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Showing content with the highest reputation on 04/02/19 in Posts

  1. 7 points
    Well computer went kaput a while back. Which is why I vanished and have been away forever. Just been too busy working to have the time to send it out for repairs a second time. Been busy planning a long trip and building the savings to enjoy it. Will start with a hike on The King's Trail in Sweden. 415 kilometers. Always did enjoy hiking and the outdoors. From there perhaps Germany, France and England. Keeping a loose itinerary to just enjoy Europe without being rushed. Would be nice to meet some friends from Wurm along the way, perhaps some suggestions of must see and experience places. Cheaper car rentals or hostels perhaps. Currently thinking May as when I will start my trip.
  2. 5 points
  3. 3 points
    Be good to clarify if you are surface mining it down (mining skill), or leveling it with dirt up, digging skill? Either way, I'd be interested in taking a look at this.
  4. 3 points
    My latest pics of my deed, still in the making (mostly terraformed now, buildings in progress)... more to follow! 30+ pictures in the link below https://imgur.com/gallery/mdPoVFc
  5. 2 points
    On top floors, if you put a door on corridor, etc. you end up with empty space above the door wich looks rather bad. Got two ideas for working it out. I experimented with different fences above the door and found that stone fence works good on that: Problem is, that this fence stick out on outside part: With a portion of good will, it could be treated like a chimneys sticking out of the roof, but well... So, solultion would be just making new triangle fence (with all materials types options). Second approach would be making an option for each roof tile, let's called it "integration", wich is set to ON by default (right click on roof to change it by a builder/person with permissions). If roof is "integrated", then it behave like roofs used to. If integration is set to OFF then roof act like there were no roofs on alligned tiles, and just covers tiles below it. Does not connect to other existing roofs.
  6. 2 points
    Wurm Unlimited uses a bundled Java, so updating it wont effect your issue. have a look at your keybindings.txt files for multiple entries...
  7. 2 points
    There was a change a while back. It changed so that every action has a single chance to reduce the enchant. It used to be that every 5 seconds during an action there was a chance to reduce the enchant. It sounded like this would actually reduce enchant decay overall for longer actions but increase enchat decay in some situations. One such situation occured when the action was less than 5 secs because before the change you wouldnt loose any enchants ever. So it may be that before the change you experienced less decay if most of your actions were less than 5 seconds. This was deemed unintended by the devs so the system was changed.
  8. 2 points
    Yep, he built one at CLUB Market. It is pretty awesome!
  9. 2 points
    I usually don't post in the forums very much and would like to let you know that I have been playing Wurm online for over 10 years and love what this game has become and thank all the devs throughout the years for their hard work. There are some things this game needs to have due to some of the wonderful updates that have come out in the years. I would like to see waterfalls and rivers to make deeds even more beautiful :-). Rivers higher than just sea level. You could have watermills along those rivers making flour. You could also make certain fish available in those rivers. It could allow canals to irrigate rice above sea level for those people without coastal deeds. No need to allow boats on those rivers, keep those at sea level. As for the lava pools and lava falls, I would love to have an underground dwarven paradise, but i can't because i can't make lava pools and lava falls. What kind of dwarven paradise doesn't have lava :-). All this wonderful stuff you are allowed to do underground now needs those lava pools and lava falls more than ever. As for the underground mushroom farming we need a better way to be able to get mushrooms.
  10. 2 points
    Oh, Kungsleden Welcome to Sweden Cerberus! Edit: That passes near where I was born in suthern Lappland, Hemavan beeing the closest village to mine. I live in Stockholm now thou.
  11. 2 points
    Fix Delivery Contracts download Fixed issue with packed items not being cleaned up properly. Mini Update Buyer Merchant download Changed Copy Price List to two actions, for copying in each direction, to help clarify things. Sorry about that, it originally cleaned things up better but then I changed over to keeping the contract around until all items were gone. I forgot all about destroying with a wand and possibly some other ways. I have added it back in and now it works properly. I've run out of time tonight for the clean up command, but will get it done tomorrow. If it is a problem in the mean time and you're okay with using SqliteBrowser open up the wurmitems.db, got to the ITEMS table and filter the TEMPLATEID column by 769, MAILED by 1 and MAILTIMES by 0. That should show up the ghost items. It's the other way around. Although I think your way is probably going to be more common, so I've changed it to two options. "To Contract Buyer" will copy the list from the buyer you right click on to the one who is controlled by the contract. "To This Buyer" will copy the list from the contract buyer to the one you right click on. Hopefully that will clear things up. Let me know if there's anything else I can do to make it more obvious. Thank you very much for being my guinea pig.
  12. 2 points
    If they ever implement a new server I would expect something like a hunting server with the option to build a small cabin. You'd be able to terraform a 10x10 space at maximum but only if you placed a deed. Mining/tunneling would be allowed. With this server should come new styles of building such as log cabin. I personally don't think we need another massive server either. Indy sized would be very good I think. People over the years including myself have asked for a place like this, it would have zero obstacles like fences or bridges or weird terraformed dirt walls. It's simply a place to relax and train in the wilderness. New mechanics should be added, I'd expect something like this to have a massive update like the Xanadu patch. You could do a lot of clever things like add taxidermy skill, tanning racks and some new creatures "Foxes" etc or monsters to hunt. I'd also like a frozen biome where people can hunt mammoths or something.
  13. 1 point
    can fix white dye beacouse it does not work?
  14. 1 point
    This is a copy paste from a suggestion I made in another thread which gained some traction, to discuss the topic solely. Essentially aimed at increasing the level and difficultly of PvE by making the tracking skill more fun & interactive and useful for hunting mobs, either individually or in groups. The Initial Idea: The idea is that we could make monster "spawns" a trigger event specifically a result of tracking. For example, if you track for something eventually you trigger a spawn (creature spawns) a number of tiles away. So you get a fight on your hands. With a bigger rework this could lead to a progression based track, similar to archaeology caches, such as a hunter getting more and more spawns the longer you keep it going (in a single session). So you stumble upon a troll, track a camp with 2 more trolls, eventually find a cave entrance with a miniature stronghold of 20+ trolls. But only if you keep on their trail in a set amount of time. The player has the choice of when "enough is enough" and its getting too hard to continue on the trail, or can invite a hunting party. To prevent players tracking and "spawning" larger camps on new players we could add that the monsters spawned as a result of tracking are only aggressive to the tracker or anyone who attacks first - to prevent a stronghold spawning on a newbie in the area? My own opinion on this is: +1 to anything that makes PvE Interesting, I've found it mundane trying to find trolls etc to fight and skill my FS. -1 to anything that would impact newbies negatively. Implementation Suggestions: Make sure spawns are tied in with fight skill and tracking, and make spawns away from start towns and highways. A further option would be to limit how far these spawned monsters can walk from their camp, keeping them close knit to return with a friend when things get tough, but also ensuring a swarm don't wander toward new players. In my opinion tracked creatures should also be related to the terrain where possible for added Lore and immersion, trolls when rock tiles are within X distance, wolves/bear requiring forest (tree tiles), crocodiles, anaconda in desert etc... Graphics for Stronghold or small mob camps would be a nice addition too ^-^ In terms of rewards, I don't think we should add anything new other than what is butchered, but there is the opportunity to then take this further and have 95+ tracking, who clear lots of difficult mobs eventually spawn some kind of boss. (eg. Kill a Troll Stronghold, find evidence of another potential tribe to the north, where there's a Champion Troll and more of his friends). Possibly up to a Troll King for example, or Forest Giant protecting his wolf friends (which were coming in huge packs later in the content), obviously a rare spawn and requiring insane 95+ tracking skill. Removed Uniques from the scope of this suggestion following community feedback, however new "tougher than champion" monsters would be welcomed, as would "clues" as to a related Unique's location on the server. What do you guys think? I'll try to keep track of other ideas that the community like in this post too. Additional Suggestions/Responses: TBD - Add your views in the thread and I will collate here if they gain traction with the community!
  15. 1 point
    Admittedly, this was at least to some extent motivated by the latest rare sandstone brick I produced ?. But it would indeed be nice to have different oven and fireplace designs, in sandstone, pottery, maybe even iron. Forges, smelters, and kilns might stay granitic as they are due to higher temperatures to sustain.
  16. 1 point
    I got lucky yesterday and today! Firstly I have Sweetwalking, a lovely 5 speed appaloosa boy. His mum is Pickjade (grey - thanks Muse!) and Cerberus, a wild appaloosa. And today I logged into Ironhard, a 5 speed skewbald boy! His mum is Dogfancy (skewbald) and his dad is Rainflea (grey, and thanks to Muse too!).
  17. 1 point
    Shads said you better go visit him.
  18. 1 point
  19. 1 point
    I forgot that I took a few screenies on Saturday ... and next time yes i'll try that F10 key ... The poor champ wildcat was never going to survive the mountain lion ... but had a valiant attempt The lion got it's just deserts next in a fairer fight Wish I'd chopped that pine tree before i climbed all the way to the top of the observation platform! An arena is no place for meditating Karena! As poor Newstar takes a pummeling from Killroth, this was meant to be a Champs fight guys! Sadly I don't have any pics of Killroth being splattered by Illusion's frying pan ...
  20. 1 point
    I restarted the nginx containers. But according to the logs there were just requests from gradle with the https redirect 301 but no follow up requests. I just rebuilt a mod with a fresh download from the repository and it seems to work again on my end.
  21. 1 point
    I agree and was wondering the same thing.
  22. 1 point
    I think this was built west of Haven Landing on Indy? I got a notification that it was created, and had seen you in local ? I have visited the Libila collosus and it looks very cool! (not a buy offer, just a comment)
  23. 1 point
    Armoury Armour modifications from the Armoury mod have been repaired. Armour values displayed on the data spreadsheet are now accurate again, and the material modifiers have been restored to their listed values. Most armours now have a higher base DR than they would before. Glance rates should be roughly half of their previous values. Movement speed penalty for chain and plate are significantly reduced. Material movement and damage reduction modifiers have been repaired. Material glance rate and effectiveness modifiers are still not functional. Movement penalties are now displayed on examine for armour. Combat Stamina drain from shield blocking has been roughly doubled. Shield blocking in aggressive stance now costs slightly more stamina than normal. Defensive retains it 50% reduction to stamina drain from shield blocks. Fixed a bug where shield blocking was draining stamina from the attacker instead of the blocker. Miscellaneous Discord Relay now relays chat from in-game CA HELP to the #ca-help channel. Discord Relay now relays chat from in-game MGMT to the #mgmt channel. Bounty rewards for Son of Nogumps have been increased significantly. Upkeep changes have been reverted. Deed upkeep has been returned to vanilla Wurm values. Updated the messaging when using the arena transfer actions. The warnings should now better reflect the current state of the Arena. Players will now sit down when transferring to or from the Arena server. Sleep Powder and Affinity Orbs are no longer no-drop. This means they can now be mailed, but will also drop on your corpse when you die on PvE. Shaker Orb price reduced from 5 silver to 2 silver. Base cost of sealed maps has been reduced by half. Fixed some mounting issues with Chargers. This should correct the behaviour when mounted on a charger and trying to cross a bridge, as well as instances of chargers going underground when mounted. Fixed an issue where GM's could not correct Bloodthirst values due to enchant powers being capped to 999. Fixed a bug where affinity orbs would be consumed even if you selected an affinity that the player was already maxed on.
  24. 1 point
    It seems that there is a distinction between those who fortunately never had such neighbours and those who had or have. There are people mostly with purchased accounts and the wrong idea about money buying them power. The tool proposed would attract them like rotten flesh does with flies and maggots.
  25. 1 point
  26. 1 point
  27. 1 point
    And im from just outside Mo i Rana, Norway. *cross-border high five*
  28. 1 point
    Glad to see you still kickin' Cerb If you manage to trek all the way over here to Oregon, give me a holler!
  29. 1 point
    Although you can dig and terraform in other's perimeters, below ground should have the same rules. If you want to protect something 100% you need to deed it.
  30. 1 point
    ok same link, added new action. activate any item, right click the settlement note in inventory, click make GM mayor. then can change everything again as you are actually mayor again. That was a good addition, thanks for bringing up the issue.
  31. 1 point
  32. 1 point
    That is literally how you get a forum riot of epic proportions. Completely silencing folks in that manner would have been tremendously worse for the entire game than just letting people air their grievances for a short period of time, taking account of what they say and moving on. The moment you start silencing the voice of the community in that way is the moment you lose the community. You also do not know what you are talking about, Sindusk ran a pvp server for a long period of time with almost no issue.
  33. 1 point
    Had a very strange visitor today: http:// A GM turned ArmySkin into a Kyklops ?
  34. 1 point
    Little 'CallWing' (4-speed black silver female foal) has just been born to SwiftUla (blood bay) and HappyHill (black silver). She's just trotted to 'The Mermaid's Cove' Horse Sanctuary here on Deliverance to grow up a bit before finding a new home. Here she is at Mermaid's playing with the butterflies.
  35. 1 point
    I really don't understand why at this point we don't have server-based auction houses that link all merchants/traders on that server to one central auction house to check item prices/ enchants/ ads, etc. Forums are nice and all but one thing that I've loved about classic wow when it came out many years ago, was the ability to check prices and items from hundreds of players on just one screen. I get the realism of making a large market of traders/merchants but some "realistic" game features will never be fun. First of all , finding a certain merchant is a stroke of luck more often than not. We need more modern approaches that make the game fun. As for "fast travel" , tbh wurm as a journey is a story where you ALWAYS seek new ways to travel faster from point A to point B. First you start the game and run around. Then you realise that you need a horse for faster travel and combat. Then you realise it would be nice to imp that horse gear to 90. Then you realise WoA could help. Then you realise 5 speeder horses are nicer. Maybe put a speed rune on your cart, etc etc. All these choices have the same behavior in mind, aka = choosing the most optimal approach to an action, a less time consuming one. One common fallacy in wurm is that time invested = greater reward and satisfaction, which is not true in many cases. I can grind certain skills to 90 and the payoff for them is next to none. So why not make fast travel optional for some? Maybe I'm bored of walking the same highways for the 500th time and just want to pop over to my friends deed to imp his armor. Maybe a job or family prevents me from running 30 mins on horseback with max woa and ql gear to one end of the server to another. Actions that are less time consuming do not necesarily eliminate reward satisfaction. This isn't about "delaying gratification", it's about offering people options to either waste less time or not. Tldr : +1 for me.
  36. 1 point
    Try switching between fullscreen/windowed mode
  37. 1 point
    I was able to delete the ghost-items with the #loadItem command ^^ but item per item lol still 17 ghost bricks on the ground, i dont know how i can delete them
  38. 1 point
    It seems all is working now but i have a little problem ^^ i destroyed my delivery contract and have now the rest of 83 clay bricks in my inventory that i cant destroy or move out in a container [07:10:10] You cannot reach that now. It is in the mail. edit: idea, i tried to buy a new contract (it looks like an empty container with the square) and move the bricks down in the contract, sad it doesnt work i hope with that i can just make a "deliver here" and can fix that by myself ^^ So in the modsupport database i also dont find the entrys for the filled contracts or items they losing the contract (because deleting it) lol Have you an idea how i get rid of this brick holograms? ^^ second edit: restarting the server also dont fix the "ghost items" maybe a new command or menu entry in the gm-wand to delete ghost items serverwide would be awesome just for the reason if contracts disapearing at any player, so gm´s could help
  39. 1 point
    Hmm. All I see is this: - Expensive portal allowing connections to other portals within an alliance This doesn't affect me, but I'm curious: how is that poorly thought out? What harm does it represent (at least on PvE; I can see where this could be a problem on Chaos/Elevation)? Limitations I see: - Because the portal is within an alliance, it means no cross-server travel; all portalling is on the same server. (Am I wrong?) - If a deed leaves an alliance, the portal becomes useless to that alliance. Effects I see: - Alliances building more deeds in a network across an island (Xanadu!). Means more income for the devs. - Promotes more people being more places. Effectively, it maximizes the existing population. -That- seems like a really good thing. - Promotes being in an alliance. Is that a downside? - Allows easier trade of smaller items, especially sleep powders, as well as enchants like Genesis/Strongwall/Courier. That doesn't seem bad, either. - Sink for expensive MM. Doesn't seem bad. - Doesn't eliminate cross-server boat travel, or exploration of wild areas (Xanadu again). Actually, promotes more exploration: since explorers can teleport to the nearest portalled deed to the wild. - Makes inland, landlocked deeds more viable. -That- seems really good to me, too. I really don't see a major downside, at least for PvE. (As a matter of fact, would be really cool to have this on the Epic home servers!)
  40. 1 point
  41. 1 point
  42. 1 point
    i'd rather see them implement some code that makes dirt slowly flow towards natural shape if it's far enough from a highway and there is hardly any player activity in the area, it may not create dirt to fill the land to what it was, but it would at least round out the steep slopes and such to make it somewhat bearable to look at. also a bit offtopic , but why it takes 5 -7 planks to repair a fence that takes only 3 planks to make in the first place?
  43. 1 point
    I love the net fishing. Sheltered under a willow tree as the sun rises, this is pure bliss.
  44. 1 point
    Seems like horses get too much love but ancient game systems like taming are forgotten to implementation. It's a very old system that really needs improvements made. You can only hold one tame at a time, charm works the same way. I think this is a bit silly personally. Imagine if you could tame a few bears to go into battle with you, they are immune to aggro from other monsters unless they do a ton of damage or are not being lead. Make taming actually useful its great for taming hell horses, unicorns but nothing else you can do with it. I'm not fond of monsters attacking tames either, tamed creatures require to much maintenance. With the implementation of improvements to taming, I suggest the ability to allow wildcats to become permanent passive creature into a new creature called 'house cat.' These adorable house cats can become bred to make an assortment of different types of cats. This update would also allow the same treatment for dogs.
  45. 1 point
    excuse u, this thread is for information on the sickle of awakening not the poopestry of mclovin
  46. 1 point
  47. 1 point
    I agree about Red Baron. I really missed his weekly posts in City Hall. They all were so refreshing, enthusiastic, encouraging and positive that I was always left in a positive state of mind afterwards. Retrograde just had too much to live up to for me and couldn't fill that void. This is how it goes, differing opinions of what appeals to different individuals. Same with Sindusk. Let's not forget the terrible nerf to healing with the healing debuff and timer. A blanket approach that reduced healing in all aspects of the game just to counteract some healing tactics in Rifts which he considered excessive. Even when the debuff wears off healing with bandages is still reduced and will not completely heal even light wounds at times. Way overkill to all healing when fighting anything as it should only have been applied to the Rift healing situation. Very disappointed with his work on this. =Ayes=
  48. 1 point
    I can't walk by without adding that during the last few months I have had several ingame interactions with multiple devs (and team members too) - and being it the case of anything like something bugged off or an issue with a new feature or mechanic, I always felt real attention and great spirit to work on the cases and making Wurm better. I don't even think that devs should be forced to interact with the playerbase in such depth and detail as Sindusk tends to if they are not comfortable to do so, but the playerbase would be really happy to see more detailed and transparent info and discussions.
  49. 1 point
    The thread addressing a hunting server suggestion caught a lot of traction and has strong opinions both in favor of and against it. I am one who would be in favor of the idea. Bringing an overhaul to hunting in the game along the lines of what is contained in this thread though would have my vote over the hunting server idea. It is clear from the response to posts like these that there is a desire for something balanced but more challenging to be added to the game for those seeking a greater adventure. It is my opinion, for what it is worth, that this hunting/tracking upgrade suggestion would fit nicely with what a lot of players seem to be hungering for. Humbly submitted, ~TH~
  50. 1 point
    Maybe when tracking rarely something could be found (a bloodstained cloth, a battered shield, the hilt of a shattered sword, etc). By activating these items and tracking with them a player would be led on a trail to an eventual location where the player would be 'ambushed' by a group of creatures(could vary depending on what was used to search) The object used in the search could determine the difficulty of the encounter as well as the QL of the object and the rarity. aka a very high ql supreme shattered sword could be multiple champion trolls with several normal trolls and a low quality bloodstained cloth may be a handful of cavebugs or goblins. Additionally, maybe like how forage/botanize was given multiple subcategories to search for, as your tracking skill gets higher, you could track for different things that could cause something to spawn. .
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