do you need it? Damn no you don't. I've been killing things with no enchants for years, until I actually priested my alt and had a little bit of Frostbrand on my QL50 sickles and that's it. I'm not paying 15s just to kill things in 1 hit less or whatever I'm fine with weapon enchant decay making a proper return if it's in line with tools. +1
  22. 2 points
    HaHa you people are all funny. If Rolf actually caved because the player base wanted him to and not because he agreed with the change, I only have one thing to ask him.... "Who are you and what did you do with Rolf?"
  23. 2 points
    * edited as I sometimes get over excited but just to illustrate you can have a "chest" slot that seems to include sleeves and hips unless you assign another item to cover those areas
  24. 2 points
    Yes, the cheese makers would be very happy with the ability to shred, although it would grate on me. =Ayes=
  25. 2 points
    I've read as much of this thread as I can but my opinion is... remove shattering on items above a certain ql to make re-enchanting less risky. Make enchanting itself more linear or rechargeable as mentioned, then allow weapon enchant decay but make sure it's an acceptable rate to please those that don't like spending more coin in game.
  26. 2 points
    Tools have like one or two enchants which is fine to maintain or just ditch for new ones unless rare or something its not a big deal, the weapons have so many more which sucks the fun out of having to deal with if they wear out. There is a line I think between being reasonable and just getting greedy asking for too much. The only issue really was that people were used to something for a very long time and get upset when something comfortable changes for the worse (do I hear mooring ropes anyone?) I think we should be happy with the small victory and that asking for tools to be the same is just taking it a step too far but that's just my 2c for what it isn't worth *shrug*
  27. 2 points
    I've now reached 70 Sacrificing: Double favor item confirmed, Alchemy Ingredients (it worked very, VERY, well with corn) Spells: I'm sure we all know the full details of what they do, so just listing the basics. Spell, Faith, favor Bless, 8, 10 Dispel, 10, 10 Tangle Weave, 10, 30 Light Token, 20, 5 Locate Soul, 20, 20 Phantasms, 20, 10 Nolocate, 22, 15/60 Aura of Shared Pain, 25, 35 Libila's shielding, 27, 30 Mend, 29, 29 Courier, 30, 30 Frantic Charge, 30, 20 Magranons Shield, 30, 30 Reveal Creatures, 30, 30 Truehit, 30, 10 Cure light, 31, 10 Lurker in the dark, 31, 30 Fungus, 33, 26 Fireheart, 35, 20 Willowspine, 35, 20 Wormbrains, 35, 30 Vessel, 38, 5 Dominate, 39, 40 Break Altar, 40, 80 Dirt, 40, 20 Frostbrand, 40, 45 Animal's Demise, 43, 40 Libila's Demise, 44, 40 Mind Stealer, 50, 120 Wind of Ages, 50, 50 Wrath of Magranon, 50, 50 Human's Demise, 61, 60 Life Transfer, 61, 120 Genesis, 70, 30 Smite, 70, 50 Strongwall, 70, 70
  28. 1 point
    this has been up for about 4 years i have a Teamspeak server on the interwebs and i thought i would open it to the wurmens. only condition is you use your in-game name so we know who you are. TS3 Download address: ts.beautifulsunset.net no pass the server is currently set to 100 slots Enjoy Status/orignal post post Edit: If people want there own village channel leave me a message and i will make it when i see it.
  29. 1 point
    So I have been working on another house on my deed and carted over the bricks and carried them in my inventory around the second floor. I finish dropped them and go to embark as commander while standing on the second floor. Instead of dropping down onto my cart as I expected (or giving an error) I instead sat and the cart and horses came to me on the second floor. This has proved to be repeatable both up and down floors but only one floor at a time as one needs to be close to the vehicle to embark.
  30. 1 point
    Silly argument and it's time for it to stop. The weapons for years did not lose enchants, it did nothing to stagnate the market, and it won't now. Tools lost their enchants and nothing has changed there. All Rolf did was revert a new change that many did not like. And since I'm speaking as a Vynoran priest, I'm also not worried about losing income due to this. In the beginning we were made to understand some actions had timers that varied with skill and tool ql, and the enchant would wear off over time. Weapons and those actions that either had no timer or a set timer did not lose enchants. This may not be logical, but it is wogical, where each item has it's own rules and the rules for other items do not apply. So my rug keeps it's enchantment (as far as I can tell) just like my weapons do, but my tools I use every day wear down. And it makes sense to me, most people who carry weapons will do all they can to keep a weapon and have it in the best condition, but will replace a tool as soon as it it worn down somewhat.
  31. 1 point
  32. 1 point
    Greetings can you please place this bridge on the map.... Black Dog Isle Inner Sea Crossing Bridge
  33. 1 point
    You only need 20 prospecting to check ore quality. If it means people have more control over the deed i think its worth having the ability there. If people want to use a work around instead of grinding for 30 mins to get 20 in a skill im sure it wont be abused too greatly.
  34. 1 point
    People change over time. They come back after long breaks where a lot of RL might have taken place. They grow up, they grow older, etc. I see no value in forcing people to forever be tied to an imaginary character they created to have fun, that they pay their own real money to play. History? It's not up to you. It's not your history. It's their history, it's their journey. What they wish to call themselves from one day to the next is ultimately not your call. You have no implicit right over what others call themselves. To think that you do is simply wrong. You don't. Get over that. It isn't something you have control over, nor should you have control over what others decide to name their imaginary characters. Yes, the right to maintain our own identity without intrusion of others is something that could be abused. Could be abused is not a legitimate reason to deny everyone else the fundamental right to call themselves as they wish when they wish. Self-identity changes and isn't meant to be negotiated with everyone else in the world. As Jimi Hendrix would say, I'm the one that's got to die when it's time for me to die, so let me live my life the way I want to. Stepping off the soapbox now, thanks for the ears.
  35. 1 point
    That. Maybe the new maul was made by a different person cause it looks like it shouldn't be in the same game as that axe. BTW check out the shadow on that axe xD
  36. 1 point
    Psst, here's a hint: you're not supporting the game when you pay your premium with silvers, someone else is, the one that is buying the silvers, you're just a money sink.
  37. 1 point
    be mindful of who you recruit and their reputation.
  38. 1 point
    more proof of the existence of medieval skateboards and
  39. 1 point
    Bump! Looking for the last few spots in order to create the pmk! Vets and new players both are welcome!
  40. 1 point
    is not house trained
  41. 1 point
    Models for unfinished staircases and ladders were added. Enabled renaming of bridges by the planner. Fixed dioptra and range pole QL so they restrict the length of bridge planning correctly. Fixed so emoting bridges (and floors) now works. New staircase added called Standalone, it does not have a floor above it.
  42. 1 point
    Bump for having lots of fun and a great experience!
  43. 1 point
    Huh? It has been overhauled? I'm confused, please explain.
  44. 1 point
    Those are the sleeves/pants cloth tailors can make now. The NEW tunic must be a chest piece only In fact all the pants/ legs etc are current models and not part of the NEW fashion, we just see three new chestslot items I imagine they will be using a preset palette of colors so that they all can be interchanged without clashing of colors (at least for the new items) all somewhat muted but players can go for pure natural / masculine / FIERCE / feminine / perky / "whatever to call it" colors to suit their daily moods. You could use either FLOWERS or MUSHROOMS as a natural textile dye craft ingredient FLOWERS: yellow white orange blue purple -- plus RARE colors greenish-yellow(stripes?) & pink-polkadot MUSHROOMS: Black red green yellow brown blue
  45. 1 point
    Why? He just said he can drag it to inventory... U're just like my GF, why do somethng simple, when it can be complicated...
  46. 1 point
    is this for your pocket or for the community
  47. 1 point
    Yes, this is the problem when "beating the game" involves reducing its income or the potential for it. A strange business concept to enable by creating a system that bypasses chief game income generators (Premium time, Deed placement and upkeep). No denying this is the effect. On the other hand more game income enables hiring paid Developers to enhance the game in a progressive direction. The less money generated the slower the progress. Perhaps this is why so many bugs are around that players complain about, since a small paid Dev staff can only accomplish so much. =Ayes=
  48. 1 point
    I recently bought a deed in the SouthEast and I can confirm that it is quite desolate. Seems like there were deeds at some point, but many have been abandoned for other areas of Xanadu. Too bad because it's a beautiful area and would be nice to have some folks to talk to. But also really nice because it's quiet and there's room to breathe.
  49. 1 point
  50. 1 point
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