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Showing content with the highest reputation on 24/06/15 in all areas

  1. 7 points
    New Craftable item God Tabard, same as kingdom but displays a sigil of a god. Includes player dieties
  2. 4 points
    Like in topic - how about adding toggleable option which turns camera automatically when mount/vehicle is turning?
  3. 4 points
    I thought it had always been like this hasnt it?
  4. 3 points
    A few suggestions: 1. Bison can be saddled with normal saddles, but it is truly worthless as they still run off even with saddles. PLEASE make it so they don't run away when they have a saddle on their back, same as horses. It would really help if the five speed bison in the wagon don't go all Usain Bolt when they are unhitched. 2. Since sitting was introduced on carts, the passenger's weapon obscures the driver's views. Please make it so the weaps won't interfere with the driver's view. Also, since sitting, carts no longer "tilt" backwards when going up slopes, so you can't see what is going on behind you like you could before. Please tilt the carts back like they did before the sitting. Or, alternatively, allow the driver to either sit or stand, so you can either have things as they currently are, or like they were before the introduction of sitting (no weapons to obscure your view, and see the cart as tilted backwards so you can see what is going on behind you when going uphill). 3. Allow us to make jewelry with gems (currently, gems are only useful for priests or for making sacrificial knives). Allowing uses like rings or necklaces would be awesome. Also, allow troll teeth to be made into necklaces or knife blades. 4. Since we now bounce over walls, please allow other options to be safe while building on high slopes. Things like grappling hooks, mountain gear, ropes, things that will allow stam regen while you are trying to build the next wall on your mountain deed, or perhaps just climbing up mountains as fence ladders no longer work. 5. Please allow better options for placing and moving items. Drop/plant (and hope for the best), push and pull, and turn a standard amount really sucks. Please make it more accurate to drop or plant on a specific spot inside the tile, or aligned to the tile edge, and as for turning, please allow turning clockwise or anti clockwise by an amount in degrees instead of just a standard amount. Addition: Please allow hauling straight from wagons or carts like it was before the whole "offload, go upstairs, activate rope, haul thing up" was introduced. This added at least 3 more mouseclicks to the simple act of getting things from a wagon or cart to a few floors up. 6. Belated additions: 6a. When you sit down on a cart or ship you have this really weird thing poking out the front of your body...I am sure everyone knows what I am referring to. Please fix this. 6b. Everyone now falls off carts when they are the passenger, when you take fast turns or go over bridges or even passing gates. Whether a bug or just something to suggest, please look into this too. (If bug please move this part to bug section. Thanks!)
  5. 3 points
    It's been some where around 50+ in game hours now without a single rare roll. I've made approx. 70 iron weapons and imp'd them to 80 - 92ql (mostly 90+). Not a single rare roll in all that time. I have a 10 second deed bonus window for rare rolls. I use Woa tools and do not do actions over 20 seconds. For the most part all imp actions are 12 seconds or less. Either the rolls have been turned off for me, or there is something wrong. I'm used to getting about one roll for every 5 -10 hours of game time.
  6. 3 points
    For the love of God please fix the load option for boats, it's ridiculous how close you have to be. The link shows just how close it doesn't work. Picture
  7. 3 points
    Could we please have a top down view? Or is that at all possible?
  8. 3 points
    Rare rolls on tools for me are so infrequent I can go weeks at a time without any ... then in one sitting I can get 5 and still not turn anything rare. I feel like the unluckiest master smith in the world .. only thing I ever turn rare is cordage rope and string where the guy down the road from me can knock out half a dozen rares a day when he's on a streak. I feel like Rolf has personally cursed me or I'm the only in the game that doesn't know the trick to maximizing the odds.
  9. 2 points
    Weapons 93Ql: Large Maul => N97 L93 C83 M71 => 11.90 silver SOLD 2handed Sword => N73 L87 C73 M65 => 5.50 silver SOLD medium Maul => N97 L90 C85 M71 => 11.10 silver Weapons 94Ql: 2handed Sword => N78 L80 C71 M79 => 5.90 silver SOLD Long Sword => N95 L86 C84 M69 => 9.80 silver SOLD Weapons at Freemarket Merc: 93ql => 2handed Sword => N71 L74 C75 M82 => 5.20 silver SOLD 94ql => Huge Axe => N74 L79 C66 M66 => 4.50 silver Name Weapon and Price to pick please. Buyer can also choose a free Demise spell if he want and pays COD. Have a nice DAY
  10. 2 points
    Requirements: - Steam, http://store.steampowered.com/ - Fulfill the age requirement or get approval from your parent or legal guardian* *Age requirements are often only recommendations by organisations who rate many kinds of media, mostly by their content/appearance. In some countries they're legally binding though. Borderlands 2 has been rated ESRB Mature (17+), PEGI 18, USK 18. If you're not 17+, you will need to get the approval of your parents or legal guardian to participate in this giveaway. It's currently on the Humble Bundle but I was missing only part of it, so I could give this away rather than let the keys rot. Though this game's probably not high up on anybody's wish list anymore, maybe somebody is still interested to add it to their collection Here's what's on the table: Borderlands 2 and Borderlands 2 DLCs: Mechromancer Pack, Psycho Pack, & Creature Slaughterdome How to get in: Post here that you want in, make sure you meet the requirements listed above. This game is for PC and can only be redeemed on Steam. I will maintain a list, give everybody a number, and then make a random roll for the winner. I'll then send the winner a PM on the forums to redeem the game. Giveaway ends in: I'm going to stream the giveaway with a custom made randomiser once the timer runs out and I'm awake (8:20AM CEST/Berlin time), mostly for the sake of transparency at my Twitch channel, a recording will be uploaded and available on my YouTube channel shortly after. Can I enter the Borderlands 1 giveaway, too? Yes, BUT, you can only win one of them. If you happen to be rolled the winnder on both, I'll let you choose which one you want more. Unless you're the only one who wants Borderlands 1 (fixed typo)
  11. 2 points
    Requirements: - Steam, http://store.steampowered.com/ - Fulfill the age requirement or get approval from your parent or legal guardian* *Age requirements are often only recommendations by organisations who rate many kinds of media, mostly by their content/appearance. In some countries they're legally binding though. Borderlands has been rated ESRB Mature (17+), PEGI 18, USK 18. If you're not 17+, you will need to get the approval of your parents or legal guardian to participate in this giveaway. It's currently on the Humble Bundle but I was missing only part of it, so I could give this away rather than let the keys rot. Though this game's probably not high up on anybody's wish list anymore, maybe somebody is still interested to add it to their collection Here's what's on the table: Borderlands and Borderlands DLCs: The Zombie Island of Dr. Ned, Mad Moxxi's Underdome Riot, & The Secret Armory of General Knoxx How to get in: Post here that you want in, make sure you meet the requirements listed above. This game is for PC and can only be redeemed on Steam. I will maintain a list, give everybody a number, and then make a random roll for the winner. I'll then send the winner a PM on the forums to redeem the game. Giveaway ends in: I'm going to stream the giveaway with a custom made randomiser once the timer runs out and I'm awake (8:20AM CEST/Berlin time), mostly for the sake of transparency at my Twitch channel, a recording will be uploaded and available on my YouTube channel shortly after. Can I enter the Borderlands 2 giveaway, too? Yes, BUT, you can only win one of them. If you happen to be rolled the winnder on both, I'll let you choose which one you want more.
  12. 2 points
    Greetings my Lords and Ladies of Wurm... Here is part 3 of my comic "The Wurm Chronicals" Hope you all enjoy it. https://drive.google.com/file/d/0B117kdLDsfYMaFBIWkg2Q24tMGs/view?usp=sharing
  13. 2 points
    Bump for the kingdom that fights their own battles!
  14. 2 points
    To add a bit more to lakes and ponds.Have ducks and swans sporn on inland waterways.make them like chickens were they could be killed if you wished to do that.i would like to c them on lakes and not in players deeds so having them drop eggs might not be a good idea.I think they would make waterways a bit more realistic
  15. 2 points
    Totally agree Berris. This is going too far into 'easy mode' when people ask for the game to track when they should and should not be using a luxury feature like sleep bonus. Yes I said luxury feature because you do not NEED it to gain skill it is something that increases your gain but Wurm would function just fine without it. I myself have done this numerous times but that is my fault for not managing this feature better not the games fault for not holding my hand enough.
  16. 2 points
    Salt and Coal Veins ​there a real thing so why not in game
  17. 2 points
    Bump for this suggestion... this NEEDS to be implemented. I don't know how many times I've died while sailing and needed to sail back to the site of the death (and boat) and then didn't have an available alt to bring with me to sail the original ship back. In fact it just happened last night. What a pain. My suggestions on this as others have said: 1. Make the "towed" vessel not able to accommodate players while being towed. 2. Either use a mooring rope or some other new rope. I can't think of any negatives.
  18. 2 points
    I agree that they should adjust the minimum speed and I never said it was a "bad thing" to do so, I just don't find any reason to justify the gimped speed before they have actually MADE such a change.
  19. 2 points
    One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them In the Land of Mordor Freedom where the Shadows lie.
  20. 2 points
    People keep thinking that if Rolf made more money, the game would develop into their idea of what a mainstream AAA game should be like and have more players. Can we get that out of our heads? Yes it's easily scalable, however, it is not a mass appeal game. Wurm is not and will probably never be a mainstream game. It's a niche game. It's for certain types of people while still giving enough freedom to entertain many different playstyles? Grinder, merchant, crafter, gatherer, casual, pvp, pve, land baron, RP'ers, adventurers, sailers, farmers, ranchers, etc..... We have had over a hundred new players come join our village in the past year including about 10 of my own family and gamer friends. Today, about two dozen are still playing. None of my family or gamer coworkers are still playing. Too slow and grindy they tell me. These are the people that mainstream games will appeal to. Is the game a success? Who are we to say that the game is not successful? If Rolf meets his yearly personal goals for the game and income, then it is a success no matter what you or I think. Maybe he doesn't want a game that has the resources to grow too large too fast which brings on it's own set of problems. Was Notch happy with minecrafts success? He took the money and is now doing what he loves, making a small niche game again. Towards the end, I don't think he was happy with what minecraft had become in some respects. You could say that Notch took some of the ideas from Wurm and went out and made a more mainstream game. Something I think the majority here would not want to see happen to Wurm. The compromises that would have to made would make it something totally unlike the game we have today. I like to think that Rolf is committed to his vision and is not letting the pressure to go large pressure him into compromising the vision. Sure that vision has changed over time. But being small fits in well with my own preference of lean business practices. There are those who would even presume to know better than Rolf how to make more money from his game or how to maximize profits. He has insights into the game that we will never have. Or that more resources would allow him to hire more developers. More resources and more developers do not equal a better game. How many game flops from the large game publishers have we seen over the years? If Wurm were mainstream, if it were as popular as Wow or some other big time game, would it be better for the game? The lag problems lead me to believe that we don't have the backend infrastructure or network to be able to support a much larger community without seriously looking at that first. Personally, I'd host on some other main stream hosting company with the backbone to support the game. We don't know the numbers to make that call. I can't even attend a unique slaying because I'll be disconnecting so much it wouldn't be worth the aggravation and I have a good connection, many don't. I do wish we had more players however. Be thankful instead that we don't have gold farmers constantly spamming us in game or on the forums. Silver tied to the euro is a good incentive for gold farmers to come to this game but thankfully, the number of players we have would not make it profitable for them so they have stayed away so far. So yes, I think Wurm is better off remaining relatively unknown. So long as Rolf makes enough to pay the bills and meet his own personal goals, and allow the game to continue, then that is enough.
  21. 2 points
    You know what wasn't fixed? The fact that you have to basically stand over something now in order to reach it when on a mount. I really could care less about aesthetic things like sails that aren't "proper", or characters sitting on a mount. I want my functionality back. This includes being able to butcher or pick up a corpse from my cart, without having to position the cart right over the corpse. They ###### that up too? Great....
  22. 2 points
    I am back, back again. Jakeii's back tell a friend. o/ *You know you sang it*
  23. 2 points
    So on Fantasy Island if all the coin went into Rolf's pocket the game would improve at a pace never seen before in gaming history? I think Rolf would take longer vacations.
  24. 2 points
  25. 2 points
    This guy goes harder then wurm. https://youtu.be/nCKkHqlx9dE Sorry idk how to post it as a video still lol.
  26. 2 points
    Boat insurance scam in Chaos It looked like a story taken from an action movie. A day ago, it was announce in the recruitment thread of TLR that a village member named Blackmonk, built a bridge to reach a clay tile because his boat had broken down and he had to send it to the Shroud docks for repairs. The story sounded very fishy even from the beggining as not only are the Shroud docks are famous for their past and present scam and fraudulent activities but because he instantly filled an appeal for insurance reimbursement from the company that insured his boat. A citizen of Xanadu that requested his identity to remain secret, contacted The Wurmion's headquarters and revealed a shocking info. Blackmonk, who reportedly sent his boat to the Shroud docks for repairs, is a master ship builder. We contacted Blackmonk for an interview a couple of hours later. His initial resistance to speak with us was followed with a plethora of inconsistencies as according to his words "I accidentally crashed the boat on the bridge under construction". This comes in contrast with the public announcement from TLR where it clearly is stated that the bridge was built because he had no boat to reach the clay. So if the bridge was built to replace the boat's functionality, how did the boat crash on the bridge prior to that event happening ? A paradox ? The plot thickens. Our investigative journalists dug deep into our archive to find assosiated events and as expected it didn't take long for the gold to come to surface. A convicted felon, serving his sentence in home probation was found at the village of TLR. His name is Issle and those that are regular readers of our news feed might remember him. The criminal of the pixels that goes by the name Issle was the person that a year ago, filled a lawsuit against Gumbo Enterprises for - according to his claims - selling him faulty combat gear a case that was later debunked as the plaintiff was trying to scam the insurance money from Gumbo Enterprises. Those two events are closely associated as it looks like there's an organized group of people living in TLR associated with fraudulent activities and insurance scams as both the events were aiming for insurance money and profit. Maciejkow, the village mayor refused to give any explanations in a phone call we had with him and assured us that no such activities are taking place in his village. What is more, he promised to build up a new church to instill religious ethics into the people of his village.
  27. 2 points
    Hi, Thx! To read the concept was absolutely awesome, and it gave me much insight. Obviously this game was meant as a PvP game. Guild Wars was initially, too. But then the devs had to realize that nearly nobody (or only minuscule numbers) cared about their shiny PvP glory, the stupid users much more loved the more peaceful PvE part - Betrayal!!! The devs reacted with bringing more PvP, for sure. And got angry if again nobody (but some few) cared about. That made Guild Wars fail after the first few expansions, and this seriously cripples Wurm. The vast majority of players just doesn't care about this "our village" stuff, doesn't care about any in-game kingdoms or gods, they just want to build their things, with the permission of their neighbors (or without), and don't think even of all this "join a party, be a part of it" stuff. They come, pay, and expect a certain service. PvP is, for the overwhelming numbers, something as cool as boiling sheep-dung. But as in any game, the competitive PvP crowd has a loud voice in the forums. They have to make threads to get their meta-game going, they need to be vocal in the forums about nerfs and buffs - that's an innate part of the PvP game! PvE players don't have to do such, so only a small fraction is visible in the forums. (And even these have learned that absolutely nobody cares of PvE problems ...) And here may be a serious problem. The forum doesn't reflect the Wurmian world. Have fun!
  28. 2 points
    If we're going for bovine realism, then I would like to go to my neighbor's place and push his cows over while they sleep.
  29. 2 points
    you have always had to have been premium or you could roll the same referral across as many new players as you like one at a time.
  30. 2 points
    Sleep bonus is easier to 'protect' and easier to obtain than it ever was before. Sure we could make it go even further, but I'm not sure it would make the game 'better' - it would just make it simpler.
  31. 2 points
    It does not look like much...but on GV nobody can build bridges, can they? Let's take a closer look... Look who owns and made the cart! Look who made the sign... He even sent a signed message... Mycelium planted! And what did he name this bridge? Rolf's Bridge over Troubled Waters...
  32. 2 points
    We need dyes AND paints. Paint can completely cover something like rock, wood and plate armor, where dyes would have little effect on them. Paint would suck when used on cloth, which is where a dye would be perfect. Dipping a knarr into a fountain of dye, which is inside a sauce pan, to dye it is a problem. Using a bucket and paintbrush to paint the knarr, when in dry dock is not a problem. If a single bucket isn't enough, then make the first bucket's coat a thin coverage result. Next bucket the color is stronger, etc.
  33. 2 points
    Yes it has been temporarily turned off due to there being some issues with the collision that we did not feel was big enough to delay the release to fix. But to avoid you guys having to suffer those issues we turned the collision off.
  34. 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.
  35. 1 point
    We are welcoming new and returning players at the N. Indy Academy. Brand new and looking for a place to stay as to make survival a little easier? Want to get back in the game without starting your own deed? Tired of being lonely? Looking for a strong community? WHY Indepence? Its the perfect size Xanadu is too large to travel from edge to edge comfortably (and the other servers are too small instead = little wildneress left.) Steady playerbase With WU, Independence didn't loose nearly the amounf ot players that Xanadu did! We are old, experienced, and we love this server too much to abandon it. It has the most active ratio of players in relation to the server size, hence you get a lot of activity = active alliance = activa trade/barter system. We had people move here from Xanadu in search of a more active community. So what can we offer you here on this great server? We are right on the beach of Colossus lake (Independence server), just a couple of tiles from water and convenient highways to help you navigate. All the basic resources are very conveniently located here. This village is also part of an alliance, with several experienced and friendly players - this allows you to use the alliance chat channel to get in touch with the surrounding community, in times of need, or just for fun. (The village itself is an alliance creation, hence a lot of us are invested in the Academy). Don't forget that you get a free teleportation to the Academy as well (if you haven't already used this option when joining another deed.) Housing: We got two options for housing atm: Your very own locked room in our inn (til something else opens up OR you/we build something new for you ) Empty land to build on The available plots of land are 4x6 - but a 3x6 house would be max due to the other tiles being on a slope (mild slope for farming, fences or such) So what do we have to offer? Resources: The mine entrance is on deed, with the main material needed (iron) being right inside the entrance. Very convenient. Tar and clay are within 2 minutes of travelling either by boat or on foot (or in a cart or wagon if you got premium). A public farm area where you can grow crops, tend to them and eventually harvest them. The farm also holds animals for grooming, milking, shearing and breeding. It also has a kitchen with ovens and a storage area for crops, seeds and wood needed to fuel the ovens. A Public workshop where we have set up some of the basic tools you will need (several forges, anvils, a loom and such). The alliance - this might be your greatest resource ever. Need advice? In dire need of some assistance? The alliance probably got your back. Safety: Gated community to keep trolls out, and guardtower on deed if somehow something does finds its way in. So what are you waiting for?! Come on in! 'How' do you ask? Just contact me on the forums, or send a PM to Seancarl in game (also me). It also works to talk to Asdf, Malchimus or Lillie for an invitation.
  36. 1 point
    When we use the crafting window it would be nice to be able to repair our tools from there was well. We can already right click on them and examine or remove so why not repair? Well i suggest it be added in.
  37. 1 point
  38. 1 point
  39. 1 point
    Rings don't have rare shines yet AFAIK but moonmetal rings glow in the dark kind of
  40. 1 point
    Unless ... the puppets ... become the masters first ....
  41. 1 point
    Hitch 1 animal to that cart and no one is dragging it anywhere.
  42. 1 point
    But I still don't get it. It's not like the pixel coins people find on the ground came from somewhere. They can just be programmed. Why on earth would Rolf relate them to his banking account? Or any account for that matter? They don't have to be related to any purchases including the game income.
  43. 1 point
    I'd rather not remove locate soul, it has good uses outside of pvp too that also affect 'pve' use. Finding your own corpse, finding someone's corpse, trying to find out where you or someone else is when they get lost, etc
  44. 1 point
    Great video again guys. Love listening to you guys chatter while I'm Wurming and look forward to each new episode. I agree, no automation. It has a high risk of changing the way the game feels. Sure, "the grind" sucks, but it's exactly the fact that we have to do so much work that makes the end product so rewarding. And yes, UO players is our target audience. A shame you missed out on that back in the day. You'd have loved it, I'm sure. And about creating a group experience - well UO was really good in that respect. For instance UO had this treasure map system. You could fine treasure maps of varying "quality" - which were dropped from mobs or fished up from the sea. Low level maps were very common, high level were very rare. You had to find the location based on the coordinates and the map also showed a small portion of the area with a pin on it. Upon finding the rough area, you would start fine tuning your search with your shovel and your character would do a couple digs, then give up because it was not the correct spot. Upon finding the correct exact spot they would continue digging and eventually a treasure chest would rise to the top of the ground. In this image you can just see a steel chest starting to show up as he digs. As the chest started to emerge, monsters would spawn and you had to kill them off to continue or be killed! Here you can see the same guy fighting some spawn as he investigates what was inside the chest. Low level maps could be soloed, however the higher the level, the more people would be needed to join in to help kill off the spawn. And of course, the higher the level, the more juicy the chest and it's contents! At the end, people would divide the loot among themselves. It goes without saying that these were hugely hugely fun and engaging to do!
  45. 1 point
  46. 1 point
    Coal and charcoal are two very different things in terms of overall uses. Maybe the op wants burnable coal as a fuel resource, keeping charcoal in its separate unique state or perhaps I'm reading too deeply into this
  47. 1 point
  48. 1 point
    I don't mean for this to derail but why couldn't sleep bonus just apply to action timer? I mean if it needs to be adjusted to balance that (lower cap, slower regen) then fine, but it seems like having it apply only to actions you're actually doing would solve that and there'd be less anxiety over min/maxing your usage of it.
  49. 1 point
    Santa Cienio and his Sled Slaves Team
  50. 1 point
    Hello this is the official Ascension theme for Tosiek , creative commons for free commercial use https://soundcloud.com/zwattkat/ascension-of-tosiek i wanted to embed this on forum but cannot find an option this is approved by Tosiek btw cheers
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