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Showing content with the highest reputation on 20/01/18 in all areas

  1. 7 points
    Awesome! Will add this asap (for WA3 too).
  2. 4 points
    This is a work in progress, more stuff coming in the feature. Allows you to spawn a "Custom NPC", which work similar to vanilla NPCs, except: They don't talk... for now. By default the won't move around. Can be set (Manage->Movement) to wander inside the territory of a village or a house. NPCs that end up outside their area will teleport back. If you want to move an NPC, set it to "Static" first then summon to the wanted location. Their face can be customized You can directly change their equipped items (Manage -> Equipment) Can be told to turn towards you or come to your location Data for NPCs is store inside your world folder, in a new folder "npc_data", the files can be edited by hand but don't do it while the server is running. Planned features: More movement schemes Ability to set animations Custom chat scripts, response to keywords, etc. ...? Have any ideas? let me know! Download and source code: https://github.com/bdew-wurm/customnpc/releases
  3. 4 points
    I woke up this saturday morning all set and prepared to continue work. (Nujel'm is almost completed btw) Then I read this and my jaw dropped on the floor :-o. Do you have any idea Bdew how much this no damage mod will help me and others wishing to decorate their servers? By the time we reach April, I will have worked on this project for already a year. This means countless hours of work and thousands upon thousands of decorations and items that I've lovingly placed within the world to get everything just right. I knew that "decay" was a looming problem that was inevitable to face at some point, and so I've been pondering how I will handle it. Would I have to go through each place I created and hand repair everything? Or would I find a way to go into the database and set decay values to 0.0 somehow, but even that would be a horrendous, time consuming, daunting task and something that would have to be done repeatedly over time. It was an issue I preferred to not even think about yet... With this one mod, do you realize just how much worry and stress you've dropped off my shoulders, how much of the work I've already done will be salvaged and how much time you've saved me for the future? THANK YOU SO MUCH!!!!! As for the NPC mod, YEEEESSSSSS!!! Believe it or not, but this mod could have a much more impactful effect on Wurm than you know. Rewinding way way way back to the days where I had played Wurm Online only a few months and had set up my first little home and first deed and built my first boat, acquired enough skill to ride a horse etc. It was at this point that I set out to truly go exploring for the first time. I encountered so many amazing towns and villages, so many cute little farms and so many grand castles. But there was one thing missing from all of these places, and the game in general: LIFE Sure, I'd sometimes see a name or two in the local chat or even bump into some people, but even then, within the space of a huge town filled with smithy shops, cookeries, taverns etc, I'd only find the owner puttering around crafting something. The penned horses, pigs and cows brought "some" life to a village, but even they would "moo silently". All the animals were completely silent. So this really made a negative impact on me as a new player. I loved the game, I loved the landscape and I loved the building possibilities, but the game lacked LIFE. So I thought feverishly about this issue and how to solve it. Of course I understood that in "the perfect world", Wurm would just have hoardes of players, in fact so many players that villages were literally overflowing with inhabitants. But we all know that with a sandbox MMO of this size, that is just never going to happen. So what could be the SECOND BEST thing? NPCs. Give the players the possibility to "populate" their deeds with NPCs. Plant a blacksmith standing in front a forge, place a bartender in the tavern, put a cook into the kitchen. I even made a suggestion about this back in March of 2014: The response was mixed. Some were all for it, others strongly against it and I understand their reasons. But being a realist, I knew that we would never reach "the perfect world" they were striving for: populating villages with real players instead. So, since those times, this has been something that has bothered me, and it breaks my heart every time I read or hear about someone who "tried wurm" but "there was no-one around". So bdew! Do you realize that with this mod, I will be able to finally TEST my THEORY on giving some life to Wurm. With your mod I will populate these towns in Ultima Nostalgia and as we explore these places in my videos, we will see the vast difference! And what if it actually works? What if it actually gives a completely different impression of the game? What if we could convince the devs and the players that we need this? I mean, we already have merchants and traders.... And if we could convince them and the world of Wurm started to have some more life to it, complete with the impression you get in videos on YouTube as well as player's first impressions.... what impact that could have on Wurm as a whole. Probably not a drastic one, but every little bit helps! You're a life changer bdew! Do you realize this?
  4. 3 points
  5. 3 points
    I have never experienced fatigue in Wurm, but I know people who have. In my experience, once they hit the fatigue wall they do not log in another char nor do they get off their deeds to do exploring. They just log out and wait until they can get back to what they want to work on in the first place. One of them said he feels frustrated when it happens because he feels like he is wasting premium time by having to log out, but I guess if anything, fatigue forces them to get back to real life or perhaps other, faster games?
  6. 3 points
    New mod: 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
  7. 3 points
    RIP Retro's back end. Best wishes. Get well soon buddy.
  8. 2 points
    You missed my point a bit but I probably wasn't clear about it. I am aiming for a specific affinity, I don't care about body stats so the "70 times" point is mute. Up until last week I was able to pick and choose and invest money in affinity of my liking. Never did but I had the option. It was an accepted behaviour for years, not once challenged when people were selling their affi in Trade channel. 2s premium opened yet another window of opportunity which I did point out on the day the news about 2s deal was announced. This was taken away from all to "punish" a few who already care very little.
  9. 2 points
    There was a chance before the update, and that chance was by finding another player who is willing to sell it. I don't know what the odds of finding them were back then, but at least you can choose which affinity you were looking for. Also, this affinity update isn't really much to look forward to. How much fun is an update where its basically "Keep doing what you are doing, and maybe something cool will pop up :D" rather than a "Here is something interesting to do, try it out." Archaeology provided that. When I heard affinities will be able to be obtained, I was overly optimistic and thought of two things, like sacrificing items related to the skill of your preference for a chance. Of course over some thinking I realized priest would easily be jacked with farming/ropemaking/locksmithing affinities by simply attempting to get favor, and that not all skills have items that could be created from it, like the characteristics. The other thing I thought of was archaeology finding ancient books that would allow us to gain knowledge that makes it easier to learn certain skill (aka affinities). "How to train your dragon" (taming), "Chemistry for dumbies" (alchemy), etc. But no... Its random. And if you get something you dont like that much, such as firemaking (making ash, not grinding firemaking for skill), and another person gets something they dont like, like first aid (healing self and others at a rift, not grinding firstaid), then they are stuck with it. Perhaps those two people wanted one another's affinities?? Too bad, they can't trade it either. Point is, the affinity gaining system is lack-luster, and will fall under a category similar to rarity. Something you forget about and will often come back to annoy you rather than benefit you. Why is it similar instead of the same? Because if you get rare items they can be traded with others who are interested in it. I disagree with those saying some chance is better than no chance. The "some chance" required effort from staff that could have been placed in something more amusing.
  10. 2 points
  11. 2 points
    Lmao, just found a stash of my rare tools i thought i lost thanks to this thread Had no idea, that they do that
  12. 2 points
    So I was a dummy and forgot to build a staircase with banisters. It sure would be great if I could add banisters after the fact! Perhaps as a second level of crafting after stairwell completion? Additionally, if I was a similar kind of dummy and accidentally added banisters to a staircase, it would be nice to be able to remove them
  13. 2 points
    Most important - they will NOT spawn on the ground when server restarts. They will spawn on the correct floor inside a building.
  14. 2 points
    Armor, weapons, tools etc will appear. They are flagged as invulnerable so shouldn't be possible to kill, but this needs testing. Interacting like that with the world is outside the scope of what i have planned... at least for now. For now you can give them items by activating the item, clicking on the NPC and using "Give", they will equip the item if they can (this also applies to vanilla NPCs). I'll see about enabling interaction via the equipment window. I'll look into adding that. Don't think so... but needs testing. I'll add the ability to move them more easily. For now you can do it with Summon for the static ones, but no way to change their facing i think. I'll look at letting them sit, not sure how feasible it is. They should work with mission triggers like examine and such.
  15. 2 points
    Having them do tasks, like shearing or milking stuff like that..
  16. 2 points
    +1, could use a hammer to add/remove them like using pliers for the moulding on stone walls.
  17. 2 points
    @onliveserver: my document clearly states that the entire how-to was written around Ubuntu Linux (16.04.3, to be exact). I'm not sure what you're asking.
  18. 2 points
    Gnomes always stole stuffz when they had a chance to do so (one of the reasons they're special and unique and all that). Urban legends say that if containers nearby are locked, they cannot steal things, though, so either lock your goodies or put the little naughty one(s) far away from containers (not really a verified theory, but worth a try).
  19. 2 points
    they are suppose to do this, please dont nerf them
  20. 2 points
    @AldurHero of Wurm, Aldur, would you be up for implementing an auto-color addition when we add or update horses to Granger? Latest update now shows horse color in examine! [19:04:16] Its colour is grey. [19:05:44] Its colour is blood bay.
  21. 2 points
    This sentiment is exactly why i refuse to play Warcraft anymore. When the developers decided to dictate to Me, the Player, how I should be playing, then it's time to move on. Whats next, Oh sorry guys to prevent botting we're only gonna allow 5k actions per play time within a 24 hour period. If this is an anti-botting measure, it is a piss poor one and should be fixed, corrected, an updated realistic measure put in.
  22. 2 points
    Like we've said in multiple posts. Our focus is on getting this system out and working, we've started with low numbers to ensure it's smooth, we'd rather increase the chances for affinities later than deal with people getting them too fast and toning it down. we're logging every affinity gained from this system on every server and will review and adjust accordingly. We won't want this to be impossible, but we also don't want it to be a system that is easily gamed. you're also focusing on a specific affinity, especially given mining has the chance of giving 10 different affinities: mining pickaxe misc items body body str body stam mind mind logic soul soul str Each one of them has their own chances of becoming an affinity, which will all increase gains. Long story short, affinities arent a system designed to be gamed and focused on, they're a reward for working as you go. If you do want a specific affinity, I advise playing with cooking
  23. 2 points
    I'm not sure if anyone has done the math on this but I will attempt: 1/500 every 2 hours for 15 seconds for FIRST affinity. I'm mining, my action timer is 2.7s on all 7 actions in queue. This is 5.5 actions possibly hitting the window, let's assume 6 not to be pessimistic. we have 0.012 chance to get a mining affinity every 2 hours so if I mine for 24/7 I should average out on the first mining affinity after about 8333 actions HITTING THE WINDOW. Make that one window every 2h and it comes up with a long time. Let's look at Blacksmith now. I'm a good blacksmith 99.99+BS, "damn, this deservers a lot of affinity since you are doing it over and over again." Wrong. Action timers vary between tools used to imp with but I guess it's safe to assume 5 second on average. this is 3 actions per window IF you hit it, 0.006 chance to get the affinity in each window. grinding 24/7 comes up with 16666 actions to get the FIRST affi on average at my skill level. And those are actions which hit the 15 second per 2 hour window. 16666x2h. This is almost 4 years of grind 24/7 without sleep, toilet or any other distractions. I bet I can get to 100 in BS before that. Granted, body, soul, mind will be the most popular affinities gained if anyone gets one but that doesn't matter for most since gains are miniscule anyway. So unless I misunderstood something in the update notes, and if I did, I will print and eat this math, this is pretty much yet another example of "you should have got on the bandwagon while you could". People who got dozens of affinities because of the 2s premium are laughing and I'm fine with that. I didn't do it but that doesn't mean I didn't want to do it. Only way to do the same was taken away so there is no way to "catch up" with those who risked it. Instead the above was presented. I don't think it's fair and I would prefer the option to do the same others did. I probably still wouldn't because I have zero intention going to Chaos but I would like to have the option. It doesn't bother me at the slightest that someone has affinities, I have one and it's useless, it's nobody's business just as other people's affinities are none of mine but the fact that the option to "catch up" was effectively taken away doesn't seem fair. Yet again it feels like abusing loopholes IS rewarding in Wurm as it always was.
  24. 2 points
    Ultimately it's nothing major on a front facting system, just a few errors on the back end we felt needed addressing sooner rather than later, before they became a major problem. it's the same system and chances as mentioned in the patch notes before.
  25. 2 points
  26. 2 points
    When your out numbered in war.. you dont face your foe head on ... For one when i got bullied in school i waited till he was alone and not have his friends and i broke both of his legs. with a iron pipe... And lets talk about toxic you cheating TC/Rome POS!!! 1 Your destoryed Epic to the point people felt sorry for u so they let you bring your toons to freedom.. 2 Your group hacked MR forums and stole/exploited... and forced them to quit.. 3 Your group pushed off choas the people that let you into there kingdom. to get your footing on choas (jk).. 4 Bullying people to play like you want or u crush there deeds... or Pay me X to stop.... Do you want me to keep going about your toxic ways? if alts don't piss ya off why ya pushing so hard to nerf them then... becuz your getting triggered and everyone knows it..
  27. 2 points
    Nah, it's simple, here's the math and the point of the window of opportunity to gain an affinity..
  28. 2 points
    I'm sorry, but I have to disagree. If you are a 90 digger with 20 fight skill, that's your choice, and you should not be punished for your playstyle. A death "mattering" is irrelevant. The only thing being under 20 FS grants is not popping a death tab. Re-gaining fight skill is easy to do, even at 70 FS. This is nothing more than yet another change proposal that only benefits one kingdom. When I saw the title of this post "Alt abuse", I'm thinking of non-premium toons.
  29. 1 point
    I am far from the oldest person to play this game. Maybe been around for half the life of Wurm now. But over those years, I've noticed so much conflict between what works for PvP and what works for PvE. I really think the game would benefit from a complete split. No more connections between PvE and PvP servers. Now that Epic has been given a chance to migrate to Freedom, we can all pretty much choose where we want to be with our current characters. Give everyone a grace period to make the decision and move to their Pv? of choice, then rip out all the network cables between PvE and PvP servers for good. Allow a single subscription to create both a PvE and a PvP character, but never a character that moves between. Split the forums (pretty much like the Epic section now). Forum accounts can subscribe to PvE, PvP or both, giving people a chance to better filter out the stuff that doesn't matter to them. I've probably Fd up a ton of Epic auctions by bidding on something that was listed as a new post on the right side of forums main page, even though I have the epic section hidden. In DevBlog posts, or Retro's weekly news, there is always a big controversy over every PvP change and quite a few PvE changes, but if it were separated, it would be so much easier to filter through the things that mattered to the right player base. People that PvP and PvE are often very different game players and trying to lump the game mechanics into one big pool is never going to work effectively. One camp is very much "there is honor among thieves" and the other is "there is nothing honorable about being a thief". How can you have two different philosophies and ever expect to have an agreeable outcome? I may not ever PvP myself, but I understand how others find it much more entertaining and meaningful, so I'm not bashing PvP, just suggesting that PvP and PvE are never going to be compatible play styles. I see it all the time in games that do combine it. In guilds or alliances that contain both types of players, there is always heated conflict. Rarely do PvP and PvE players see eye to eye, but it does happen. I do have a few friends that do both and are great people, but I'm writing this for the majority of PvP and PvE interactions. I see how PvE, being the stronger player base right now is having a highly detrimental effect on the PvP experience. It feels like we are slowly taking over the future development of the game. Good for me and most of my fellow PvE players, but bad for the PvP crowd. Build that border wall and allow a full code split, to give devs the freedom to make PvP more exciting. I am a huge fan of conflict elimination as a way to improve overall player experience and think this would go a long way towards that goal.
  30. 1 point
    Deal done. I highly recommend Zpen for all your shipbuilding needs!
  31. 1 point
  32. 1 point
    95.56 oil of weaponsmith please. 2s cod to Kalmit- if you consider it to be a fair price,
  33. 1 point
    This is great! I'd love it if we could attach them to missions. Right now I have multiple NPC Humans at my spawn town, with missions to give a gift and a pop up message if players choose Talk. Mine chatter a lot, and move all over the place. This mod sounds like it would solve those problems, as long as I can still do missions.
  34. 1 point
    And is there any way to rotate, push and pull them while they are in static mode? And I really feel greedy asking about this, but any possibility to make them sit on chairs and benches? Again though, even at the level that this mod is already now, it's absolutely wonderful and more than we could dream of!
  35. 1 point
    [03:00:49] We are having login server issues. Please refrain from mail, server transfers, password changes, bank usage, and shop usage until further notice.
  36. 1 point
    They pull random amounts of bulk randomly from bulk containers in their vicinity(not sure what radius), so yes, somewhere near them there is/was a bulk container that had that amount of corn in it that the gnome grabbed. I've had the exact same thing many many times with my gnomes as I have them inside a storage wagon in my bulk house, I've found an entire bsb of dirt, all of my grapes, and various amounts of metal lumps inside them over the years. My guess is that it just pulls the entire stack and works the same mechanics as a bulk container when holding the bulk items, instead of holding them all as singular items like if you pull from a bulk container into your inventory. As to why you yourself cannot move the corn from the gnome back into an fsb, that is quite odd as its always been a quick matter of moving the bulk back into the original container(s) for me...
  37. 1 point
    It is difficult, because it's supposed to be difficult. It's like complaining you spent literally all day imping horse shoes and none of them turned supreme. You're not entitled to a supreme horse shoe after a lot of imping, it's just a random reward you could get after your 1st or 100000th imp/creation. That's disregarding all the affinities you can gain for other skills. Some actions involve quite a large number of skills and are fast to do, which significantly increases your chances of getting an affinity. The issue of window of opportunities is always the same. If you leave it open, people complain. If you close it, people complain. In this case, it got closed and replaced with a similar solution, which seems pretty good.
  38. 1 point
  39. 1 point
    -1 i might zoom in on a bumhole and upload that, too easily abused. I can imagine all the trump faces now.
  40. 1 point
    I'll add it as an option. On my server i use the model with the thingy inside as server portals so i didn't want to use it for town portals as well.... we need more portal models
  41. 1 point
    I'm all for containers, windows (stained glass please) and other basic items but nothing fancy. Although it needs to fit the time period. It should be almost opaque, not the crystal clear stuff we think of when talking about glass in todays age.
  42. 1 point
    Try using material magic, when you making preserved body.
  43. 1 point
    I would like to build a - Glass bridge. So i can walk on water - Glass house So i can write on the walls in an arcane language - Glass slipper So i can say she'll be back - Glass So i can drink out of - Glass painting So i can hang it up. - Glass bottle So i can server beer out of a bottle. - Glass pipe So i can have a place to put wemp. - Glass rose So i can give them out on valentines day - Glass fragments So i can use it to cut. - Glass tank So i have some where to put a whale - Glass beads So i can make necklaces - Glass statue So i can make statue - Glass powder So I call it pixie dust Lol idk some weird idea's, It's early here. But yeah, glass has always been a good idea to add.
  44. 1 point
    Fatigue and the priesthood are both instruments to force players to play (and pay) for multiple accounts. There is no other reason for the restrictions. I am one of those players who remembers when one account was 5 euro a month. Back then, land was way too expensive but characters were fairly cheap. Over time, the price of land went down but the price of accounts went way up. I firmly believe the cost to play Wurm really keeps Wurm Online's population down even though things like fatigue and single-toon price is meant to increase revenue. When WU came out, that only made things worse for Wurm Online because now you can play for free on non-official servers. One of the main reasons Wurm Online still has a population, imho, is because Wurm Unlimited worlds are subject to devs who create worlds and then abandon them, and thus, players have no assurance of longevity. Only a few servers have the appearance of being around for years to come - and guess what - they have sustained populations. Another reason Wurm Online still has a population is because most of us dread the thought of ever losing our "investment" into this marvelous game. I know I have literally dumped thousands of dollars into Wurm Online in the last 8 years. I said all that to say this, there are some things that could be done to increase revenues without enforcing playtime (fatigue) restrictions and other (priesthood) limitations. 1. Advertise. 2. A Patreon account for our awesome dev team. 3. Advertise... oh, I said that already. 4. Add some creative incentives to the Wurm Shop that doesnt break game balance - like offering all past Christmas gifts purchasable via the Wurm Shop. 5. Offer discounts to subscriptions from time to time. 6. Oh, and I almost forgot...... advertise. Cheers.
  45. 1 point
    Naw, we are not *fatigued* of the topic yet... =Ayes=
  46. 1 point
    Everytime I look at the forum, it's McLovin complaining about something.
  47. 1 point
    And that a toon can only hold one deed per server. And care for a limited amount of animals.
  48. 1 point
    I lived on Chaos for 1.5 - 2 years and at some point I just got tired of it. I guess it's a combination of things and I am certain that some will recognize what I feel. The community is too toxic and hostile (a.k.a kindergarten mentality and by far not enough gm intervention), pay2win accounts, items and gear in combination with full loot and snowball mechanics, bad gameplay mechanics (remember karma teleporting), it's stressful and time consuming and the experience/knowledge gap between players is big. Some have perfected their ways to build and fight. In the end, it's just more fun to login on Exodus and to not have to worry about anything. Or not to login and enjoy real life and making money on the job. Wurm's PVP is unique and the fighting is very different from PVE. It's about communities, about terrain, about tactics and strategy, about logistics and politics, about crafting and fighting. Who cares about the combat system? With all of the stories people have to tell, you would think this is the computerized version of Game of Thrones. I do have some great memories: the WL/BL bash, the destruction of Sparta 2014, the pvp adrenaline (never had that in any other computer game), the people. Mmmmh, maybe I'm just getting old. Greets, Bitter.
  49. 1 point
    Responding to a veeerrrry old post, but yes - I have been breeding tortoises on Pristine. Honestly, Hellhorses are about 10x easier to breed, and yet my dream is to breed tortoises. If only I could pull a cart with them!
  50. 1 point
    fatigue is hard to get through normal gameplay... but someone of us including myself are not normal and can pull crazy focused grind for a day or two... and that's enough to hit the fatigue cap... and yes, the trouble is that once you hit the fatigue cap, you can't do a thing and NOTHING can be done to help you. GMs can check if we are macroing like crazy... but cannot reset the fatigue timer, making that thing useless as a mean of catching / preventing macroers and only stop the real players from achieving what they want (which is one of the many options WO offers afterall). The only real use i can see of fatigue is the conversion of it to sleep bonus through the vynora wisdom spell. Something that can easilly be changed to a 30 minutes cooldown on the character and a complete removal of the outdated and annoying fatigue system. Normal players won't see a change, macroers probably already switch accounts and the rest of us trully dedicated players will finally be able to play in peace without a half broken system in the way.
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