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Showing content with the highest reputation on 06/13/16 in all areas

  1. 12 points
    Hello everyone. I did it again! This time 1000 of them and a little special enjoy! A four months project i been working on and I'm glad I managed to finish it!! Special thanks to Moogien for helping with logs and creating some piles and Shrimpiie for taking the awesome screenshot from above. I do not know the amount of charcoal yet,i'm still picking it up,ill update once i know. 28.8k Total charcoal. Finaly,after a good part of them burned out i managed to take a screenie with smoke
  2. 10 points
    If you missed it, we held our first live stream in a long while! There was a lot to catch up on and a lot to say, too much to cover in one episode. So instead of trying to cram in everything in today, we focused on a couple of our burning topics! In this episode, we discuss our experiences returning to the game and throw around some ideas on how this experience could be changed to improve player retention. We also discuss the new incoming rendering system that is currently on the unstable client!We are glad to be back! Keep on Wurming!
  3. 4 points
    Adamantine does not do 10% increased damage on weapons, like the Wurmpedia says (Adamantine): Here is a snippet of code from the getDamage function in CombatHandler: } else { boolean full = _creature.hasSpellEffect(67) && !weapon.isArtifact(); damage = Weapon.getModifiedDamageForWeapon(weapon, attStrengthSkill, full) * 1000.0; damage += (double)(weapon.getCurrentQualityLevel() / 100.0f * weapon.getSpellExtraDamageBonus()); damage += Server.getBuffedQualityEffect(weapon.getCurrentQualityLevel() / 100.0f) * (double)Weapon.getBaseDamageForWeapon(weapon) * 2400.0; } The first call is to Weapon.getModifiedDamageForWeapon, which does the 1.1 multiplication at the end of the function. if (weapon.getMaterial() == 56) { damreturn *= 1.1; } However, as you can see from the CombatHandler code, it then does straight addition to the value, gradually decreasing the effect of the multiplication, down to the point where an adamantine weapon eventually does about ~2% to ~3% more than a non-adamantine weapon. I have a combat simulator which I tuned to test the damage difference from adamantine. Here are the results: iron longsword: 11187 addy longsword: 11414 longsword difference: 102.02% iron maul: 20243 addy maul: 20677 maul difference: 102.14% iron huge axe: 24353 addy huge axe: 24867 huge axe difference: 102.11% I suggest changing of the Adamantine page to better reflect its actual functionality.
  4. 4 points
    With the introduction to some nifty new loot with stats and disposability... I was thinking an addition of randomly spawning named mobs for solo fighting would be interesting. Everquest did this alot. Ordinary models with a unique name like 'Gash the Troll Chief' and would have a random item on it (most of the time something crappy). *No, alert that they spawned or anything... just find them randomly while hunting, travelling, or exploring. *It doesnt HAVE to drop loot everytime, but it could have a higher chance than normal mobs for rare coins too. *It should be noticably harder than normal un-named mobs and give more fight skill when defeated. *There is no need for extra work on models, just use normal models and change statistics. *Adds an element of surprise when fighting and possibly a unique 'pet' to bring around. -Doctorangus
  5. 4 points
    I think you are misunderstanding some items. Credit card companies do recognize virtual goods as items having value. The only issue is that unlike physical goods that can be mailed/tracked are easier to identify and regulate. In this case due to IP/Privacy laws, we have no proof that the buyer actually received the items. This is where virtual goods and physical items separate themselves in disputes such as this. Netflix isn't a virtual company. Revenue also doesn't directly represent net worth or it's value in being traded publicly. Netflix has infrastructure/rights in over 100 countries. On top of being a production company that makes high equality content. Also Netflix is a monthly/continual service, not a virtual good or item that you are buying. I know the point you're trying to make but it isn't the same thing. Netflix is a very tangible company. The issue with virtual items is that you have to distinguish a clear chain of buying and selling. You have to guarantee that Mike who lives at X place and uses X credit card is actually real. PlayerAuctions a website for middle man trading of largely unprotected virtual items hit the nail on the head. They require all people to register when buying/selling proving their address/Photo ID being held by the person. In this way they will win any dispute and every dispute as they can provide the IP/Geo-Location as well as prove that "Mike" did in fact buy the goods. Credit card companies do actually investigate credit card fraud. While they do not often do small transactions. If it's rampant/consistent they will investigate. You can be charged with fraud as well for falsely reporting them. Your credit score could be tanked by a credit company or you could be prosecuted. Either way I don't suggest doing it. How ever there are certain stores that allow charge backs within a time period for virtual items. Though these do not pertain to any credit card company. Unauthorized Charge is the only way to initiate a charge back on a gift. Fortunately for us in this situation. He will have little evidence to go on if peoples assumptions are right. If he is a young man who spent money he didn't have and didn't bother to properly hide himself he's doomed. If it's a child of the real paypal owner. He'll still be held accountable and charged as the amount exceeds a felony level. Then let's not also forget that it's identity theft / most likely forgery as he didn't have permission to use the card for those purchases. The charges will take 1-3 months to be adequately disputed apparently. Either way Niru was dumb enough to buy WU on a Steam account that's over 8 years old. I contacted Steam and got them involved with the charge backs. In this case I wanted to establish history as a reference point to confirm the identity of the buying party. Steam does fight the charge backs that happen outside of the Steam store. So unless Niru has no associate with the real Neil Hicks. This should be a win for any seller.
  6. 4 points
    Nice man Not to sound toooooooo bitter but seriously though with those numbers compared to mine how can the devs say that the system isn't broken lol...98 months of prem compared to 40? I've literally PAID for 3 years more playtime (or 1,140 days if you wanna put it differently) and yet I get a worse rewards. Just siiiiiiigh
  7. 3 points
    I'm sorry I also forgot to mention. Anyone with a negative Paypal balance call Paypal up and ask them to set it to 0 until the case is actually resolved. You already won one case with Paypal against him. They are ruling in your favor this round and will work with you to keep you using their service.
  8. 2 points
  9. 2 points
    Since priests are already very limited in their capabilities (which is fine I'm not asking to let priests craft lol) it seems a little harsh and excessive to also nerf their gains for body and mind, yes supposedly soul skills are all the jazz for priests but already being limited to one (or two in Libs case) resource gathering skills makes gaining even less characteristics for that one (or two) so much more painful than seems right.
  10. 2 points
    Some basic ideas for directions the game can take in the long term. I won't personally flesh them out right at this moment, because that can be done at a later date, this is more to give feedback on where the game can potentially go in the future. Provide your own ideas, fleshed out or not. This is not a thread for small suggestions, but grand visions. Also - this thread is in no way, shape or form official. It's a random curiosity from the hare brain of myself. 1) Quests in the overworld. Some starter ones to get people moving when joining the game which rewards basic tools (with a chance of very low enchantments). Custom ones for late game players. Player made ones for whoever feels like a questgiver, and have something for equal exchange. Everyone can ignore a quest if they feel it not worth it, or not in their game style. Times out after a certain time of nobody completing it, forcing questgiver to pay the listing price again. 2) Instances. Don't get me wrong here, I'm extremely happy that this game is not WoW. Wurm is Wurm, for all its flaws and perks. But it could do with some Developer made team (or solo) challenges one can do while bored. (Which leads me into the next suggestion....) 3) Guilds. May only be created by resources gained in instances. Gained resources may only be kept in instances. Can get perks with resources along the lines of leader boards for most hoarded resource, exclusive titles, skins for wagons/horses/etc. Generally things that don't really impact the game. (Which leads me to my next suggestion...) 4) Player made dungeons. Protect your guilds treasury by (literally getting the materials and) building traps, hiring protectors, being sneaky. Attempting to conquer a dungeon costs a certain amount of resources that instantly goes into the dungeon owners pockets. Winning grants you a percentage of the total accumulated resources in the treasure chest (plus your initial commission. the dungeon owner should never go positive upon losing). Failing returns you to your starting point, never losing any gear or skill, only your initial payment (and possibly karma). Before being able to submit a dungeon, the owners must be able to defeat it within the restrictions they themselves set; * Theoretical max cap of time at 10-90 minutes depending on resource storage. * Minimum Karma limit in personal storage to be able to run the dungeon depending on size. Karma lost when dying goes into guild storage that will not get looted. Appears in the form of liquid available to the guild master and those of that level of trust for distribution. (think of it as a reward for running a great dungeon) * The larger resource storage, the more people can enter at the same time. * Dungeon resets to original state after party leaves. * Instance map size rentable by tile. Rent paid in resources. * Dungeon mobs costs resource to hire and keep on the roster. (Which means they can drop things, as partial rewards even if you fail the dungeon, you can walk away with at least a little something) * Replays of failures and victories available to concerned parties for reviewing. * Remodeling a dungeon is 100% materials invested returned. You only need to provide it once. Difficult to build extraordinary creations, not punishing for wanting to remodel. * If you don't have a protecting dungeon, then your storage can just keep on getting raided. * Increasing percentage of resources lost in each successive successful raid by other guild or solo player. * Instance lockdown for 24 hours after successful raid. Successful streak has 7 days until reset (just so you can't make a pain in the arse one that people have to keep on doing in succession on days they have other commitments) 5) Player levels. It's a fluff number for sure, but you can base quite a few limits on this, so I'd prefer to see it happen. 6) Auction house for single (low weight) items. Commission cost at 15% of sale price so merchants still have a use. Max of 5 or so items concurrently. A copper or so in listing price. Ok, you got anything else? Comments? Peace. - J
  11. 2 points
  12. 2 points
    nice Jony... now the smoke comes
  13. 2 points
    Awesome work you done here, glad to be a tiny helper
  14. 2 points
    Yeah, I don't think the rift on GV has a good chance of being closed any time soon...
  15. 2 points
    Knowing i premmed up straight away the first week i was playing and never let my subscription drop... the salty is here too. I heard that too, which is sad. Some friends offered to trade me theirs fantastic as well, but I do not see why I should deprive them of something they got due to some code error somewhere. I officially thanks them here for their kindness. But we should all deserve the same rewards for the same time spent. Fantastic items are usually impossible to get, deserving one and seeing it get away from you for some silly reasons is even more annoying.
  16. 2 points
    If you open the graphics jar, the mapping file is a plain text file in there, so should be pretty easy to figure out.
  17. 2 points
    Well from my talks with Retrograde there's a per day counter on the server side. Which is separate from the Per month counter which we get given ingame. However there's no explanation as to why my account would have a per day counter that's less than yours for example. Yet they're trying to play it off like there's nothing broken with that data they've used to give out the rewards and only replacing those who got the default lowest reward. Apparently we won't be given an upgrade from everything I've heard which makes me pretty salty. haha
  18. 2 points
    I'm closer to the guy prem time, just a few extra months (like 3/4) and also have a supreme one. Which is kinda silly when people do have fantastic ones with those amounts. So yeah, something is broken, and even if it's only a 'gift' having something done for us who have the same or higher premium paid time than those who got those fantastic would be nice... you know, just to be fair and square.
  19. 2 points
    Having new skill will level the playing field. Newer players can even feel like they are at the head of the pack for once. THis would be a good move.
  20. 2 points
    well its a waste of a trait if you ask me, it can be hard enough to get good traits without breeding ones that have an extra useless, none knows what it does, type trait
  21. 2 points
    Yes NEW SKILLS and CRAFTS!!! Rolf said a year ago he would look into glass blowing and stained (colored) glass especially for windows. Please? Please???
  22. 2 points
    Am all for new skills rather than increasing the 100 cap which the suggestion is suggesting.
  23. 2 points
  24. 2 points
    Believe the problem is that the game needs new skills as their hasn't been any new ones in years Plus a lot of the old skills are pretty much useless to grind
  25. 2 points
  26. 1 point
    Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Download and source code: https://github.com/bdew-wurm/timerfix/releases ======================================================================================================= Treasure Chest Claim Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Download and source code: https://github.com/bdew-wurm/chestclaim/releases ======================================================================================================= Better Digging Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Download and source code: https://github.com/bdew-wurm/betterdig/releases ======================================================================================================= Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Adds ability to mass plant and harvest planter racks Pick all - right click a planter rack with harvestable planters, requires 30 gardening skill (configurable). Plant all - activate a container and click a planter rack with empty pots, requires 50 gardening skill (configurable). Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields Enables planting in planters for additional items (configurable): Nettles, sassafras, woad, cocoa bean, nutmeg, Blueberry, lingonberry, raspberries All mushrooms Downloads and source code: https://github.com/bdew-wurm/betterfarm/releases ======================================================================================================= Move To Center Adds 2 entries under Move menu that allow moving items to the center or corner of a tile. Download and source code: https://github.com/bdew-wurm/movetocenter/releases ======================================================================================================= Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Global boat speed multiplier (that allows going over the normal speed cap for boats) and optional bonus for sea god (e.g. Vynora) followers Fix for delay in speed traits starting to work when mounting up (optional, can be disabled in config) Configurable Multiplier to horse, hell horse, unicorn strength stat for purposes of speed calculation and carried weight Configurable multiplier to speed trait effect on speed calculation and carried weight Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Download and source code: https://github.com/bdew-wurm/movemod/releases ======================================================================================================= Hitching Limits Allows control over what animals can be hitched to carts/wagons Change settings to allow older non-domestic animals to be hitched, including greenish/champions. Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!) Everything is configurable. Default config matches vanilla settings. Example modified config here: https://github.com/bdew-wurm/hitchlimits/blob/master/altconfig/hitchlimits.properties Download and source code: https://github.com/bdew-wurm/hitchlimits/releases ======================================================================================================= No Build Limit Removes skill requirement on planning building from all players, allowing building of (almost) any size. Download and source code: https://github.com/bdew-wurm/nobuildlimit/releases ======================================================================================================= Set Height Adds a new command (usable by GM with power level 5 only) Usage: #setheight <height> [radius] Will set height of tile to specified value (in dirts) Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on. Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care. Download and source code: https://github.com/bdew-wurm/setheight/releases ======================================================================================================= HotS Fixes Allows mycelium on PVE server and fixes it's spreading Removes ore-cap on non-freedom PVE/home servers Allows casting of fungus and rite of death by BL priests on PVE servers Disables basshing houses without permission on HotS PVE servers Everything can be toggled from config Download and source code:https://github.com/bdew-wurm/hotsfixes/releases ======================================================================================================= Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: https://github.com/bdew-wurm/fixguards/releases ======================================================================================================= Bind To All Interfaces Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP. Useful for running the server inside VM's with no public IP, docker containers, etc. If the 2 lines above don't make any sense you probably don't need this mod Download and source code: https://github.com/bdew-wurm/bindmod/releases ======================================================================================================= Highway Portals Player craftable portals that allow teleporting between deeds on the same highway network. Start by crafting an Inactive town portal (mortar+marble brick to start). Place the portal on your deed, right click it and activate. You can teleport to other villages with portals that are part of the same highway network if either… That village has “Highway routing” enabled in settings. (Portals in villages with this setting are considered public and anyone can teleport to them). You are a citizen of the village. You have “pass gates” permission in the village. Rules: Portals need to be at least 10 QL to work. Portals can only be activated on deed that you own or are allowed to manage. Portals must be placed on a relatively flat ground and outside buildings. Portals can’t be placed on bridges. Only 1 portal can be active in a village. You can drag items and lead animals through portals. You can go through a portal riding a vehicle or mount, but you will be dismounted. The mount/vehicle will teleport with you but you’ll have to remount. Passengers will be removed from vehicles when teleporting and will have to teleport manually to follow. Download and source code: https://github.com/bdew-wurm/hwportals/releases ======================================================================================================= Taxidermy Adds craftable taxidermy kits that can be used to preserve corpses as decorations. Preserved corpses count as decorations, can be planted and won't decay on deed. Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body. When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation. By default "animated" costs 1000 karma in addition to the kit, this can be configured. You can disable crafting entirely from the config, in case you only want GMs to be able to spawn the items, or sell them on vendors or whatever. Technical details for GM spawning: Download and source code: https://github.com/bdew-wurm/taxidermy/releases ======================================================================================================= Archaeology Tweaks The mod absolutely requires modlauncher 0.38 or higher, and the new JA version that comes with it, if you try to run with a lower version your server will crash with weird a** errors on startup. Allows server admins to add/remove items to archaeology drops using a config file Optional configurable tweaks to loot distribution Optional replacement archaeology journal system This was originally made before the vanilla system and wasn't planned to release in the mod after buda told me it will become part of the base game, but considering how badly the vanilla system was implemented i'm keeping it in If enabled existing vanilla journals will still work but new ones will not be craftable, instead the recipe will produce a modded version Reports can be written on blank sheets of paper, either in a journal or in your inventory. They will be written automatically if you have an empty sheet once you find things when investigating. Unlike vanilla reports can be freely moved in, out and between journals. To add paper just drop it into the journal. Reports can be copied by activating and selecting an empty paper sheet If you activate a journal and click another one you can "merge" them, this will copy all missing reports and fill in any missing data from one journal to the other. This makes sharing information between players extremely easy. Having reports on a deed will make finding better fragments more likely while investigating on it, the bonus scales with the quality of the report Check out the config file after installing, there are plenty of settings in there! Downloads and source code: https://github.com/bdew-wurm/archeotweaks/releases/ ======================================================================================================= Waxed Food Allows preserving food items using beeswax Preserved food items are no longer edible or usable in recipes but turn into decorations instead They can be planted/secured and will not go into piles They won't decay on deed and decay veeeery slowly in general They can be painted Waxing uses beeswax - 10% of the weight of the original item Quality and Rarity of the original item is preserved Downloads and source code: https://github.com/bdew-wurm/waxed/releases ======================================================================================================= No Damage Not recommended for normal servers! Removes all damage from items, walls, roofs, floors, fences and bridges from all sources. With this mod nothing will ever decay, bashing is impossible (except GMs) Any attempt to damage anything will reset it to 0 damage, unless it's 100 damage in one tick (this is to allow GMs to still remove walls, etc). Downloads and source code: https://github.com/bdew-wurm/nodamage/releases ======================================================================================================= bdew server mod tools (WU 1.9+) This is a library that will be used by my (and possibly other people's) mods. For users there is nothing interesting here, just install it if you're told some mod requires it. For developers there's some documentation in process of being written here, or check the source code Downloads: https://github.com/bdew-wurm/bdew_server_mod_tools/releases ======================================================================================================= Fishy tweaks Everything can be configured in config file! Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing) Caught fish can be automatically stored When fishing from the ground this will try to store the fish in any keep net that the player has open When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold When fishing with a net and none of the above apply the fish will be moved from the net to player inventory Added passive skill gain ticks during fishing actions Spear fishing no longer misses if you click too far from the fish Instead - if you click close you will get a bonus to your skill check Nimbleness cast on spears makes fish with them easier Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster Timers for various stages of the fishing and lore actions can be changed Lore action will display a detailed report on all that you can currently catch after 40 skill After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances Requires bdew server mod tools! Downloads: https://github.com/bdew-wurm/fishytweaks/releases/tag/v1.0 ======================================================================================================= Installation (for all mods above) Install Ago's Server Mod Loader Download zip file Extract zip file to your server folder All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  27. 1 point
    I'm often upset by the limitations of building sizes, Even with carp in the 90s the buildings seem too small and not intricate enough for my designs. So i propose a form of linking similar to priest favor. First and foremost this is a high end ability, The "Craftsman" Carpenter has to be a lvl 90+, Master Carpenter (possibly even having to use the title for the link) The "Joiners" of any skill link to the Craftsman with a the right click menu. Linking is only available on deed, to avoid off deed monstrosities, and 'donutting' a whole deed for grief /salvage/raid lockouts. The link only works on the same deed, and Joiners automatically un-link if they step off the deed. Due to the fact building planning involves moving around, The 4 tile range would hinder work, instead the range is within the current deed. The effects of the linking is that 50% of joiners carp is added to the Craftsman's planning ability. eg: 95 Craftsman + 50 Joiner = 95+25= 120 plan 90 Craftsman + 90 Joiner + 90 Joiner = 90+45+45= 180 plan A Maximum of 4 joiners can link to the Craftsman giving an effective maximum plan of 300. (100 + 4x100/2) This could create a building, almost but not quite 16x16 (302), or other shape as desired. Linking will not affect the number of floors available and skill required for building them, only the ground floor plan.
  28. 1 point
    Right now it is very easy to compress a window, but you need to click what seems like a single 1 pixel wide target to expand it again. Add normal Expand and Compress buttons as large and obvious as the current X to close in the corner.
  29. 1 point
    I've grown attached to them and I'd like them to hang around. Other players would see/hear you interacting with your imaginary pets.
  30. 1 point
  31. 1 point
    Welcome back you've been missed Being a returning player after some time away can be upsetting. Your deed is gone, your animals are gone, all your equipment and materials vanished, maybe your friends stopped playing, then you can't move and get killed by a rat. It would be nice if something made you feel you've been missed and Wurm is happy that you're back.
  32. 1 point
    well if they havent changed since i quitted,they hold 50 items, you should set the price using the set price options on the items before putting them on the merchant or you can change it with the merchant inventory menus but someone could buy it before you change it :D. that info could be outdated and i hope it is and they are now better
  33. 1 point
    Would still love to see more types of helms and hats, especially now that rare headgear GLOWS when worn! Grass/straw Fur (can be dyed?) Croc teeth
  34. 1 point
    Bump. literally last hope for wurm pvp
  35. 1 point
    Events Unfortunately some technical difficulties has delayed our major planned events, rather than rush things and wind up with lackluster times we’ll be popping in to do summons at spawn towns on various servers, quizzes throughout the days (and more gift box prizes!) and a couple of other things, with more warning about the larger events next weekend! I want to thank CC for the wonderful events, i mean summonings and quizzes throughout the days last weekend. It was great fun, thanks again. What a wonderful 10th anniversary weekend.....
  36. 1 point
    On May 30th Keenan very clearly stated on the steam beta post that the items and creatures are going to be in WU, and hints to the rift code can be found in WU code, but the event itself is not included.
  37. 1 point
    Doesn't work on a mac
  38. 1 point
    One of the things that could easily be done, to improve things like weapon smithing and armor smithing is to make it so that guards wear gear, and are controlled by the deed to which they are a part of. This would limit the usefulness of random towers as the default gear wouldn't be good as the default guards would be peasants with sticks. (literally) With being able to craft and equip your guards with weapons, armor, food, and healing items. You could radically change the flow of how guard towers work, and also require people to modestly work for the strong advantage they apply. The PVP ramifactions I would imagine would be wonderfully more in depth.
  39. 1 point
    If you like fishing and drinking (alot..) learn it in a new way ! Together with a professional original libila'ner fishing-master named lorena , you will reach a complete new level of gaming ! - JOIN THE HORDE ! because everything else is for sissis
  40. 1 point
    Gimli...is that you, hiding behind the Mask of the Returner?
  41. 1 point
    Can we get our Dwarf Fortress on and use Goblin slave labor to power our dungeons?
  42. 1 point
    Beware of this guy- If he lets u live peacefully on a pve deed thats fine. But if he invites you to his chaos ventures, he is probably gonna waste a lot of your time and eventually make you very salty about the game and the pvp community. That is the experience of tons of players. So, you were warned, have fun and good luck with your ventures.
  43. 1 point
    Wurm is a very interesting game, I am very impressed with the sandbox so far it has great potential. So with that - happy birthday wurm and may we see many more to come!
  44. 1 point
    To celebrate wurm's 10 year birthday I went through my old backups and found some more of my old screenshots from about 6 - 7 ago Some screenies from the old JK Home server [2009] My first view of the new land (Independence) after coming through the portal when the server opened [June 2009] : Sermons at Halcyon (when everybody still looked the same!) Freedom Market Even 6 years ago this game was beautiful to me
  45. 1 point
    No rare roll for days, but go outside and chop one tree and boom!
  46. 1 point
    I think Gary might be close to 90 by now
  47. 1 point
    2 new mods: Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Animal hitching to boats (experimental, disabled by default) Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Download and source code: https://github.com/bdew-wurm/movemod/releases Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: https://github.com/bdew-wurm/fixguards/releases
  48. 1 point
    Who ever said the "game owner" would not assist and help with all questions from PP or otherwise? We would be more than happy to help if we got official requests from PP, banks or otherwise. I find it unfair you are somehow blaming the game, when GM's have spent the better part of 4-5 days chasing all this info to the ends of the earth. Should PP or a bank ask for info, we have info, and it will be up to Rolf to release that if he gets an official request. So far there has been none, afaik. We cannot just open the floodgates and start giving players server transaction log dumps and internal information. Privacy policies and laws do not allow it, and we don't need people being vigilantes. I assure you, as Enki did 2x already, all assets are being accounted for and locked down in an effort to manage damage control. It was the first thing we did in this case, and I am stunningly proud in how the whole GM team got on board with this mess to limit further damage. We so far have not heard from Paypal, any banks, nor the accused player in this case even once Sort it out with your bank and paypal, first and foremost. We cannot do that for you. If they need detailed information on the larger issue, they are more than welcome to contact us. If that doesn't work for you, we are here for you and we will do our best to sort this issue, despite the fact that it has been stated 1000 times that all such transactions are at your own discretion. Don't pin this on staff being lackadaisical, for we are busting butts and literally losing sleep chasing all this mess. There are GM's losing worktime, RL wages, to chase this mess. Gm's spending time chasing numbers when they should have been out playing ball with their children. We are doing backflips chasing this whole mess, and we have no magic tools available to us to simply look up any of this stuff. That part of the equation falls on our two very competent servers guys, and it is often a long, arduous process to chase items back in time.
  49. 1 point
    We appreciate the feedback, This poster is intent on maliciously defaming us and has posted this across several forums with the same comment under the same alias "Burleaf" with the same message despite renting a 7 days to die server from us and cancelling it favourably with the message "Do not need at the moment. It has been a great service. Thank you." Tim\Burleaf is posting this over trivial billing dispute with us
  50. 1 point
    Signed up with GTXGaming yesterday and after a rocky start, and lots of help from the gtx guys, I'm running a stable server for only £6 a month. Tip...use Filezilla and avoid Cyberduck for FTP. The GTX guys and I spent hours trying to track down why my server wouldn't save a password only to find the problem was with cyberduck.