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Showing content with the highest reputation on 13/04/17 in all areas

  1. 7 points
    Changes and additions: New method for getting rid of unwanted hedges: Hedges can now be cut down similar to trees and bushes with a cut down action or the CUT_DOWN keybind. Destroying hedges on deed is tied to the “destroy fences” permission. Dredging additions and changes: You can now flatten and level with a dredge. You must not be embarked when using flatten or level. When dredging from a boat, the dirt/sand/clay will go directly into the hold if there is room. (You must have room in the dredge for this to happen). The spawning of Valrei mobs has changed so that they spawn spread out across the server instead of in groups of 10. Keybind MILK added. Underground housing will now be enabled on PvP servers. Happy Easter! Hot cross buns have been added as a recipe, you’ll have to find out how to make it yourself though! New housing additions SANDSTONE INTRODUCED: Will act like marble or slate vein. Will spawn randomly out of rock tiles across the server. Can be created with a transmutation rod. NEW ITEMS: Sandstone bricks (Sandstone shard + chisel). Sandstone slabs (Sandstone shard + chisel). Slate bricks (Slate shard + chisel). Slate slabs (Slate shard + chisel). Round stones (Rock shard + chisel). CHANGED ITEMS: Slate slabs now are created with 88kgs of slate shards and a chisel. Pottery bricks now require 5kgs of clay instead of 15. Pottery brick floors will have new textures. Stone slab house floors will have new texture. House stone slabs will be changing to sandstone slab flooring to retain the same texture (if this is not immediate it will be addressed). Round cobble roads are now paved with round stones. Rough cobble roads are now paved with colossus bricks. NEW WALL TYPES: Left arch. T arch. Right arch. NEW WALL TEXTURES: Rendered wall – Plain stone wall + 20kgs of clay Sandstone wall – 20 sandstone bricks and 20 mortar. Pottery brick wall – 20 pottery bricks and 20 mortar. Slate wall – 20 slate bricks and 20 mortar. Rounded stone wall – 20 round stones and 20 mortar. marble wall – 20 marble bricks and 20 mortar. NEW PAVEMENT TYPES: Sandstone slab pavement. Sandstone brick pavement. Slate slab pavement. Slate brick pavement (existing slate slab pavement will become slate brick pavement). Marble brick pavement. Pottery brick pavement. NEW FENCE TYPES: Pottery brick fence. Pottery brick iron fence. Pottery brick iron fence gate. Sandstone fence. Sandstone iron fence. Sandstone iron fence gate. Marble fence. Marble iron fence. Marble iron fence gate. Rendered fence. Rendered iron fence. Rendered iron fence gate. Slate fence. Slate iron fence. Slate iron fence gate. Round stone fence. Round stone iron fence. Round stone iron fence gate. Siege weapon changes: CATAPULTS AND TREBUCHETS: New algorithm now used for Catapults/Trebuchet projectiles that properly takes into account starting power, gravity and firing angle of the siege weapon: Starting power determined by number of winches for catapult, and loaded amount for trebuchet – power directly relates to starting velocity (so 20 winches is 20m/s). Arc of the projectile is checked along it for any walls, floors, bridges or fences it hits, otherwise it will travel the full arc until it hits the ground. Anything within a small radius of the landing position will take damage, radius depends on the size of the thrown projectile. Weight, quality, and final velocity of the projectile all add into how much damage it deals to the things it lands on – metal and stone projectiles do the most damage. Projectiles still have a maximum of 20 damage per shot. Added new actions to catapults and trebuchets to allow changing of the firing angle. Firing angle defaults to 45 degrees, can be changed to be between 5 and 85 degrees. Added messages when winching and changing the firing angle of a catapult or trebuchet that will give an approximate firing distance of the projectile. Action time for winching now takes skill into account, will be 33% faster at 100 skill. Projectile landing messages now give a full breakdown of everything they hit, and how many of each thing – as well as naming which structure(s) received damage. BATTERING RAMS ADDED: Minimum 21 body strength to use it. Uses the War Machines skill for skill checks – action time is 33% faster at 100 skill with a base timer of 30 seconds. Checks a short area in front of the ram for anything to hit, first thing it hits will take damage. Area should be closely lined up with the model. Can only be used by one person at any time, user must be quite close to be able to use it. Damage dealt increased by the ram quality and the skill check result. Ram does double damage to walls underground. Citizen or ally with destroy wall permissions will deal bonus damage. Cannot be used on steep slopes. ARCHERY TOWER AND MAGIC TURRET CHANGES: Turrets and archery towers now have increased range based on their quality – up to 5x their base range at 100ql. Turrets and archery towers will now shoot faster based on quality – up to 33% faster at 100ql. Turrets that fail to fire anything when they have a chance to will now do a firing animation without sending out a projectile. Changed the projectile starting positions of turrets and archery towers to line up with their models – This should allow them to fire from anywhere they have proper line of sight to a target. Added a 3x bonus to damage when bashing arched walls manually. Bug Fixes Bug fix: Fix for negative quality rift resources as participation reward. Bug fix: Fix to prevent most unique creatures from spawning inside a deed. New dragon types use a different spawn mechanic and may still spawn in a village. Bug fix: Christmas trees and snowmen were removed from the mission items lists. Bug fix: Fix for offline tamed/charmed pets sometimes not logging back online with their owner. Bug fix: Addressed a few spelling and text errors. Bug fix: Hot stills can now be picked up from the ground if empty. Bug fix: You can now properly use the /join village command even if the village which recruited you has more than one word in its name. Bug fix: Some recipe fixes: Eggnog can no longer use itself to make more eggnog. Sausage skins can no longer be nested inside each other. Bug fix: Improved checks to allow pushing items from a house floor onto a bridge and from a bridge onto a house floor. Bug fix: Improved bridge checks, if a bridge is destroyed or decays, planted items on that bridge should no longer give the error message ‘You need to be on the same bridge’ when interacting with them. Bug fix: Addressed infrequent issue in which roof and floor damage exceeded 100. Bug fix: Fixed dual faith issues between Chaos and Freedom PvE servers. Leaving Libila on Chaos and joining no other deity will now properly set you to no deity when crossing back to Freedom servers. Bug fix: Deity colossi can now be destroyed by owner and/or mayor on a deed.
  2. 7 points
    Ready for Hops Season! Love how the trellis double up on the tiles for nice tidy rows
  3. 5 points
    The major worries are about thick stumped trees. This feature will be returning, but we are working on some improved collision systems, and will be taking the trees that block all access into accounts when looking at how we can address it. When it was removed as part of bridges collision work, it was always intended to be returned. We delayed returning it on the live WO servers until the improved systems, but it exists on test and on all WU servers that do not mod it out.
  4. 4 points
    I used to really enjoy the immersion of getting stuck in an olive tree teleporting and having to attempt to cut the tree down if not a priest to free myself or relog
  5. 3 points
    That's not how that works. You can not attack someone reputation just because you don't like them(Try doing that in real life and you get to learn what getting sued feels like). Look at it this way, I could go make a name and shame thread about you, right now. It would be all lies as I've never(To the best of my knowledge) ever had any interaction with you in game. But then you would be forced to defend your reputation, and some people might believe me and so your reputation would be hurt. All I'd have to do is fake some chat logs and you'd have to prove that those logs are fake.
  6. 3 points
    So this morning when I was trying out some sandstone wall construction I noticed you get all the wall types in the window when you add the wall plan to the crafting window. As you get when you go to build a wood type building and your choices are timberframe or wood, but now the list for masonry has slate/marble/brick/sandstone, etc. This is a very long list to scroll through, 5x as bad as the stair list. I know its too late for this coming update, but I would like to see the list shortened by having the wall type ticked off then only showing the wall choices for that material in the list. @Budda
  7. 3 points
    +1 as some people stated, no lightshow. Just a tint of effect for each enchant. Maybe subtle glowing carvings for enchants ? Would make sense in lore as well , as you enchant something it will actually deform the blade creating magical carvnings , fail = boom. Concept
  8. 2 points
    The circumstances of my life and the global, environmental, and political climate of the world pushed my subconscious to desire to (again) seek out the safety of Wurm's mantle. I live in a dank metropolis and can't currently move due to financial and health issues. I yearn to run through open, unrestricted, unpolluted fields (good luck being able to do that in our world), to encounter mystery and surprises, to travel. I want to live in a rural area and have a cozy tiny house, off grid, with a lush backyard and a chicken coop. Yes, that is one of my main dreams. Wurm offers this to me. It may be just "Java", but you, Wurm, give me serenity and beauty, my own crops, animals to care for, seas to cross. All of us here are seeking something, and there is no shame in any of it. Some of us are quite addicted, and addiction comes from some deep place, and I honor it. I honor it in you. How many of us here seek respite in an isolated deed and do not care to interact? No shame. I honor all of it. How many just want someone to chat with about stupid things while entertaining their DNA's yearning for "hunting and gathering"? It's all honorable. Some of us may be in a good place behind the screen. Others may not be. We're all here in this moment in time, and I like to pause and marvel at it. In my heart, I don't feel that we'll always have the internet (where the world is going and etc). But that we got together in this alternate universe and created and communicated with one another using something akin to telepathy - is nothing short of a wonder. Poignant post? I have that touch, I guess. May our Wurm remain green, its seas alive, its bounty available to everyone regardless of income, its kings and queens loyal to their subordinates, and its Impalongs plentiful. <3 Thank you Wurm Online <3
  9. 2 points
    Willieman did go out of his way to screw them over, but, Davih handled the situation poorly, both with Willieman, when Necroe was taunting him, and with myself when I tried to go out of my way to reimburse him. This really isn't the thread for this to be in anyway, but, yes.
  10. 2 points
    What a WONDERFUL SYSTEM, this works legitimately... I got 4 affinity meals. Very worth it. Thank you Pepejot and company!! <3
  11. 2 points
    Ponehs matching perfectly for the pavement style!
  12. 2 points
    Yep! Because you see, the main motivating factor, the main purpose of the server is to do my own thing. I'm not doing this to get visitors, I'm doing this to be creative and have fun building amazing things with the god tools. And sure, like most people - I could just do that privately. But knowing that there would be absolutely zero chance of ever bumping into anyone feels a bit sad. I do understand that most likely no-one will ever bother to visit this server as they have better things to do, but you never know. If people sail their ships for hours in Wurm Online to go and visit people's deeds and if people sail to other servers and spend a whole day, just to explore - why not also visit a server if it gains a cool reputation as a tourist spot :).
  13. 2 points
    I miss the old days of resting on trees to regain stamina while climbing, I don't miss the terror of running through the various olive forests of Serenity with a train of trolls and spiders and getting stuck in a dead end because I couldn't run through the trees... That said, on balance I'd rather have the tree collisions back, overall it adds realism, but I do have some caveats, primarily mobs should also suffer the same disadvantages we players do, no more clipping through trees for them either, it was the one thing I detested about tree collisions back then, players were blocked, mobs were not. Sure, it does mean a bit of attention to your route through forests, but that just adds immersion for me, makes Wurm feel more real, and isn't that what we play for? Even with the vagaries of Wogic and RNG, the realer it feels, the better we like it. (Well I do anyway).
  14. 2 points
    Maybe they look better above ground, kinda miffed not being able to render the parapets.
  15. 2 points
    no slate products require concrete anymore they will populate over the next few days
  16. 2 points
    Following a little hiccup the underground buildings now works on PvP servers, make sure to plan using a mallet on reinforced flat floor
  17. 2 points
    You might have 3x the bricks now
  18. 2 points
  19. 2 points
    You do know its on WU right? The issues that are continually raised are oaks, chestnuts, and walnut trees, large trunks which block travel completely. As I have already stated, this will be part of what we look at with improving the collisions, they will be returning, but there is obvious areas we will be addressing prior to them returning. I don't know how that is at this point, but it will be looked at. Moving away from large trunks that block paths, there doesnt seem to be any other real issue raised.
  20. 2 points
    Sent three charcoal before you updated the list and took charcoal off. It hasn't been picked up yet. If you're not going to accept it please return.
  21. 2 points
    Yes, but if you leave your house with a broken roof and water goes in and everything rots, and your fences fall and bushes and trees grow everywhere in your yard.. and somebody comes along and takes whatever is left inside that house, that's still stealing irl. But in wurm you can do that, since it's a place that is not inhabited anymore, and whether it's a 30ql chain boot, or a full bsb of logs, it's still up for grabs for anyone since it's better to be put to use than rot away. So analogies like these with real life situations don't necessarily apply to wurm's sense of "property". Just saying
  22. 2 points
    running over a flat map like elevation without tree collision just makes it bad when chasing and getting away too easy. pick a random direction into the nearby forest and off you go, won't be such a case anymore. Sure people will cut them down but it will also force people to carve out roads and it was better with collision imo and I've hated trees ever since it was removed. Hota would have to be thick-tree free for the better part on Elevation tho, otherwise we'll be starting expeditions into the Olive tree forest just to cut our way to pillars Glad to hear there will be a return, i remember dodging my way through trees to get away from the enemy hoping they'd get snagged or unable to follow route. Ofc there was times I just ran into tree cages and the enemy just sat there archering my horse away, lol.
  23. 2 points
    what he said. +1 from me as well. Much better immersion .
  24. 2 points
    -1 Being able to navigate through a forest is far more important to me than to be able to climb mountains without cheese sandwiches/lemonade.
  25. 2 points
    Name and shames aren't intended to be saved for the "worst of the worst", or for those that have specifically broke a rule. Those people are usually handled by the team. Name and Shame's are for anyone who puts their reputation at stake by doing something slimey. Maurizio, those unique snatchers, etc. all have a reason to be on the list. As for your "outrageously expensive" analogy, it's apples and oranges in this context. Anyone can sell anything at any price that they want to. Doesn't mean they will get the sale. For instance, I could ask for 1s per sprout I have for sale, and there is absolutely nothing "slimey" on my end for doing so. But, there is always cause and effect, and if I choose to sell my sprouts for 1s a piece, I will undoubtedly have 0 sales. Nowhere in Wurm is there a standard price for something, created by the game. All of the prices are created by the players. Some people charge 70s a set of drake, some charge 100s. The ones that are charging 100s aren't "slimey", they're just less likely to sell their merchandise.
  26. 2 points
    I prefer it the way it is now makes foraging and moving around much easier.
  27. 2 points
    Very small teaser: I got literally dozens of them to add and every of them is few minutes of work, so... See you in two days!
  28. 2 points
    get your pottery skill up scrub! Just kidding, they will be reduced to 5kg in the update.
  29. 2 points
    I dunno, I think that'll be said a lot more often now!
  30. 2 points
  31. 1 point
    There are post in the past about this and bringing it up again. Since playing on test server I found on accident you can't walk through trees so it's like "real trees" which is pretty cool. At first I didn't think solid trees were a good idea, but after playing around on test server solid trees seems like it should be part of the normal experience instead of walking through them. So I'm suggesting that solid trees "clipping?" be turned back on for PvE and PvP server. I really want this on PvP servers. Make my heart pound even harder being chased in the forest going around trees. Maybe solid trees can block certain attacks while being chased or arrows? Dunno, but putting it out there.
  32. 1 point
    Good prices and fast service, recommended!
  33. 1 point
    Will fix soon, copypasting wildly doesn't always go well apparently. You can walk up on the other side of the tile
  34. 1 point
    Ok here's an update. I went off to kill one bad guy. After that it still complained of another brute. Went to kill him off as well. After that though, everything was fine! So then I return to the center of the map, all ready to create the deed and try writing in 1023 assuming that I just can't "see" the number "3" hidden under the UI. But alas, it goes completely berserk and on the next page it talks about a tile size of 300 or something like that. So actually I was probably originally right when I said it only supports 3 characters. So I write in 999 in all of them, give a perimeter of 20 (+ the 5 it offers by default) and now I have a deed of 1999x1999 hehe. Well, it's not too far away from 2048 :). And very good to know about being able to set buildings to no decay! Thanks everyone for all the help and tips! Other than the fact that animals won't spawn naturally anymore, I guess I'm good to go?
  35. 1 point
    Also you can right click anything built in the game with a gm and ebony wand. Set all building to decay disabled. You have to manually checkbox each building but easily done. I have had buildings take zero decay in our spawn for over six months
  36. 1 point
  37. 1 point
    +1 with the fixed collision system
  38. 1 point
    Doesn't really seem like there's any question as to whether or not solid trees are returning... devs have decided solid trees are returning. What's left to discuss now is how to mitigate the repercussions. Groves can be replanted with trees "in the center." Paths can be carved out in the most troublesome areas ahead of time. Age of trees affects their circumference... will that be reflected in the collision box? If so, it would pay to prune and maintain forests people plan to travel. Etc... what else?
  39. 1 point
    seems unnecessary to disallow imping doesnt it?
  40. 1 point
    Part of a work in progress change to how the particle system works that leaked...once it's fully out all particles will end up looking better!
  41. 1 point
    Although I too would like to see larger openings and although I understand (and share) the frustration that we players feel sometimes when we can't get everything we want, as a fellow game developer I simply have to step in. Most developers (and by this I mean all members of the development team - be it art, design, code etc) work their butts off to bring new and juicy things to players of their game. Long hours, late nights, not seeing as much of their families as they'd like to. Crappy pay. Iteration, bugs, fixing, negotiating with other devs, making compromises so that the "thing" will not only work and will not only look good, but will do so without crashing the game or causing lag to the players. Polishing, scrapping stuff, getting frustrated because you'd REALLY like to make something cool but technical reasons stop it. Starting over again, and finally... after all the sweat and tears - completing something and being damn proud of it. Then the "thing" is released to the players. And you already know it's coming - the complaining, the backlash, the "wouldn't it be better this way" comments. But it's all worth it when you see also genuine excitement and joy in the community. But developers are only human and can't help but feel disappointed when not every single person is as thrilled as they were hoping they'd be. However, as devs, we get used to it. We know the drill. We grow thick skins. But it's never pleasant if we've done our best and it still wasn't enough. I know I've definitely been guilty of complaining here and there. And I'm definitely guilty of suggesting improvements haha. But what I'd really like to say is: devs try their hardest to make us happy. And if they can't, there's usually a damn good reason. But lazy they are not. Wurm has only one artist? Two? Three? Not sure but it ain't many. Same goes for design and code, only a handful of people from what I know. Compare that to other MMOs where there can easily be 50 or more artists, as many if not more programmers and dozens of game designers. Sometimes I really don't understand how the wurm team does it! They run a bloody MMO for crying out loud! I'm not saying we shouldn't speak our minds, or give criticism, or complain. Everything we say is valuable for the dev team to hear, I'm quite sure. But let's try to do it kindly and politely. And remember to shower them with love and excitement when they've made something for us that we really appreciate!
  42. 1 point
  43. 1 point
    I asked jberg and they let out the area needed for a new highway. Said highway are now in place.
  44. 1 point
  45. 1 point
    runes or just willed it to die from mind skill, intimidation from the epic gear and weapons displayed caused cardiac arrest, random roll, or maybe an extremely acrid body odor overpowering the olfactory senses causing extreme caustic nasal bleed out... you be the judge. seriously just leave it alone
  46. 1 point
    Because everything doesn't have to work the same. Personally, I like that some things don't work exactly the same as everything else, but then I'm not OCD about this stuff. I have a whole different class of stuff to be OCD about.
  47. 1 point
  48. 1 point
    just a headsup, someone tried to hack into my apple // iTunes account, and I've had to change my password, so if you are a user of these devices it might pay to change your password, not a happy camper..
  49. 1 point
    You can set max value in com/wurmonline/server/villages/GuardPlan.class - maxGuards = 1; But only new deeds will not be able to set the number of guards more than max. Fix for old deeds: int maxguards = 1; Village[] villages = Villages.getVillages(); for (int i = 0; i < villages.length; i++) { int gnumber = villages[i].plan.getNumHiredGuards(); if (gnumber > maxguards) { villages[i].plan.updateGuardPlan(villages[i].plan.type, villages[i].plan.moneyLeft, maxguards); Guard[] guards = villages[i].getGuards(); if(guards.length > maxguards) for (int i2 = 0; i2 < guards.length - maxguards; i2++) { if (guards[i2].getCreature() != null) guards[i2].getCreature().destroy(); } } }
  50. 1 point
    I choose how often I take or do not take breaks. I, and I alone. Not my mom, not you, not president Trump. So why does a game I pay to play make me take breaks?
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