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Showing content with the highest reputation on 05/07/18 in all areas

  1. 9 points
    New: Rift bracelets can now be equipped. Bracelets go in the arm slots and require two of the same type to be worn for the bonus] For a reminder of rift jewelry and its functions, check https://www.wurmpedia.com/index.php/Rift_Jewelry New: You can now move archaeological reports from one journal to another. Activate report, right click the journal you want to move the page to, select ‘move report’. New: You can now use a knife cut a 2kg portion of larger weight prepared foods. New: Added a storage unit, the empty shelf. New: Items can now be placed on more surfaces and containers: NOTE: If the item is a container already, any items placed on it will be dropped on the ground when it is picked up, a message in event log will notify the player of this. Note that any item will follow the parents mechanics (Wood items on a forge may burn, items on an altar may be sacrificed) Large anvil Large barrel Tub Empty shelf Small barrel Stone altar Wood altar Silver altar Gold altar Coffin Well Large magic chest Small magic chest Oil barrel Wine barrel Coffer Cupboard The following surfaces will also heat any item placed on them (so don’t place burnable items on them!): Oven Forge Hota statue Smelter Still New: Electrum has been discovered! Electrum is an alloy created with gold and silver, using the metallurgy skill. Material bonuses are: Armour .5% DR bonus +2% glance rate bonus -1% movement speed penalty Weapon -2.5% attack speed -1% damage dealt +5% bonus to damage dealt to hunter mobs General -10% damage taken 9x trader price -20% decay damage taken+2.5% bonus to repair speed +7.5% bonus to pendulum area of effect +10% bonus to bash damage Can be used to make statuettes Can be used to make unicorn shoes New: Electrum rune of Fo Can be used to reduce age of a creature. Will reduce the age by a percentage of current age. Creatures cannot be pregnant when this rune is used The minimum age for creatures is Aged (12 months) (For reference, hell horses unhitch at Aged (29) Change: Removed old copper needle creation Before the all metal item changes, needles could be made from iron or copper, but copper could not be used to improve with., With the ability to create all items from all metals, this needle item is no longer valid, old versions may exist, so if you cannot improve a cloth item with a copper needle, it’s the old type. Change: The resource you obtain from digging is now dependent on the tile type on which you are standing. You no longer need to dig in the NW corner. Change: Imbues used on tools for creation of items now improve the quality of the result beyond the material’s limits. Also, minor bugs regarding creation with imbues have been resolved. Change: Various text changes have been made to emoting on body parts. Change: You will now be able to build on pavement outside of settlements without having to remove the pavement first as long as it’s not an official highway (catseyed) Change: Halter ropes can now be used to haul items up/down ladders. Change: Players can now deny and/or remove kingdom office titles. Change: Spawn rates have been increased upwards for unicorns and lava fiends. Unicorns will spawn on grass, steppe and mycelium. Lava Fiends will spawn a bit more in caves and a small chance on rock. Change: Achievement changes, additions and fixes. Personal goals should now update properly when switching servers. Mine an exquisite gemstone has been changed from a 99 quality gem to a star gem. Perform 100000 actions goal now has a visible counter under Achievements entitled Actions Performed. Pick five door locks text has been changed to Pick five locks to correctly reflect the achievement requirements. Weight requirement for ‘Giant Fish” has been reduced from 190 kgs to 175 kgs In an effort to address concerns of players running multiple alts through personal goals, we’ve added a common personal goal “Survived” which is be premium for 3 months. We’ve chosen 3 months as it limits the rush of alts rolled for easy missions to achieve quickly without penalising legitimate existing and new players, while still being within a complete-able time frame before the new system. We will continue to monitor and adjust if necessary. Bugfix: Various spelling and text issues fixed. Bugfix: Creatures will no longer retain their Kingdom ID on server crossings. Change: Anchors and mooring anchors can now be made of any metal type. Bugfix: You can no longer use meditation teleports from within the HoTA zone. Bugfix: Saddlebag window will now auto-close when you move out of range. Bugfix: The bulk container unit now correctly says volume instead of weight. Bugfix: Fix for logging in on a bridge which is no longer there. Bugfix: Veins created with a Rod of Transmutation will now return the correct quality information when prospecting and the ore resulting from using a granite wand will be the correct quality. Bugfix: Creatures will no longer transfer loyalty on server crossings which caused an intermittent issue with taming another animal. Bugfix: Valrei quest items were removed from the ritual mission item list. Bugfix: Fix for creating flour inside a container and the results getting deleted when the container is out of room. Excess items will now go into inventory instead of being deleted. Bugfix: Fix for not being able to drink from containers on deed. If you have open permission, you can now also right click – drink. Bugfix: Fixed a misleading mining warning text when trying to open a double wide tunnel if the slopes were too steep. Confusing message used to be: Another tunnel is too close. It would collapse. Improved message: The mountainside would risk crumbling. You cannot tunnel here. Solution: Surface mine down to reduce the slopes. Bugfix: The title for 100 Faith will now be properly added. Bugfix: Fixed a bug where a religion convert would fail if one of the players was mounted. Bugfix: Multiplayer puppeteering is now working again. Bugfix: Fixed the issue causing the error message ‘The water is too deep the creature would drown in the cage.’ where there was no deep water. Bugfix: Needles were removed from the mission item list. Bugfix: Rift necklace spell effect icon will now refer to necklace instead of bracelet when worn. Bugfix: Attempting to enchant a lingonberry bush now gives an error message and does not use up your enchant ability for the day. Bugfix: Fixed an issue which caused some items to drop to the ground when burying a player corpse in inventory. Bugfix: Fixed crocodile and scorpion vehicle positioning so they don’t appear sunken into the ground and can now navigate the transitions between bridges/land and house floors. Bugfix: Fixed an issue which allowed discardable items to be sold to the token using keybind sell. Bugfix: Fixed fencing options appearing in the crafting window when creating them was not permitted and would result in an error. Bugfix: Possible fix for the unexplained extra wooden items or bricks being created randomly via the crafting window. Bugfix: Equipped containers now drop their contents to the ground if destroyed. Bugfix: Repairable items will now show the ‘crumbles to dust’ message even outside containers (such as your inventory). Bugfix: Burning now ignores the ‘must be on ground’ requirements for disposing of wooden items. Bugfix: Armour penalty/bonus icons, timers and effects are now properly reset when changing armour types and upon logging into the game. Bugfix: Action on items will now consider height distance when determining if object is too far away. This will mean you can no longer access storage on higher floors and may require renovation of storage solutions Bugfix: You will no longer go kos on a deed by accidentally targeting a spirit templar while in combat with a creature. Bugfix: Necromancer summoned skeletons will no longer spam attack each other and spam the combat log on pve or kill each other on pvp. Bugfix: You can access vehicle inventories from any seat if embarked on that vehicle. The range of accessing containers inside vehicles when not embarked has been improved. Bugfix: Fix for “You are too busy” bug when using multiple combat options. Client changes: New: Added texture normal maps option to Adv. Graphics settings NOTE: To avoid crashes on incompatible computers, It is DISABLED by default, you will need to enable it in the launcher as it cannot be changed ingame. Bugfix: Corrected terrain glitch with diagonal gravel Bugfix: Fixed issue where items placed on surfaces disappeared until relogging The post Patch Notes 05/JUL/18 appeared first on Wurm Online.
  2. 9 points
    For a legitimate player 3 months is an incredibly short time to achieve goals. For an alt rolled specifically for easy to finish goals with little to no effort, it's a hurdle. The system is supposed to be there for existing players to gain the rewards before the system is removed, not for players to generate countless alts to win tomes, so we feel this step at least discourages the worst abuses of the system while still being not an issue for other players.
  3. 8 points
    We really had our eyes on this change, and we're curious how players will receive it. This may be something we need to tweak a bit more to get correct, but as it stands it works in a vertical cylinder fashion instead of spherical to try and give as much leniency to the old system as we could. This means that if you can reach a BSB from 1 tile away, you'll also be able to reach a BSB directly above it, without having that distance shortened by the vertical offset. This functions identically to how it used to, where moving too far away on the ground would still limit you. What this does change is having storage 2 floors above or below you. In these cases, you will have to adjust your storage solution to the new change. Having storage one floor up and down will continue to function as it has before this patch. That being said, we're eager to see what players think of this. If you feel it was a misstep, make a thread and list reasons why. I don't think the team wants to force changes that are bad for the game on the players. We've also got our eyes on this change, too. If it's causing trouble in certain situations, be sure to let us know. These type of mechanics changes can be controversial and if you feel there's certain situations where this shouldn't apply, post some feedback and let us know.
  4. 6 points
    the gods watch over - User Hi Everyone! It's been a busy few weeks here at Wurm HQ, with quite a few projects underway as well as the launch of WU 1.7 with all that placement goodness. We have an update planned for tomorrow with the addition of normal mapping for new ground textures, and hopefully a little bit more, so let's jump in! Looking normal As we've discussed in the past, we're working on a major update and overhaul of graphics with the addition of normal and specular mapping, and the first pieces are ready to go live! Terrain is the first update, with many of the terrain textures updated, and normal and specular mapping added. It really changes the look and feel of the lands of wurm, as you can see below there are some major improvements: Snow even looks good! (Now all you have to worry about are pesky colds, but they even come in summer) Next up, we'll begin working on housing, which will really bring out some much needed depth to walls and buildings, as you can see here of a WIP shot of the pottery brick walls This is a rather large undertaking though, so it will take time to come to everything in the game, but the difference is definitely worth the wait! the terrain normal and specular will come in tomorrows update, but will be disabled by default, so if you want to check them out, make sure to enable normal maps on the advanced graphic settings tab once this goes live! Sindusk Joins the Dev Team A well established modder and server host, Sindusk, has taken the full plunge into madness by joining the Wurm dev team! In addition to running his own server, Revenant, he will be working with us in various tasks, starting with some work on bugs (seriously, lots of bugs fixed already) and looking at a few projects long desired. We're excited to have him on board and keen to see what he brings to the game! Valrei Entertainment Network additions This week sees the addition of two new members to the VEN program, Neferent and BrimstoneVomit! Neferent streams his travels across Xanadu as he nearly dies to scorpions with crocodiles for shoes: BrimstoneVomit streams his adventures on Wurm as he builds his deed and talks about his plans: I'd like to welcome them both to the program, and look forward to watching more of their adventures! On top of this, we have two more projects in the works, they may not go live tomorrow, pending whether we can iron out a few oddities, but they’re certainly things to get excited about! Item Placement 2.0 Hot off the heels of the new placement mechanic comes the next update to it, adding a new range of surfaces that can hold items on them! The full list is below: large anvil large barrel tub small barrel stone altar wood altar silver altar gold altar coffin well large magic chest small magic chest oil barrel wine barrel coffer alchemists cupboard storage unit small amphora large amphora The following surfaces will also heat any item placed on them: Oven Forge Hota statue Kiln Smelter Still So be sure not to place any wooden items on them, or they will get burned up! New Metal Alloy: Electrum Electrum is a new alloy made from gold and silver. It can be used to make all metal items as well as jewelry, bardings, and horse shoes. The full modifier list is below: Armour .5% DR bonus +2% glance rate bonus -1% movement speed penalty Weapon -2.5% attack speed -1% damage dealt +5% bonus to damage dealt to hunter mobs General -10% damage taken 9x trader price -20% decay damage taken +2.5% bonus to repairing +7.5% bonus to pendulum area of effect +10% bonus to bash damage Can be used to make statuettes Can be used to make unicorn shoes With this alloy comes one other unique item: Electrum Rune of Fo. This rune can be used to reduce the age relative to their current age upon successful use. While this means creatures can be made younger, it cannot be used on Wurmians, so it looks like my wrinkles are here to stay. Community content, the Wurm Unlimited Tournament: Round 2 Grab a partner and head on over to Wurm Unlimited for the second round of Darklords’ Competitive League. This time, instead of a 3v3 fight, it’s 2v2 to make it easier for teams to coordinate. Another change is the implementation of DUSKombat , a new combat mod designed for Wurm Unlimited, which drastically changes the way combat works. There is a 2 gold prize pool for Darklords’ tournament, with 1 gold for the winning team, 50 silver for 2nd place, and 25 silver each for 3rd and 4th. Signups for the tournament are open until Friday, so hurry up and form your teams now! That's it from us this week, we'll be busy with all these changes and more over the coming weeks, so be sure to stick around and check it out. Until then though, keep on wurming! Retrograde & the Wurm team
  5. 6 points
    I recognized this while I was implementing the code. Haul up and haul down, as well as one other action (I can't remember which) have an exception, and ignores the restriction entirely. You can haul items up and down as many floors as you can see.
  6. 5 points
    So I mixed some gold and silver... ...to get a nice wooden shield!
  7. 5 points
    THAT is the exact goal of this change...
  8. 5 points
    Hey everyone. Depending on what position you come from, it's very likely that you'll have a different opinion on me being a developer for Wurm Online. I'd like to help clarify where I stand from every perspective. Wurm Online Players In the case you've heard of me, it's likely due to my WU mods or you know about my Wurm Unlimited servers Wyvern (Reborn) and Revenant. My servers run with a vast amount of modding and changes to the game, and it's reasonable to assume that I'd have an agenda to push Wurm Online towards how they function. However, that's not the case. My goal with my servers is heavily gameplay-centric, focused on content that is challenging and rewarding. Wurm Online is much more simulation-centric, focusing on realism and depth. I understand the difference between the two and you're not going to wake up and see Wurm Online all of a sudden become a copy of Revenant. My goals are to improve the existing Wurm Online experience. Long term, I'd like to dive into the combat, spell, and pvp systems of Wurm. This more closely resembles the gameplay-centric paradigm that my servers follow. However, to start, I'll be working on fixing some longstanding bugs that affect both Wurm Online and Wurm Unlimited players that have been bothersome for years. Wurm Unlimited Server Owners Much of the Wurm Unlimited community will know me for my mods. I've created ServerTweaks, Armoury, and Spellcraft. These mods are heavily used on several servers. It's not farfetched to think I would prioritize Wurm Online development over the modding community and abandon these mods. I'd like to think of this as an opportunity of the opposite. I'll continue suporting my public mods on Wurm Unlimited. Furthermore, I'll try making changes to the existing codebase that makes modding easier throughout several aspects of the game, opening up new options for server owners. Minor adjustments like improving client/server network communications to give more options make a world of difference. When modders have less limitations imposed on them by the technical details of the game, that's when you begin to see the best ideas spring to life. Wyvern Reborn/Revenant Players Most important to address is the existing playerbase on my servers. I have no doubt that there's some apprehension thinking that Revenant will no longer see new mods or content because I'm now spending time working on Wurm Online. That's a fair judgement, and it's not entirely wrong. I'll be slowing down slightly on Revenant due to Wurm Online development. However, what I work on in Wurm Online eventually leads to Wurm Unlimited and thus to my servers. I'll continue supporting Revenant and making mods for ideas I have that wouldn't fit in Wurm Online. I'm not going anywhere, and you'll still see me active in our Discord and responding to your PM's just like before. All that said, I'm looking forward to being more directly involved with Wurm Online and intend to put my best foot forward to make the progress you've all been waiting for.
  9. 4 points
    Isn't this what you wanted when you tried to tell me that I was a problem? You wanted tome farming and alt spamming to stop
  10. 3 points
    when you made the model you removed the Cotton Type it was so now you can't use it to heal yourself, this was a big benefit of kings robes which you should restore.
  11. 3 points
    Tome farming should only be for a single charge. Three charges was a bad idea. Three months was a good idea and I'd like it better if it was more like 12 months. I don't like when games create reasons for making new accounts. I don't like when games only allow one character per account. This just artificially inflates numbers and increases overhead for the game company, to manage all the ghost accounts. I very much appreciate the changes for accessing vehicle inventory, from any seat. Well done! On the flip side, I'm not pleased with the height distance for reaching things. It is getting harder and harder to reach piles, kills and access containers. When I have to click through my floorboards of the cart, because I'm on a down slope, just to reach an item, it is getting too silly. I am frequently having to disembark to grab stuff or transfer items from cart to BSB, etc. PLEASE quit shrinking our reach!!!!!!!!!! Can we dive yet? What if we drop something in the water and it is too far below to reach? Guess we have to go get 10 crates of dirt and drop it, to get that item. Do we want all that extra hassle? Why was this added? Trying to add more realism? I get that, but what about the game is really real? Spells? Runes? Dragons? Looking through mine walls? Carts that stay perfectly level on any slope? Holding 100 items in my hands, that any normal cart would struggle to hold, while picking fruit from a tree? I appreciate that you are keeping a close eye on this change and hope you consider the pain in the _ _ _ this will be in the long run. I really think we need to extend our reach in any direction, to the limits of the tile we are on, plus any adjacent tile, effectively giving potentially a 1.999999 tile reach at the extremes. I understand how reaching up through multiple floors of a building is a bit silly, so just limit it to the floor you are on and the adjoining floor above and below. Is there a way to do that from within buildings and not have it be purely based on hight inside or outside?
  12. 3 points
    The range at which you can pick up items was seriously affected for high slopes. I can go close to a 100 sloped tile and drop something that turns into a pile in the middle of that tile but I can't pick it up after... I have to climb a quarter of the tile to get to it. I think you should be able to pick up anything from the surounding tiles no matter the slope especially if you just dropped it.
  13. 3 points
    So we will be able to balance things on top of an amphora, but can't place items on a nice flat cupboard? I feel like you've overlooked stuff. The textures are beautiful and I can't wait to see them in my game.
  14. 2 points
    Now that we have electrum, and with the new metal properties and shaders making it easier to add new alloys in general, why not suggest a few? I'm mostly trying to think of ones that would add more uses to existing base metals, or that have a visually distinct look compared to what we already have. Pewter: Constituents: Mostly tin, some lead. Appearance: Variable shades of grey, darker with higher lead content. Advantages: Better jewelry smithing item prices than tin or lead Possibly usable for statuettes and other gold/silver specific items Slower decay and less damage than tin or lead Good for bashing Easy to work with (improve/repair/high creation QL) Another use for lead is always appreciated! Rose gold: Constituents: 50-75% gold, 25-50% copper Appearance: Pinkish/reddish gold Advantages: Distinct red/pink tinted gold appearance Lets you stretch the amount of gold you have by mixing in copper, at the cost of some of gold's value/advantages Usable for everything gold is used for Less damage taken than pure gold Shakudo/Corinthian Bronze: Constituents: Mostly copper, some (~10%) gold Appearance: Very dark purplish patina Advantages: Very distinct near-black appearance You know you're into that don't even lie to me Usable for relatively high-value jewelry without the need for much gold Relatively easy to work with (improve/repair) It looks neat, OK? no additional questions allowed I'll add more if I can think of any!
  15. 2 points
    Making a public slaying for goals and whatnot. Location will be added 2h before. P25 ingame. There's a path up on the west side of the mountain, requires a horse cart wagon etc, starting at where the champ troll body is. Otherwise climb up the side, it's only a few hundred dirt above the watyer
  16. 2 points
    +1 And the functionality for this is already in game. You can r-click on any tile within a certain radius and if you select 'disembark' you will teleport directly to that tile. Works from any vehicle or mount as far as I know.
  17. 2 points
    Status effect bar is nice for sure... but with every tome use two new icons appear... even when one is negated by the other... So please, if you have a +15% bonus and a 10% malus, can we just have a 5% bonus icon. Same goes for the poisonous wounds... spend a day fishing sharks and you will have 4 lines full of them... even after healing! And the last one from me but probably more bugs around : the armour limit / penalty that doesn't update properly... add armor, remove armor, switch armor types and enjoy the 3 different (or 4) icons!
  18. 2 points
    are you normally this whiny about new features just because they don't cater to you or is today a special day
  19. 2 points
    The Woodlands was my deed. When the server opened I made a new character there (Zip) on about the first day just to see what was going on. I didn't really intend to play there since I would have to once again build up a fresh character with no skills, items or anything. After a few days puttering around I decided that I would make a 1 silver upkeep deed there just for the heck of it since surprisingly there was a piece of land open right above Blossom. A prime spot it seemed to me, somehow overlooked by everyone with perimeter right up against Blossom itself. The other thing that convinced me to make the deed was that anyone could transfer any amount of silver they wanted from their other characters on any other server through the Epic transit route. This enabled a number of players to right away start with the ability to make a deed there without needing to earn the silver on Pristine to do so. Some very large deeds were quickly created this way by those with a lot of silver to spare on other servers. This also gave them the ability to focus upon grinding their skills up quickly (relatively speaking) so they could then attempt to establish positions of dominance in the upcoming market "economy" that they would create on this fresh new "isolated" server. A pretty big loophole in the isolationist fresh concept, seemingly. Anyway, I was never interested in the trade aspects but just wanted to build my 21x21 deed with my new mayor. It was also very impressive and fun to watch The Academy grow from the barren landscape surrounding it. Wood shacks everywhere to start! Day by day more pop up as new players arrived. A real hub of activity, as also the main highway system was extended to it. So after a visit to see the new happenings there of the day I was back to work on my own deed. Slowly I built it up over the years, as well as Zip's skills to become a capable mayor of doing anything necessary there. Nothing massive really, just a forested retreat next to Blossom with some sprout farms in the front and a path from the highway leading up to it. There was also a small piece of land on the highway next to it where Zip built a 2x2 stone building with a forge, oven and some stocked bins so that new players passing by could have a spot to stop, build a cart, maybe create some tools or cook up some food from the bin stock. I would frequently see signs of activity there, so it seems to have been a worthwhile creation. Then when all this work was done I decided to make a deed over the clay spot nearby to preserve it for public use, named Clay Harbor. I see it is still named as such today and taken over by another with a lot of nice improvements made to it as well. Finally when WU opened and I started playing there I decided that playing with deeds on 3 different WO servers with mayors on each was a bit too much, as I wanted to build on some WU servers too. Then I just disbanded The Woodlands and Clay Harbor, destroyed all the buildings and left their lands to whoever would like to claim them for their own. Now Zip has finally sailed off to join me on my home server. Farewell to the fond memories of Pristine... =Ayes=
  20. 2 points
    bulk containers won't be possible sorry
  21. 2 points
    This also means it is much easier to dig back all the edges of a raised clay area - thank you!
  22. 2 points
    The system is supposed to be there for existing players to gain the rewards before the system is removed, not for players to generate countless alts to win tomes, so we feel this step at least discourages the worst abuses of the system while still being not an issue for other players. Sounds like that's their plan.
  23. 2 points
    Only seems long if you spam alts 24/7. "Really seems like you guys are taking advantage of players now asking for more money." Compared to the money you get for a tome it's nothing.
  24. 2 points
    24 EUR against the 100+ income from a tome? I don't think it is too steep...
  25. 2 points
    Pff. just tried, still can open my BSBs above my head. THANKS (Internal panic alarm dismissed)
  26. 2 points
    I really reallylike 99% of the update (although I've lost a window of opportunity as I was just planning to use one of my alts to squeeze out another winner title still I fully understand the 3 months limit). One thing that is I'm terrified about is: I'm heavily utilizing the bulk storage on the NEXT above level. Having a limit of how high they can be accessed is totally understood - I hope the storage will still be reachable on the adjacent level. Needing to put all bulks on the same level will mean a lot of clutter even in larger workshop plans - or a lot of inconvenient walks with all open windows closing etc etc... EDIT: BSB racks with only 4 BSBs inside take quite the same space if not more than 4 BSBs dropped on the ground...
  27. 2 points
    I'm on it. Wont be in the patch scheduled for tomorrow, but the one after. Once the fix is implemented it might require an abdicate and re-pickup to register the new material. I'll give more details closer to the time and ensure the patch notes mention the intricacy.
  28. 2 points
    I'm curious to see how many people would be interesting to see a command added that lets us set a cap on our queue. "/setqueue #" or "/setq #" Why would I want this? Just because I can queue 7 actions doesn't mean it's efficient or good on my stamina to do so. For most actions maybe I'd want to limit my queue to a lesser number. Here's what I'd look for in this command.... Obviously not allowing us to set the queue to some number we don't have Mind Logic for, like 47 actions. resets upon logout, never saved. Can use autorun.txt if you want it to limit actions upon login Is global for every action, timer, etc. Some people use complex macros to alter actions depending on keypresses or tool, let's take a look at an exmaple. We'll use the shovel! I have my toolbelt setup so when I select my shovel, it switches a few macros to create specialized options for things. For me, Shift+Q digs and Shift+E levels. But when I select another tool those options change. By using macros, I can also use this setqueue command to limit how many dirt I want to dig. How many times have we fallen off that 250+ dirt wall because we ran out of stamina from mashing our queue til it's full only to dig too much? Thoughts?
  29. 2 points
    South entrance to San Fazenda. All buildings within the Forbidden City walls have been built and work will now continue on the docks. looking forward to seeing the vision of a multi level boat house done at some point.
  30. 1 point
    Download (GitHub) Requires SinduskLibrary version 1.5 or higher. DUSKombat is a full system rewrite for combat in Wurm Unlimited. It eliminates CR for combat calculations and replaces them with new calculations focused on increasing the meaning of fighting, weapon, and shield skills. Installation of this system is not to be taken lightly, and should be considered carefully before implementation. This dramatically changes how combat is done in the game and may not be applicable to existing servers. D.U.S.K Overview The D.U.S.K system is a full combat redesign with the intention of making combat more active and engaging. The secondary intention of this new system is to open up new strategies and tactics for combat, rewarding proper preparation and execution for each encounter moreso than simply having the "best" gear and stats. Finally, this improves the combat log to increase clarity. The colors able to be used in the combat log were fairly limited, but I've done the best I can with what I have available. New Combat Flow The previous combat flow was as follows: Swing -> CR Hit/Miss -> (Shield Block) -> Parry -> Dodge -> Glance -> Damage The new combat flow is now: Swing -> Accuracy -> Dodge -> Critical -> (Shield Block) -> Parry -> (Secondary Parry) -> Glance -> Damage Swing - The beginning of an attack The swing step is mostly unchanged from the previous combat system. However there are a few details that should be noted. Swing timers for secondary weapons no longer only applies after the first combat round. Secondary weapons now swing at 40% of their standard rate, down from 50%. This includes headbutts, wingbuffs, etc. from creatures. Stamina loss when swinging a weapon (hit or miss) has been adjusted. There is now a base stamina cost, instead of being entirely dependent on the weight of the weapon. Weapon weight is now less of a factor in stamina loss than previously. Total stamina cost is now modified by fighting stance. Aggressive requires 20% more stamina per swing, and defensive requires 20% less stamina per swing. This should make aggressive a high stamina cost way to deal lots of damage quickly, while defensive is more oriented towards lengthy combat or draining the opponent of stamina. Creatures now turn towards the target when they attempt a swing. They will only turn when they attack, meaning that getting behind a creature after they swing for a bonus is now a more viable option. This improves Web Armour's effectiveness because after they land a hit, their next attack is further delayed, giving you a larger opportunity to obtain backstab attacks. This will make identifying the target that a strong creature (unique etc) is attacking much easier. Accuracy - Hit/Miss Whether you hit or miss is no longer a pass/fail based on Combat Rating. Instead, each successful swing will create an "accuracy" for that attack. This accuracy check uses the weapon skill. The accuracy will help determine how effective some defensive measures are, and also give additional bonuses for extremely accurate strikes. Failing the accuracy check will result in a miss. Players with very low skill (less than 20) in their weapon will likely notice about a 60/40 rate of hit/miss. Players with mediocre skill (around 50) in their weapon will likely see about 80/20 or 90/10 rate of hit/miss. Players with high skill (more than 70) in their weapon will almost never fail the accuracy check, and generally have high accuracy rolls on their attacks making defensive measures less effective. Positive Factors:Weapon Skill, Fighting Skill, Height Advantage (above opponent), Flanking (behind opponent), Focus, Mounts Negative Factors: Height Disadvantage (below opponent), Vehicle (cart/wagon/etc.) Beneifical Buffs: Truehit, Nimbleness Dodge - Avoid the attack as a defender Dodge is no longer a rare RNG-heavy occurrence, and instead a core mechanic of combat. The defender checks their fighting skill against the accuracy of the attack in order to determine their chance to dodge. The defender body control also plays a critical role. Dodge chance is highly modified based on current stamina of the defender. If the defender has no stamina, they are extremely unlikely to dodge. All creatures (including NPC's) have stamina and can be affected by this change. Uniques, titans, rare spawns, and some other creatures that used to have extremely high combat rating are immune to this effect. Positive Factors:Fighting Skill, Body Control, High Stamina Negative Factors: Attack Accuracy, Low Stamina Beneficial Buffs: Willowspine, Excel Critical - Double Damage & Defensive Bypass Critical strikes are now available in both PvE and PvP, on both sides of combat. Players can critically strike creatures, and creatures can critically strike players. Critical strikes instantly 1.5x the damage being dealt, and bypasses all further defensive checks (parry & shield block). Only a dodge will prevent a critical strike. Factors at play can raise critical strike chance under very specific conditions up above 10%. Truestrike (from the sorcery) grants a guaranteed critical strike. This comes with the benefits of bypassing defensive checks. Critical strike chances aren't in a very good spot (using default calculations) and I'd like to adjust how they function before diving into specific factors. Parry - Block damage via your weapon Parry no longer has a "cooldown" based on RNG and the weapon skill now plays a larger factor in determining whether you parry. Instead of a cooldown, each parry will incur a low duration debuff that reduces your chance to parry. The debuff for parry is called "Clumsiness" - you can ignore the description saying it reduces combat rating. The duration of the clumsiness debuff is determined by the amount of damage parried. Parries on very light attacks will incur very low duration clumsiness, and high damage attacks will incur higher duration clumsiness. Duration is tied entirely to the amount of penalty to parry you have. Longer durations will incur higher penalties, and as the debuff wears out, your chance to parry increases. Clumsiness caps out at 25 seconds maximum. This cap should only be reached through excessive parries of high-damage attacks. Most common attacks will only incur a few seconds of parry debuff. Swords have a bonus that applies only half the duration when parrying. This makes skilled swordsmen extremely effective at parrying. This debuff applies to NPC's as well as players. Parry chance is moderately affected by stamina. As your stamina decreases, your chance to parry also decreases. Fighting skill now plays a significant role in assisting your parry rate. Higher fighting skill will allow for much easier parries. Parry is directly affected by the attack accuracy. High accuracy attacks will be very difficult to parry. Parry rate per weapon has a direct effect on the difficulty of parry. It will be extremely unlikely to parry with a weapon that has a low parry rate, unless the wielder is extremely skilled with it. Positive Factors:Weapon Skill, Fighting Skill, High Stamina, Weapon Parry Rate Negative Factors: Attack Accuracy, Low Stamina Beneficial Buffs: Excel, Nimbleness Secondary Block/Parry - Block damage via your offhand or shield Blocking with a shield works similarly to the new parry. The debuff is instead called "Exhaustion" and works identically to the parry debuff, but for shields. Parrying with an offhand is modified by the same systems that govern primary weapon parry. However, there is an important note. Clumsiness with a weapon is based on the weapon type, and not the actual weapon. For example, dual wielding warhammers will share Clumsiness between the two of them. However, if you were to wield a warhammer and medium maul, their Clumsiness debuffs would be applied individually when each one parried. This gives the option to focus on obtaining high skill with a single weapon type and giving yourself two rolls to parry (while sharing the penalty), or to diversify your weaponry and give yourself optimal defenses without sacrificing offense. Offhands have double penalty from the Clumsiness debuff. This will not affect the duration applied when they are used to parry, but will affect their rate of parry when the Clumsiness debuff is active. Blocking with shields is now heavily affected by stamina. As your stamina decreases, your chance to block also decreases. Glance - Doubling Down Armour DR Glance does not work like how it used to. Instead of completely avoiding damage, it mitigates damage significantly. Glance rates are identical to before, meaning a glancing blow can occur as often as the previous glance rates would against the same incoming damage types. Damage reduction for glancing attacks is scaled linearly based on QL of the armour, from 0% at 0QL to 2/3 (66.6%) damage reduction at 100QL. This is 0.66% reduction per QL. This means an 80QL armour will reduce damage by ~53.3%, and 90QL armour will reduce damage by 60% on glancing attacks. Damage - The step towards death Damage calculations are mostly the same with some minor optimizations and efficiency changes. Chance for a wound to stack on top of an existing wound at the same location has been increased from 70% to 80%. This should cause less total wounds throughout combat. Damage calculations for Frostbrand and Flaming Aura have been adjusted to 0.35% damage per power, up from 0.333%. Elemental Immunity from Path of Power is no longer pure immunity to elemental damage. Elemental Immunity now grants 20% additive reduction to elemental damage per level after 8 (20% at 9, 40% at 10, 60% at 11, 80% at 12, and full immunity regained at level 13). This change was made due to how many creatures are now utilizing elemental damage types in combat, including Titans. Players were able to fully ignore the damage of Ifrit by activating Elemental Immunity while fighitng him. This included immunity to his Smite spell. Incoming PvP damage will be reduced by half the amount at each level (10% per level after 8). This caps out at 50% reduced damage while Elemental Immunity is active at Path of Power level 13. New verbs have been added to the vocabulary for combat damage messages. They are now as follows: Strength: unnoticeably, very lightly, lightly, hard, very hard, extremely hard, deadly hard, brutally hard, fiercely, viciously, savagely, +2 more to find. Damage: tickle, slap, irritate, hurt, harm, damage, injure, cripple, maim, mutilate, +2 more to find. Miscellaneous All combat messages have been updated with new and improved multicolor lines. These contain more information about combat and try to distinguish important information through color. Special moves are now available to use as soon as you enter combat. Weaponless secondary attacks no longer occur for players if they have a weapon equipped. Secondary attacks for NPC creatures are fully unlocked. Creatures with many secondary weapons (such as dragons) will now utilize their whole weapon arsenal without holding back when attacking. Armour now takes roughly double the amount of damage in combat from before. Missing with a weapon will now play a miss sound. Gone is the awkward silence of diceroll combat. Focus now reduces incoming damage slightly at every level instead of only at Supernatural stage. Total damage reduction has been reduced. Salves/potions that change damage type now override Venom's damage type change. However, Venom will still apply it's poison to the wound, allowing fire/cold/acid wounds to be poisoned. Critical attacks now have a new message stating that they were critical strikes. Bug Fixes Wind of Ages/Blessings of the Dark no longer overrides Frantic Charge for increased swing speed. Thornshell now reflects damage when used on NPC creatures. Weapons now take damage when used by creatures (shod clubs etc. will now drop damaged from the troll using it in combat). Damage from elemental enchants now ignore the damage threshhold. They now deal full damage regardless of the armour of the enemy. Aura of Shared Pain and Web Armour now both apply their effects if they exist on an armour, instead of Aura of Shared Pain taking priority. Stacking infection on a wound no longer randomizes it's value twice. It instead only rolls the random value once. Dominated creatures dealing damage now counts as PvP for the purposes of damage reduction from body strength and similar.
  31. 1 point
    Please either increase the capacity of a picnic basket's food compartment to 20kg + or allow us to slice off parts of meals to fit the tiny capacity. There is already the tech for either solution, the only negative I see to increasing the capacity is the weight/movement penalty, is there another game breaking reason for it being so small when meals can be 20kg now? If there is, then add the measuring cup functionality to knives too and let us take parts of the meals we need when we travel across server lines to help friends for the day. You could even make the picnic basket into a meal slicer, activate basket, target meal and it slices off a chunk that fits and inserts into basket. If you can't already, make is so you can carry multiple meals within in the same picnic basket.
  32. 1 point
    Just noticed that one: awesome!
  33. 1 point
    This change will be annoying, quite often on construction projects I incorporate many ladders, materials sit below in the wagon and you just draw from that for building or simply transfer everything to a top floor bsb (rather than using a rope to haul something up 12 floors one floor at a time) , not the end of the world, but when you are using wooden openings as scaffolding, it was nice to take advantage of that feature.
  34. 1 point
    -1 King's Robes shouldn't be cotton its unrealistic and unfair to people who aren't King. Grab cotton Mclovin!!!
  35. 1 point
    Zaj thanks a lot for helped Mittyke. She did it! "You have received 100 karma for 'Climb up a really really high mountain'." <Mittyke> [01:12:56] This is within the village of Dragon's Fang. The sunrise was wonderful.
  36. 1 point
    I'm on a laptop right now and I reaaally hope this will be well optimized, I LOVE the way it looks though, hope there will be some option to turn it off if it's too laggy. And I really like the sound of that new alloy! very nice.
  37. 1 point
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  39. 1 point
    I was just thinking about Yaga and the Academy. Thanks for the time frame Yaga, i can never remember when Pristine was created. When we first arrived with new characters, we joined The Wurm Academy, which at the time, was just a collection of wooden houses, everybody that had any skill was very busy building roads. Reddit existed already next to The Academy and a place called Woodlands between Blossom and The Academy. I remember that because we had setup Sanctuary at the edge of the central desert right where it is today. There were no trees around, so we took a trip to the only place with trees we knew with our slow cart to collect sprouts. Promptly ran into Woodlands, alas no sprouts! Sanctuary (every server has to have a Sanctuary) was founded as a standard 10x10 deed in January 2013. I recall the desert having a mob on every tile, we would spend a great deal of time running around the token to give the templar time to kill the nasties. It took weeks to be able to build stone walls or a house, no wood just rocks available. Today Sanctuary is a 61x25, is still a member of The Academy Network alliance and I still live there. All gates and gate houses are open to anybody that needs a break on a long journey or while hunting. The central desert was much larger then, from the Caldera crater all the way south to almost reaching Lakeview, from the water's edge in the east to the tundra in the west. Neighbors came and went, for me the most memorable is Bisbie, May 2014 until about July 2015 just north bordering Sanctuary. He didn't like steppe or desert so he turned a good deal of his massive deed into forest . He did change his mind towards the end of his time with us and the Oak forest we created together is still there today. The first (and only) Impalong on Pristine, December 2013 I think, was a great event. Held at Blossom Market, I for one had oodles of fun and made some friends that stayed on until today. I agree with Yaga, although we still have the occasional newcomer joining The Academy every new player to Wurm should join The Academy on Pristine, enjoy a great alliance spread all around the server, get the "hang of it" and set out into our amazing world.
  40. 1 point
    Good work folks, touched my cold heart a bit.
  41. 1 point
    Thank you for this. I am sure he would had loved it very much. I know I would had.
  42. 1 point
    I am speechless at the selflessness, generosity, and respect of you all. Thank you for the solemn, yet incredibly heart warming story.
  43. 1 point
    Man, this really is being most excellent human beings. A fantastic read.
  44. 1 point
  45. 1 point
    I would say any sub skill titles should not be greater than the main skill title , keep em simple and relative. For example i spent like 2 years grinding for 90 swords for the Swordsmaster title, now better titles are being suggested, is a real kick in the nuts. Any weapon can be grinded to 90 in less than 2 weeks. If this is gona happen then we need new titles for the 90 main skills too, else whats the point.
  46. 1 point
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  48. 1 point
    Warland in the morning.
  49. 1 point
    We stumbled across Vooch and his crew a few days ago when we were heading out to do some quick highway surveys for last weeks Albia Map's updating. While Skyefox went over to survey the new CE Hwy network in the NE of the Grand Steppe, I delayed my planned survey of the new bridge at the West End of Crystal Lake and stopped to explain how highway system's worked. I explained the "twinning" of the FC Tunnel entrances by Zorako and his friends and asked if I could please run "twinned" (ie: two tiles wide) Cats Eye Hwy thru New Festival Cove from the junction of West Coast Hwy up the hill to his SE over to the FC Tunnel. We discussed where to put it that would leave of 95% of the old Festival Cove untouched and ready for restoration and he was happy to give his blessing for a proper highway connection NFC to the rest of the world and we started work. Took all day but there is now a CE Hwy thru New FC heading up towards the FC Tunnel. I also took the time to explain with example's how to properly set up Village Role permissions so that a new person joining his team would not accidentally do damage and how to properly secure his village to stop people walking off with stuff. ... oh and also repaired all the Colossus's there per his request. We wish him good luck with the project. Nice to see the old place coming back to life. Cheers! Hughmongus
  50. 1 point
    The Festival Cove Tunnel Renovation is completed. 2 wide entrance by Dobra, 3 wide exit on the other end, Floors are mostly flat, reinforced, paved in sandstone bricks. Catseyes all the way thru with waystones at the ends. The road from end of tunnel to festival cove along the coast is still 1 lane. Glad to see someone deeded at the old Festival Cove site. Good luck.
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