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Showing content with the highest reputation on 03/04/16 in all areas

  1. 6 points
    In CombatHandler.java, there's this block of code: if (weapon.getSpellSpeedBonus() != 0.0F) { calcspeed = (float)(calcspeed - 0.5D * ((100.0F - weapon.getSpellSpeedBonus()) / 100.0F)); } else if (!weapon.isArtifact()) { if (this.creature.getBonusForSpellEffect((byte)39) <= 0.0F) { calcspeed -= 0.5F; } } The intention of this code is to say "if the weapon has WoA or BotD, knock some time off the swing speed (half a second at 100 power). If the weapon doesn't have those spells, but the user is under the effects of Frantic Charge, take half a second off the swing speed." Problem is, the math is wrong on both. First, the WoA/BotD section: calcspeed = (float)(calcspeed - 0.5D * ((100.0F - weapon.getSpellSpeedBonus()) / 100.0F)); This yields a 0.5 second swing speed reduction at 0 power and a 0 second reduction at 100 power. In other words, you are better off with a low cast than a high cast. The code should actually be the following: calcspeed = (float)(calcspeed - 0.5D * (weapon.getSpellSpeedBonus() / 100.0F)); But assuming you don't have WoA/BotD at all, the game rewards you with a 0.5 second speed bonus for not having Frantic Charge cast on you: if (this.creature.getBonusForSpellEffect((byte)39) <= 0.0F) { calcspeed -= 0.5F; } The "<=" sign is responsible for this; it should be a ">" sign. So the net result of this is that WoA/BotD/Frantic Charge will all hurt you more than they help you. Working properly, the full code should look like this: if (weapon.getSpellSpeedBonus() != 0.0F) { calcspeed = (float)(calcspeed - 0.5D * (weapon.getSpellSpeedBonus() / 100.0F)); } else if (!weapon.isArtifact()) { if (this.creature.getBonusForSpellEffect((byte)39) > 0.0F) { calcspeed -= 0.5F; } } Also note that the incorrect code appears twice in CombatHandler: once under "public float getSpeed(AttackAction act, Item weapon)" and again under "public float getSpeed(Item weapon)".
  2. 4 points
    Please for the love of Permo, remove the player gods. They ruin the game in my opinion. Seeing WL using BL spells just sickens me. Another alternative would be to give the player gods NEW and unique spells. I would actually prefer this over removing them.
  3. 4 points
    Warning - big wall of text coming. I have concept of in-game rifts I would like to discuss both with all players and staff - I will try to present this idea as accurately as possible. Right now, we have two main and one occasional form of PvE-oriented combat activities: hunting and unique killing (+various GM events from time to time). In this suggestion, I will focus on third addition to these activities - invasions. Invasions would be small, separate "mini servers", connected to main world via single rift. You can enter them only on foot, but in some cases you could find possible mounts/pets inside. These would vary a lot, from small sites easily doable by single average player up to the ones requiring 25+ experienced and well geared players. Why "mini servers" instead of directly in game world? There are some big reasons why this is bad idea, two most important are: Terraforming - unless these sites would not terraform any land at all (in which case sites would always look similar and not really interesting) Space - these sites would need to be either rare or very small to fit inside current servers, what makes them even less enjoyable. It also makes them depending heavily on available terrain. Their existence could also make traveling harder. Where can the rift spawn? Location must be: On land Not on road Outside of building (blocking access to rift with new structure would be impossible as well, and rift would create small no-build zone around it) Outside and far enough from deeds (I think that 15-20 tiles would be enough) Once the rift spawns, type of invasion is randomized, with bigger chance for low difficulty site than the more difficult ones (PvP server could have bigger chance for more difficult sites, but more risks related to that as well due to fact that if main server is PvP enabled, rift is PvP enabled as well). To conserve server resources, it is not generated until first player enters it, in which case its generation due to small size of instances should be very quick and not noticeable on the whole server. While active, rift acts as mob spawner until invasion is completed or it times out (no logged in player inside since one week or site is older than one month). You can determine rift type, difficulty and age by monsters spawning around it, its color/size or coming close and examining it. Invasions itself - like I mentioned earlier - would be miniature servers. Inside them, you will encounter few types of different sites that can be split into three major categories: Dens - usually low to medium difficulty sites, with mostly open structure and cave network. You can encounter rats, wolves, bears, goblins, trolls and spiders dens. These usually have one main task and no side tasks, most often requiring to kill champion inside the den. Rewards are small, but there is some chance for rare loot and tiny chance of getting unique items. 1-3 players should be able to complete all these sites. Thought as single player or village-wide events. Villages - usually medium to high difficulty sites, with mostly open structure and large village in a middle. You will encounter goblin and trolls variants, maybe rarely villages damaged by Valrei monsters as well. These usually have one main task and one or two optional side tasks. Rewards are average, with at least one guaranteed rare item and small chance for supreme/unique items. 3-10 players should be able to complete all these sites. Thought as village or alliance-wide events. Sieges - very high/extreme difficulty sites, requiring many players and few hours to finish. These sites would be most complex and involve many stages, starting like village sites, with need to break into castle area and courtyard using siege machines, optionally into cave network below castle as well. These will always have chain of main tasks and many side tasks. Rewards are big, with some rare items, chance for supreme/fantastic and at least one-two unique items. 25+ players should be able to complete these sites, but it should always be challenge no matter how many players take part in it. Thought as server-wide or global events, similar to current unique hunts but much harder and rarer (maybe one or two per month on the whole cluster?). On PvE servers, if siege rift exists everyone can enter it using personal rift similar to epic portal. In case of both PvE and PvP appearance and collapse of this rift is signalized with global message similar to unique mobs one. To make it impossible to finish hard sites single or with too small group, mobs quickly respawn until proper side/main objectives are completed, walls/fences repair themselves unless destroyed as well. Mobs inside invasion sites don't give any skill rewards, but completing a site gives skill reward dependent on contribution. Inside invasion, you cannot dig and build houses, but can craft and do resource gathering actions including mining. This can be useful in case of village sites and is basically required to complete sieges. All resources are hardcapped at 50 ql and - as you cannot bring carts in and out of them - it is not worth to bring them back to the main server. Some spells like disintegrate don't work inside. Once main goal of site is cleared, site closes after a moment and gives main rewards to players (undecided how should rewards giving work yet) as well as teleporting them to rift location. If rift closes due to timing out, all players who were inside get teleported to the location where the rift was and instance - together with everything left inside of it - is destroyed. What do you think about this concept? Is there anything more to add, expand, maybe some bad sides or you don't agree with it completely? Let's discuss!
  4. 4 points
  5. 3 points
    An update since my last post, 1 mission done on elevation 9 on desertion no problem here guess we should just abandon elevation and goto our home server like the rest of the people who want to do missions since that's the only viable way it seems =).
  6. 2 points
    With the recent addition of tile alchemy, I found myself grinding Forestry for more efficient fruit harvesting. Peeking at the decompiled source, I was disheartened to see that picking fruit from trees has a difficulty that scales with your skill--likely a remnant from before pruning existed, which also scales with skill and is generally far better for grinding Forestry. While scaling difficulty isn't inherently a bad thing, it limits how good you can get at an action. In the case of Forestry, higher skill actually makes you worse. A few quick trials in a simulator showed an ugly trend: even with a QL95 sickle, your average fruit QL actually goes down as your Forestry skill passes 80. I had hoped that I was just missing something with the skillchecks and this wouldn't happen in the live game, but the simulator was right on the money, and indeed my average fruit QL has gone down after grinding from 70 to 90 Forestry. The increased skill does speed up harvest time, but that is cold comfort when I'm actually worse at producing fruit. The problem is all in the difficulty for harvesting fruit, which is (Forestry skill / 2). This means that, beyond 80.0 skill, picking fruit actually has a higher difficulty than mining gold, and the difficulty keeps climbing while your sickle QL can only go so high before it becomes impractical to maintain. My solution would be to set fruit harvesting to a fairly low difficulty, somewhere around 20; it should be harder than picking sprouts, but not by a great deal. Since the simulation was correct about my experience with Forestry, I'll also use its results to show the difference in live versus proposed QLs: Live fruit QLs, with Forestry/2 difficulty: 70 skill, QL95 sickle: ~QL58.7 average 80 skill, QL95 sickle: ~QL59.4 average 90 skill, QL95 sickle: ~QL57.9 average 95 skill, QL95 sickle: ~QL56.27 average Proposed fruit QLs, with 20 difficulty: 70 skill, QL95 sickle: ~QL70 average 80 skill, QL95 sickle: ~QL73 average 90 skill, QL95 sickle: ~QL74.5 average 95 skill, QL95 sickle: ~QL74.7 average The fun thing about 20 difficulty is that, even at 99.999992 skill, harvesting fruit with a QL1 sickle would still have a ~50.4% gain rate. Players could still grind Forestry by going out and harvesting fruit, while there would still be the expected incentives, and rewards, for very high skill.
  7. 2 points
    I would like to see a storage unit to store up to 6 or more small barrels, that way it wouldn't use as much graphics and be a better organization for those of us who have lots of barrels lying around.
  8. 2 points
    Hi Everyone! With the Easter break behind us it's been a quiet week on the development front, but there's been plenty of activity on my side! This Easter will be forever known as the "massacre of the bunnies" with the server spawning mechanics unfortunately causing the death of the poor creatures, some say the Easter bunny creature is now extinct... No updates this week, with a simple restart to ensure smooth play over the weekend. April Fools! This April fools was a lot of fun and while we threw around some ideas, we settled on a few hidden secrets and swapping the models. It was fun seeing deathcrawlers and eagles on the deserts of Freedom and has sparked discussions of the desire for more varied creatures in the wild lands of Wurm (though perhaps not Valrei mobs). something we're keen to look into. Enki also had some fun with some hidden secrets of his own, we don't know how long he's held onto them for as he tells us "since the 30th of Triskaidekamber" Tresure Hunt! This weekend holds the esteemed Pristine Treasure Hunt, where Enki has played I spy, and will lead you all on a merry chase over the beautiful lands of this... I can't stand it, I can't send you all to your deaths, it'll be a nightmare, you'll all get lost and die in the woods, run, while you still can! Rifts, rings and really cool pauldrons! Some sneaky players caught wind of the addition of shoulder pads and rings to the graphics pack, I can confirm some of these inclusions are related to the upcoming rifts content but I can't say much more than that. I hope to give you all the info in the coming weeks! Cave dwelling testing The cave dwelling testing was a tremendous amount of fun and we found and fixed some critical bugs as well as introduced a few things to make building inside caves easier. I'd like to thank all players for turning up and testing, and am happy to announce the winners! The four winners of 5 sleep powder are: Odynn Nicrolis Annyil Jakerivers And the winner of five sleep powder and the 90 quality rare silver pickaxe with 100 BotD is: Audrel! if you've won, send me a PM and we'll organise getting the rewards to you. Design a Starter Deed Extension I've had a few pm's asking about the possibility of extending the contest for designing the new starter deeds. After discussion we've agreed to extend it another week, closing on Thursday, April 7th. A lot of starter deeds haven't had designs submitted and we removed a lot of the material and building restrictions , so if you feel like trying out for one, have a go! Join the forum team! Our new Lead Forum Moderator is on the hunt for enthusiastic new members of the forum moderation team, to apply please make sure you meet the requirements and follow the instructions here: PvP discussions. This week saw a lengthy pvp discussion on the forums and I'd like to thank everyone for the feedback, it's clear some changes are universally desired, and can be implemented fairly quickly and easily. As expected though, the rest will require careful treading and may take some time. I know we all wish to see improvements in PvP as soon as possible and I hope this proves to be the case. Wurm Unlimited Mod API There's been a lot of discussion lately about mod support for Wurm Unlimited, and I'm pleased to announce we have been working on and developing an official supported modding API for Wurm Unlimited! We'll hopefully have some more info soon and look forward to working with modders on identifying what areas to focus on and getting priority targets released! Weekly Question Whats your best ever April fools prank? Community Content Easter weekend came with a twist on KangaWU, with the Easter Bunny being 8 foot tall, and terrorising the players by throwing eggs, summoning chickens and being a general pest. Without the Holy Hand Grenade of Anitoch, it was up to the brave members of KangaWU to slay this beast, and the results can be seen here: That's it from me for this week, I'll be around on the weekend if you have any issues or questions, so please don't hesitate to say hi! Retrograde & the Wurm team.
  9. 2 points
    Thank you, I will be reviewing pages shortly to ensure they are up to code and cleaned nicely Will also post a list of photos that are needed from the community. Thank you for your help with the project. We appreciate it
  10. 2 points
    Update for the fifth time I finished! All the category pages have been finished and cleaned up. Time for the next project \o/
  11. 2 points
    why ever make a bow out of anything but willow
  12. 2 points
    Seems a bit more pricey than usual. The new prices are much better. Thank you for adjusting them! Good luck with your sale.
  13. 2 points
    Bug fixed, bugfix will appear in next server update.
  14. 2 points
    +1 to unique spells or removal. The lack of effort put into this system is almost obscene. I mean, why would a god named Tosiek have a spell called "Light of Fo"? Why would a whitelight god promote a whitelight player from a whitelight kingdom into a whitelight demigod, only for that whitelight demigod to inexplicably turn into a blacklight god (who is also somehow available to both BL and WL kingdoms)? It's a joke. Not to mention that we were once told that "Wurm isn't Counter-Strike" immediately before giving everyone access to every spell and saying "see? Everyone's on a level playing field now." Saying "you can become a mayor, a king, or even a god" looks good on the box, but if you're not willing to give the feature the time it deserves, you shouldn't even include it at all. Better to under-promise and over-deliver than the reverse.
  15. 2 points
    A new flooring choice that allows access to containers beneath and haul up/down but doesn't have a ladder. Allows easy access to storage on adjacent floors and delivery to a cart below without cluttering up the space with a ladder.
  16. 2 points
    This is the problem with Freedom wanting/keeping Epic features. We're not allowed to balance our own features/mechanics because it affects a different cluster.... The thing with player gods is, having certain kinds of priests/spells you didn't have before shows a lot of imbalance and how things could be better. I said similar in a different post, something like give Mag truehit, cure light and/or drain health, web armor, able to mine and woodcut like lib, able to bash like lib, give Lib nimble, LT, maybe aosp since mag would get wa, able to catapult like mag, doesn't need as much since lib is already great in the spell department. Maybe give Fo some kind of direct target spell like fireheart, but a unique one, fo is pretty good otherwise even without this. Vynora is pretty balanced, so dunno there, maybe some kind of fun passive to try to keep WLers having to choose between all 3 wl priests and not just one or two (and give Mag alchemy sac too because wasting iron on locks sucks ) (edit: and let us make hate tiles without mycellium)
  17. 2 points
    First of all, thank you very much for all the feedback over the past week. There's been a huge amount of discussion and we have plenty of information to work with. During this week I'll sit down with the devs and begin the process of bringing most of these changes in. As many of you have said, and i'm sure the rest feel, there's no one thing that will improve PvP and combat, there's a lot of little things we can adjust in a small time frame to improve how it currently plays. but in order to truely improve PvP we'll need to take time to address core parts of the system and then work towards what we want PvP to be.I know I'm not alone in hoping these changes come quick, but I'd rather see a properly tested and balanced system coming rather than a quick one. Rest assured though, I will keep you all updated as time goes on. Retrograde
  18. 2 points
    It's not a debate. Uninformed sellers should be made aware of the negative reputation that comes with the account if they are unaware and the OP fails to make it clear.
  19. 2 points
    Misty morning in Wurm, Sol embraced by mountain. Templar was watching new arrival, first pinto.
  20. 2 points
    I thought I recognized your name. Looking forward to having you back. I died three times my first day while still having no fight skill and of course the starter weapons. Leveling is a lot nicer now with bdew's timer fix installed. I heard about your very cool one on one pvp fight with a JKer. Impressed.
  21. 2 points
    An effective but harder way to address all this requires starting with the min/max situations. State what the minimum combat "level" should be, hp/dr/speed/dmg/whatever, no armour, no weapon, no enchants, in effect you create the baseline State what the maximum combat level should be, as above but with max possible toon, ql gear, enchants and specials like valrei Note, the maximum is not what we currently have but what we should have (no idea who decides) This gives us our scaling factors. Work out for each component what each possible modifier is allowed to contribute based on one of two methods. All modifiers must fit the valid range or to allow capping. The aim is that every combat modifier is looked at in context and only in context to the entire scheme. Nothing should ever be looked at in a standalone manner. The main issue of having everything fit within a range is you cannot add a new modifier without reworking everything that contributes to that range. The main issue with capping is that you can add a bonus which has no effect in some situations because the relevant cap is already reached though it does allow for more options. Once you have the min/max levels set and agreed then, and only then, you would be able to realistically see how to balance things like SotG. I would be interested in seeing what the current min/max is and what the current scaling factors are. My bet is I'd cringe if I did.
  22. 2 points
    Server Update - 01/04/2016 Animals can now be hitched to boats. 2 for rowing and sail boat, 4 for cog and corbita, 6 for knarr and caravel. Warning: Unhitching non-swimming animals in deep water will very likely lead to their drowning. Known issue: Hitched animals will look like they are walking on the sea floor. I'm pretty sure that it's a client limitation, probably not fixable without a client-side mod.
  23. 1 point
    Auctioning this beautiful weapon: 97ql Supreme Small Maul [15:49:32] Nimbleness has been cast on it, so it increase the chance to hit. [94] [15:49:32] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [97] [15:49:32] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [100] [15:49:32] Mind stealer has been cast on it, so it will steal knowledge from non-players. [95] Accepting silver or euro bids through paypal sent as a gift at a 1e:1s ratio. Starting Bid: 40s/40e Increments: 1s/1e Reserve: None Buyout: Accepting offers through pms Sniper: 1h Auction ends on Friday April 8th at 9:00pm EST
  24. 1 point
    to pretend people play on a server or hide the fact that nobody does
  25. 1 point
    thanks Magykal still more to do but I am working it to the bone.
  26. 1 point
    Update again: I finished the Walls as well. Added all the images as well as the pages having categories on them. If someone wants to go behind me and double check. I think I got all of the walls but if someone wants to make sure. Thanks
  27. 1 point
  28. 1 point
    Why are people minusing this? I can't see the harm in it.
  29. 1 point
    I'd rather just remove the weird forced penalty entirely
  30. 1 point
    Hmm. Remove them and say farewell to 20% of WO subs. Or more? Don't have anything to say about new spells.
  31. 1 point
  32. 1 point
    The advantage to having a farm on deed is that others can't steal your crops.
  33. 1 point
  34. 1 point
    Currently Destermind of PoK Skills dumped at Apr 2, 2016-----Skills: 0.0 Religion: 6.7342606 Prayer: 16.186497 Channeling: 1.0 Preaching: 1.0 Exorcism: 1.0 Artifacts: 1.0 Hammers: 1.0 Warhammer: 1.0 Healing: 16.10188 First aid: 32.78815 Clubs: 1.1809704 Huge club: 1.678942 Archery: 1.0 Short bow: 1.0 Medium bow: 1.0 Long bow: 1.0 Thievery: 1.9157156 Stealing: 1.0 Lock picking: 2.621629 Traps: 1.0 War machines: 1.0 Catapults: 1.0 Trebuchets: 1.0 Turrets: 1.0 Ballistae: 1.0 Polearms: 1.0 Staff: 1.0 Long spear: 1.0 Halberd: 1.0 Prospecting: 24.091301 Coal-making: 21.871237 Milling: 1.0 Tracking: 9.277135 Paving: 44.252613 Climbing: 20.39587 Thatching: 1.0 Firemaking: 22.968227 Pottery: 18.092402 Mining: 59.595074 Digging: 95.98032 Ropemaking: 10.1135435 Smithing: 53.686558 Blacksmithing: 40.541256 Locksmithing: 5.8552146 Jewelry smithing: 44.4233 Metallurgy: 3.2901287 Weapon smithing: 82.16505 Blades smithing: 6.1755023 Weapon heads smithing: 9.376549 Armour smithing: 21.443964 Shield smithing: 90.50997 Chain armour smithing: 45.61826 Plate armour smithing: 2.8819141 Tailoring: 40.307728 Cloth tailoring: 30.785933 Leatherworking: 95.20511 Masonry: 68.817474 Stone cutting: 49.487762 Cooking: 22.408342 Hot food cooking: 20.140686 Baking: 1.0 Dairy food making: 3.2233374 Butchering: 46.350777 Beverages: 1.0 Nature: 45.896538 Fishing: 16.78923 Gardening: 43.36769 Foraging: 14.87231 Botanizing: 13.368853 Animal taming: 25.476572 Forestry: 39.41391 Farming: 40.65835 Milking: 5.258003 Meditating: 35.84584 Animal husbandry: 67.67136 Papyrusmaking: 1.0 Toys: 2.4105763 Yoyo: 1.0 Puppeteering: 1.0 Fighting: 77.15262 Defensive fighting: 7.17609 Normal fighting: 63.769287 Weaponless fighting: 7.365074 Aggressive fighting: 45.52129 Shield bashing: 6.480584 Taunting: 1.5814393 Miscellaneous items: 82.00251 Shovel: 86.62977 Rake: 25.956732 Saw: 30.616327 Pickaxe: 61.872044 Repairing: 63.21567 Sickle: 40.667084 Scythe: 1.0 Hammer: 93.539474 Stone chisel: 36.901035 Alchemy: 21.444061 Natural substances: 51.667816 Shields: 28.995987 Medium metal shield: 18.824614 Small wooden shield: 1.0 Small metal shield: 1.0 Large metal shield: 39.258644 Medium wooden shield: 1.0 Large wooden shield: 1.0 Axes: 62.351986 Hatchet: 85.74318 Small Axe: 1.2334573 Large axe: 14.061938 Huge axe: 1.0815611 Swords: 36.475697 Longsword: 73.21337 Shortsword: 1.0 Two handed sword: 47.962936 Knives: 53.83365 * Carving knife: 88.979774 Butchering knife: 52.798004 Woodcutting: 95.05733 Mauls: 37.332195 Medium maul: 60.21006 Small maul: 9.376143 Large maul: 38.439716 Carpentry: 99.81327 Bowyery: 94.47353 Fletching: 20.350163 Fine carpentry: 97.79803 Toy making: 2.5831273 Ship building: 70.58681Characteristics: 0.0 Mind: 43.112755 Mind logic: 50.811142 Mind speed: 23.85011 Soul: 26.763554 Soul depth: 26.721472 Soul strength: 27.262144 Body: 57.700542 Body strength: 50.831383 Body stamina: 42.287895 Body control: 39.5835Religion: 0.0 Faith: 29.716825 Favor: 29.716825 Alignment: 19.473957
  35. 1 point
  36. 1 point
    Thats just cool, i like that,
  37. 1 point
    I must admit, I fell for the first sentence. I wondered why in the world would the Wurm creators make a feature where peat and wood scraps provide more yield, but I was already planning a peat tile to take advantage of it. I was also wondering how this would affect produce availability in the world and what it would do to prices of food on the market. Peat and wood scraps would make compost, though, so in principle it made sense. Then, I read the next sentence about hammocks and realized I have been had It made me laugh, though, to think how many people would be walking their horses in a circle for an hour or so, blend and polish lanterns for hours or start moving their cursor all over the screen in anticipation of that gold coin. That image of people walking or riding horses in a circle is still stuck in my head. Nice work!
  38. 1 point
    Sorry, not an april fools, but I do welcome them on Freedom servers as well as many others. As long as they are nerfed a bit to prevent unwanted newbs killing (hell horse behavior) and no bashing / going through walls. So yah, cool to see the models around, waiting for the real deal... and next 1st of april, announce a graphic improvement and revert everything to their old models, that would be fun.
  39. 1 point
    So I shouldn't commit the change to trolls I was working on where they stunned and threw you? Man... I was going to make pheasants phase like fog spiders too.
  40. 1 point
  41. 1 point
    Bump! I shut down my server to come play on this one! Very fast skill gains and it's pretty fun already.
  42. 1 point
    Server Update - 29/03/2016 Added Life Steal (renamed from Life Transfer), Mind Stealer, Strongwall, Lurker in the Woods / Deep to Libila spells Added spell Shadow Gift - BL variant of Genesis Blessings of the Dark cost reduced to 50 favor Base stats (Body/Mind/Soul) gains significantly increased
  43. 1 point
    since nobody is putting an offer on this account i will offer 50 silver for the account
  44. 1 point
    Got it, my first iron ore, thanks guys!
  45. 1 point
  46. 1 point
    My own peat tile, here I come! The trees in my area will rejoice.
  47. 1 point
    there is so many things that would be messed up from these large events suddenly appearing... .what if it appeared on top of the ONLY tar pit in your region? it would have to convert it to dirt to spawn the buildings for the village.... or your usual clay spot.... its just going to cause a huge hassle in the long run... sure it might not spawn on top of the tar pit on the first try, but what happens in a year when it does? that tar spot is gone forevers
  48. 1 point
    Everyone to the church! Sermon time!!
  49. 1 point
  50. 1 point
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