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Showing content with the highest reputation on 11/10/17 in all areas

  1. 9 points
    Wurm Unlimited has teamed up with Humble Bundle for the Humble Endless RPG Lands bundle! This bundle claims an impressive 300+ hours worth of playtime across all games, with almost half of that coming from Wurm Unlimited. If you’re not familiar with Humble Bundle, they’re an online store with collections of games (bundles) sold at a price set by buyers and with a portion of the price going towards charity. Beating the average payment also gets you extra games. So check if you’ve been thinking about getting a copy or two for friends, check it out and help out a charity too! https://www.humblebundle.com/endless-rpg-lands-bundle
  2. 7 points
    Wow, it took 3+ days for your PM to reach me then. Which was ironically about ~10 minutes before this post. That or you are living life way way too unhealthily fast and by the time you read this you will be several years older. It takes time to review cases like yours, and we will, but lay off the super caffeinated coffee before you burn yourself up! You will probably be in a nursing home before I can respond at this rate! /Enki (Head Game Master)
  3. 4 points
    ULTIMATE FIGHTING TOURNAMENT 1 LIVE BRACKET TIME AND DATE ANNOUNCED: The event will take place Saturday, October 21st, AD 2017 at 12am (midnight) Europe (CEST), 11pm London (BST), 6pm New York (EDT), 3pm Los Angeles (PDT) *Australians will be responsible for figuring out what time and day that is, because I sure as hell cannot. UFT 1: The Ultimate Fighting Tournament is a no-holds-barred*, action-oriented combat sport conducted solely for the personal amusement of the Emperor Robus. Fighters from across the Isles will compete in 1v1 spars inside of the Imperial Arena. Each fight will consist of 3 rounds, except the Championship Bout, which will be best of 5. Losers may be requested to accept spar requests from spectators so they can throw rotten cabbages and tomatoes at them. * 1H weapons only please Rules: Due to a pesky bug regarding spars, this tournament will be for 1-handed weapons only. Each fighter will supply his own weapons, armor, and desire to win. Players must be unbuffed upon starting each round. The players will remain on their corner tile inside the arena until the Emperor Robus plays the Mortal Kombat soundclip "Round one, FIGHT" through his onboard mic via youtube. When both players have accepted the spar, evidenced by one of the players targeting the other, the fight will begin. Any and all casts, spells, tome charges, etc. will be legal inside the ring. Remember that AoE damage spells and the like will not work due to the players being members of the same kingdom. The Fighter who wins 2 of the 3 rounds will advance to the next stage of the tournament. The Championship Bout will be best of 5. Venue: Imperial Arena- Grand Plaza, Magranon's Rest, Exodus The Imperial Arena was designed and constructed by Minister Nadroj of the Imperial Building Commission exclusively for the purposes of hosting this and other Tournaments. It's rounded stone design and 2-tile wide archways are a modern take on the classical stone-arched colosseum designs popularized in Southwest Mol Rehan in the previous age. Seating is provided via 3 terraced levels with benches and standing room available. Refreshments in the form of casseroles will be provided by street vendors on the main floor. There are no toilet facilities. Come early to find the best seating. *TOURNAMENT SEEDING AND BRACKET ARE COMPLETED* http://challonge.com/lz7wqhh8 Prizes: The Ultimate Champion will receive an Adamantine Great Helm and a Glimmersteel weapon made and casted to their personal specifications. Second place will receive an Adamantine Great Helm and Adamantine weapon made and casted to their personal specifications. UFT Today: The tournament will be broadcast on the Wurm Online Official Discord server, in whatever empty voice chat room I can find. Topics discussed during the UFT Today Show will include past lols, fond memories, contemporary account reviews, celebrity gossip, an audience Q & A session, and interviews, in addition to live match commentary provided by PVP veterans of past and present. Sign-Up: Please post below to sign up, using the name of the toon who will be entering the tournament. Also, please let me know if I missed anything or if there are additional rules I need to consider. **FINAL SEEDING** 1 Pingpong 2 Zivirt 3 Xallo 4 Drsatan 5 Rocklobstar 6 Mith 7 Jakerivers 8 BrandonSF 9 Warlock 10 Tulemees 11 Baddbob 12 Rozare 13 Jaz 14 Jaan 15 Asidecay 16 Fuegan 17 Yuri 18 Niki 19 Sugarfoxx 20 Eridil
  4. 3 points
  5. 3 points
    For anyone that is familiar with Humble Bundle you can now get Wurm Unlimited for just 1$, it lasts the next two weeks. https://www.humblebundle.com/endless-rpg-lands-bundle
  6. 3 points
    as title says; if priests have enough favor for a rez passive to work then the game should take the favor of that and skip the activated rez stone, if the favor isn't there then it should take the activated rez stone. The result would be saving 5s - with crashes/dc's and bugs, losing 5s rez cause you decided to suck in safety instead of just possibly favor, sucks. Give feedback below.
  7. 2 points
    You were given fair warning. However, it would appear you did not take heed to that warning. That is rather unfortunate for yourself.
  8. 2 points
    I think the point you will prove in a few minutes is how to get your account banned on the wurm forums. LOL
  9. 2 points
    Good to see you're following the TC blue print, good luck.
  10. 2 points
    Your post is there. This is the last post I'll allow you to make in this manner. Make any more and I'll have no hesitation in removing you from these forums. https://forum.wurmonline.com/index.php?/topic/158174-ignored-pm-mails-enki/
  11. 2 points
    You can already make moon metal shields, but I think they don't do anything but take less damage maybe. If they don't do anything, it's better that way. If we enable moon metal shields that just furthers the requirement for pvp and gap between new and old, which is a bad idea
  12. 2 points
    account was sold yesterday, and just because you offer me the same crap offer twice doesnt make it good , i told you no in pm it wouldnt of changed here
  13. 2 points
    Any time you get tired of new players, its a bad time. There's not all that many around and I think wurm should be focussing on keeping them around and getting more of them, too. I see the suggestion useful for shared accounts. Since its completely permitted by the game to login other peoples accounts and use them, it would be nice if villages with a shared smith/carpenter/leatherworker/whatever could have workbenches (see above!) for those shared accounts to use, without everyone having to create their own set of tools. A village could together invest in an excellent set of rare, enchanted tools, for everyone to use on said account, without worrying of someone taking them for themselves.
  14. 2 points
    As I read this OP I think it is perfect. It would be amazing to set up a 'starter deed' with some sort of shared workshop, where citizens could get the benefits of amazing tools, but not have the ability to ..pardon the word...steal them. New players to Wurm could get the bonus' from tools crafted by village elders, without requiring the village elders to reproduce amazing tools every single time someone logged off for a number of weeks with one of the amazing tools in their inventory. In my minds eye it is like an lower version of an impalong that doesn't require all of the avies online and all of the potential lag. I think of it more like creating a village as a 'crafting school' where avies can go to and train up their skills using the tools created by 'masters of the craft'. No idea how this could be coded, but I really like the thought behind it.
  15. 2 points
    Join today and play along the most feared squad on Chaos
  16. 1 point
    Currently we have a few humanoid npc's that you can have on your deed: traders, merchants, and tower guards. All of these are part of a different system and serve some other purpose. I'd like to suggest that a new basic, entirely function-less "decoration" npc is added (Think bookshelf with a different model), so that you can place them around your deed to make it seem a bit more alive. Obviously not crafted directly, perhaps you craft a "villager request form" and upon 'use' the NPC will arrive. Have an inn? Give it an innkeeper behind the front desk, and some customers sitting at tables. Blacksmith shop? Add a blacksmith and his apprentice. I really think it would let us add to the atmosphere of our deeds that aren't full of real players, and allow a bit more of role-playing with your buildings. Some enhancements to the basic idea could be: - Naming of the npcs - Randomised model selection - Get them to sit on chairs or stand in a set position - Allow some amount of walking around similar to animals do, with some restrictions to prevent them leaving a building, or the deed area. - For a more advanced version, perhaps the tech for highway routing could be used to place routes for the npc's to follow.
  17. 1 point
    The ability to build high iron fence gates within arches was removed quite a white ago as the top fence ends protrude a bit into the arch. Please please please let us live with this minor inconvenience, those gates are looking really awesome within the arches.
  18. 1 point
    So I know this suggestion has come up lots of times, but I figured I'd offer a suggestion as to how it could actually work. For anyone who missed it, the basic problem is that you can only pull as many items as you can carry at a time out of a BSB, even when transferring from one BSB to another (for BSB, you can substitute crate or FSB). For small, light stuff like cotton, this will probably be limited by the number of items in your inventory, so probably not too bad; when transferring, say, ore to a smelter (from a crate), weight becomes an issue, and you might only be able to transfer 8, 10, 12 (etc) ores per action. This leads to much pointless click-drag-enter, which doesn't add anything to the game beyond speed bumpage. The situation is even worse when transferring a wagon's worth of rock shards or dirt to storage BSBs. Compare this to digging. You can individually dig single dirts, but you can also set up a level action; levelling doesn't take any less time but it provides a similar outcome without all the unnecessary click-and-drag. I propose that there be a similar action for transferring items to and from BSB-like containers, so you essentially start the action going, and it continues until the source container is empty, the target container is full, or you run out of stamina. Or (obviously) you cancel the action. Thus transferring a lot of items still takes some time, but doesn't require so much annoying micro-management.
  19. 1 point
    Hi, In wiki battering ram isnt listed at all under fine carpentry items, there is list of other warmachines but not battering ram https://www.wurmpedia.com/index.php/Fine_carpentry War machines Archery tower Ballista Catapult Strange device Trebuchet Machine mount add here battering ram
  20. 1 point
    Fixed Connecting We have released a mod which allows you to connect on Wurm Unlimited servers which have a lot players online. These servers have problems with receiving the Steam Authentication answers and the clients have no timeout inbuilt, which means that you always end up in an endless loop on Connecting... at the moment. We made a client mod to fix the bad login behavior of the client and let you access all servers without any problems. You will never have the problem again, but bear in mind this client mod is still in beta. Requires Ago's client modloader: Mod has been fully merged into the Wurm Unlimited Client code. (Update 1.5.2.1 (this time really)) DOWNLOAD: https://github.com/Goldenflamer/WU-ClientMod-ConnectingFix/releases
  21. 1 point
    Well now that we have the plain stone walls for houses should the tall stone walls be remade and take the wood trim off of them too? (or maybe a new tall wall without the trim)
  22. 1 point
  23. 1 point
    They are invading Sklotopolis (200 accounts totally online)
  24. 1 point
    Sounds more like a fish issue than a fsb issue. Thousands of meat have the same volume as a few catfish.
  25. 1 point
    [16:15:32] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes. thx
  26. 1 point
    i like the idea, and everyone kind of said it already about how it would help new players be welcomed more easily and avoid the running away with tools issues. +1
  27. 1 point
  28. 1 point
    Every added crafter and priest is help if you got time and wanna do the trip over
  29. 1 point
    Must admit I'm a little curious why new skills when existing skills such as taming and tracking really need a lot of love and attention. Of course, a new skill doesn't mean those others aren't being looked at. I'm just excited and anxious to see those two in particular get the "cooking" treatment. Nonetheless, always appreciate Budda's work so will be interesting to see this when it's released on WU. For newer WU servers, will there be a way for admins and creators to introduce archaeological finds into their world? Sorry if that's covered in the video, time is short. Perhaps a way to backdate GM created deeds and histories to seed the world. As for a weekly newsletter by PR staff suddenly driving heavy traffic to particular WU servers at the behest of others... Even if there was some misguided effort at favoritism, I honestly don't think such endorsements are a factor in the long run. It's a small community, even including WO. Word of mouth, reputation and everyone's experience is ultimately matters more. I think it would be different if a developer handed out specific endorsements in an official capacity, but I really think developers would just know better and have the requisite maturity to not do it. If any of the developers did fall short, they wouldn't exactly be a ringing endorsement at that point, would they? PR staff doing PR. WU admins don't need to feel threatened. No one is taking it as gospel, or for anything more than what it is. Just throw PR some material to fill up their newsletter, and the same endorsement is yours. There's only so much they can copy/paste. I'm sure they would be delighted to showcase what you volunteer.
  30. 1 point
    Mr. Shrimps, I sent the cotton and cotton strings. Looking forward to annoying...I mean, helping this year!
  31. 1 point
  32. 1 point
    Oh man!!! My "no steam" policy is starting to slip. Must... resist... clicking... dancing... bunny!!!
  33. 1 point
    Item: Workbench Skill: Fine Carpentry Attributes: Can be planted/secured, locked with large padlock, loaded with cart or better, normal decay rates apply for items within. Permissions: Location (deed) rules apply for the workbench. If locked, item permissions are typical with the addition of a “Use” flag. Capacity: Acts as a simple container with anyone with the right permissions able to place/remove tools in it. The maximum number of tools it can hold is workbench Quality/10. Description: Anyone allowed, has the Use option in the right click menu if s/he stands near it. Upon Use, a toolbelt-like window opens, with the appropriate size and filled with the tools in the toolbox. The window is location sensitive. If you move away from range, it disappears (just like a container inventory). The tools in the workbench-belt can be examined, repaired(?), activated (as if they are in your inventory) and dragged (or right click→add) to the crafting window. Wish-list: Reduced decay for pelts/whetstones. If I can place a bucket/small barrel of water in there, then the active tool is the water in it. I will still have to refill it manually. Place appropriate graphic models on the workbench, depending on what is inside. It could be a nice exercise on placing items on furniture. Edit: on abandoned workbenches, damage can deactivate tool-slots, according to effective QL, till the workbench is destroyed and the remaining tools drop to the floor.
  34. 1 point
    Timelock should be working, make sure you have the latest version and if it still fails - post logs.
  35. 1 point
    You wouldn't be giving a newbie HQ tools, it'd be a loan, the benefit of joining a deed as a citizen. As for making your own tools.. I've never made a tool, i played for 2 years before i bought a rare, 1 year before i bought my second enchanted tool. WoA needs skill to activate the augment so no harm there, CoC would aid in skill gain. People that grind their skills up fast from go, throw money at the problem to do so... it'd be nice for those that can't afford to do that, to have access to these things. Recruitment should be encouraged, I wish to +1 this thread because i believe it would make a mayors job easier. Thereby making the average player more likely to recruit. Newbies that want their own rares but can't afford to buy them, will still grind toolmaking, if it's in your face and it isn't yours, you're likely to want your own. The same can be said of enchants. At present i reckon 80-90% of people that join the game, quit before long. that's alot of effort, introducing people to the game, teaching them the ropes, for very little return for Codeclub. Alot of people avoid recruiting newbies because of the hassle, because of the `organisational demands`.. this change would lessen the burden by a fair amount and encourage more players to recruit, teach, guide. simply because they'd have the time to do so instead of keeping track of tools and perms. There's one thorn in this suggestion.. if they logged out on the chained tile and never returned.. how is one to get the tool back? The code would need to bind the tool to a container and force the item out of their inventory when they logged out or got out of range. That's a leap, i agree, we may never see this happen. But i think this is a good suggestion.
  36. 1 point
    Any hole in my wallet is considered a bad hole o.o. I used to be in a village where all of the public items were 50ql tools, then public houses were available and you would store your own enchanted tools. Because starting with a 70 coc tool would give 70% more skill... If a player wants to, they could forage and botanize until they get a few silver and buy the gear themself. That would make them "Skip all the growth." They could also attend like 4 impalongs within 2 months and get tons of 70ql stuff and maybe even some decent enchants on the way. If a player joins a village, they already skipped a lot of growth. There's more to do than grinding!?! +1, Its the villagers choice if they don't want to spend their time with 20ql stuff. Creating the tool is nothing, Its the grind that takes more time.
  37. 1 point
    Good suggestion Fablecrafter. I think it should be kept simple like an item chain that is created, anchored to the ground and then the desired item attached to it. These are really only like "loaner items" and must be used where located so I don't see any negative impacts. A similar feature to securing Large Anvils for others to use, it seems to me. =Ayes=
  38. 1 point
    While I get the general idea behind it, I have to say, I don't see the benefits from something like this. Why would this system be beneficial over new players learning how to create their own tools and working with them as their skills go up? Skipping all the growth straight to end game tools with enchants and rarity bypasses a lot and places excessive focus on the grind. If you're handing them 90ql enchanted gear what is their motivation to work on that skill beyond higher numbers? Permissions are pretty flexible on starter deeds, allowing players to use public forges and beds, if there's anything that could be added without being abused we could look at adding it.
  39. 1 point
    A item such as a workbench, place the tools inside the container, use the workbench in your crafting window - solves a lot of these issues. It would act correctly like you would use a loom or a large anvil for creation, the tool would be damaged, enchants would decay, rarity would work - it would prevent people from taking them but maybe repair them. They'd have to make a special interface for imping items though! Would be super cool to have more public areas, especially the starter towns for new players. They're mostly useless because of permissions. Personally I never understood why starter towns are so limited. This would also help for impalongs and other events.
  40. 1 point
  41. 1 point
    Had a similar idea once for tools that were chained to a spot. While you had the tool in your inventory you couldn't move or teleport. Good for a specific work area.
  42. 1 point
    You still own all those Glasshollow deeds? Went there yesterday, I literally had 2-4 fps the whole time I was there. Part of your problem is all the crap you have lying around... and the 10 billion merchants. Your area has been a lagfest since the first few months of Xanadu's release and it's just gotten worse over time. Yes, Xanadu has lag issues but your deed(s) are a big part of your lag problem.
  43. 1 point
  44. 1 point
    20s on the mining potions? if so, COD to Pityocamptes.
  45. 1 point
    Please note the above picture only shows the 'gang' readying up for a 1v7 and the 'gang' typical plays other games like Runescape or PubG most of the time. Runescape seriously? That game is for children but it's the only way for Mclovin to meet his special someone. A 40 year old neckbeard named Dillon #Worldstar
  46. 1 point
    I thought about that, but wanted to be very clear that I'm opposed to a half way solution. So -1 to putting existing high fences in arched walls. +1 to making new high fences that visually fit the walls, open and closed.
  47. 1 point
    oh yeah i like that, we definitely need those, forgot to add, make em rotate, so we can have them fold in, NOT OUT,
  48. 1 point
    +1 Would also love to see High Iron Fences/Gates made available with the new textures (Sandstone, Pottery Brick, and so on...) Pretty please with sugar beets on top?
  49. 1 point
    That is a really narrow minded -1..... U could have +1 the idea and then add your 2 cents to the fine tuning of the solution...
  50. 1 point
    It got me thinkin, does Wurm need some new skills? I don't ask this for just players that are reaching 100 in their skill but ones that have reached the point where they are happy their skills are at. eg I have a friend that is happy with his at 90. wouldn't it be great if their were some new and useful skill that players could sink their teeth into? I've heard of a lot of player that are just bored as their skill are already high and remember not everyone wants to skill up all 113 of them and not all of them are as useful as others. In saying this, what skill do people think should be added to the game? Please comment, let refrain from adding "Fix the bugs first". Let have a healthy discussion
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