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Showing most liked content on 03/15/19 in all areas

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    Libila watches - Samool Greetings Wurmians! We’re back with another Valrei International, showing you all what’s been going on behind the scenes of the world of Wurm, so let’s get into it, ya ken? spec(tac)ular metals One thing coming in today's update is the addition of specular and normal maps to metal weapons, tools, and parts of transport and furniture! It adds further depth and realism to these surfaces, just check it out! I personally can't wait to see these after the update, I'm so keen! Journal Tweaks We’ve been making some tweaks to some journal goals and clearing up some others in today's update. We’re also introducing a progress percentage display, so you can keep track of those big ones! Tapdance deconstruction Tapdance is a horrible mess of construction, whats happened? Team Shark has happened, with the tapdance redesign firmly under way. VEN member Fabricant will be streaming this process as he goes, expect disaster of hilarious proportions. WU Beta That’s right, after 180+ days of waiting, Wurm Unlimited is getting brought up to speed with Wurm Online! It’s a big beta with a ton of behind the scenes changes, so the beta will be fairly long, between 2-4 weeks. We’ll also be pushing an update to the beta some time during this with some WU specific fixes as well as including the update due out today. Ongoing AWS work Keenan is still hard at work with the foundations of shifting to AWS, looking at dockers and uh, honestly, half of it goes over my head, but you can catch it all here as he keeps updating it! Whether you can follow it, or like me you smile and nod as Keenan excitedly tells you what big things it means, I hope you enjoy these type of devblogs, and I certainly will be encouraging more in the future! Crusaders artwork Last week we posted an announcement regarding the copyright issues we unfortunately faced regarding The Crusaders PMK designs. I’m super thrilled to say that they not only have replacements, but they have opened it up to public voting! There’s some amazing designs on offer, and they want to know your opinion. Not only that, but one lucky voter will win a set of the winning design! Hota rework We’re gearing up for the HotA rework to go live in a coming update (not today's) . For the initial release it will run alongside the existing HotA system. From there we’ll work with feedback and tweak if necessary to ensure it’s engaging and achievable. That’s it from us today, there will be an update in the next few hours with lots of goodies so you better not be too sleepy! Until then though, keep on Wurming! Retrograde & the Wurm team
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    Per the new update/changes, we BL can cast it on freedom now. Let's meet Saturday at Tap Dance Market to get this done for people's jorunals. *Max Links a 100 channeling priest can have is 11, will be going with the highest channeling person availible to maximize participation. [14:44:47] <Nomadikhan> [14:44:39] You explain how Libila is in the waning crescent and needs you to do a lot more for her so that she may manifest her powers. It seems we BLer's must work harder to fully manifest Libila's powers. It is not able to be casted at this time. This is a call for Libila and other BL priests that need their global cast to come to Tap Dance Market for sermons. This in effort to ready Rite of Death for casting.
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    I have always felt bad for developers because of this. There is not possible way for them to to test for every possible combination of things. Sometimes they dont show until they have a full server of test subjects. This is one reason why they ask for people to try the beta and use test.
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    I have no idea why but this map aint on wiki no more https://drive.google.com/file/d/1EbliOmfbWcK1zhD4t4iYU-Dc18eEr7ZB/edit please get it back htere ty in advance Maiya
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    Superlike the new shiny, can we please have a Bronze Statue of Tich added to the collection?
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    Independence somewhere. Totally forgot the name of the place. Was in awe of this build so much I had to turn round and grab a screenshot. The same day, I went to Dragon Fang mountain for the first time. Even in the fog it looked pretty daunting.
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    Fish Monger New item GM can create and drop on the ground called Fishmonger. Players bring their fish up to it and activate their fish then right click the Fishmonger and click Sell Fish. New action on fish, have any item active and right click a fish and click Get Price, will print to event tab how much Fishmonger would pay for that fish. Price is per kg and adjusted by properties file, also options in properties to change model of the Fishmonger. https://1drv.ms/u/s!AjnBltNOSFjCgmfYBTPObME6skDD Unleash Pretty simple really, it is all about uniques and how they are leashed to a location on the map making them hard to move around or kite to a slaying zone. This mod removes the leashing so they will freely roam around, chase you 2000 tiles across the map and will follow you into mines with no door. https://1drv.ms/u/s!AjnBltNOSFjCgmOf49EX_IUGxmuL building skill mod This mod adjusts how much carpentry skill is required to plan buildings, in the properties file is 1 simple value to adjust skillfactor this is a whole integer, so 2 or 3 or 4 etc. basically times your carp skill by this. So a 13x13 plan would normally require 52 wall + 169 tiles = 221, obviously impossible with default, make the skillfactor 6 and you could plan it at 37 skill. Extreme example obviously but that is how the factor works. Default value is set at 2, halving required skill. https://1drv.ms/u/s!AjnBltNOSFjCgj_Jz3qiuOh1jjmD Cavus Nostra This is a few things I put together for the Cavus Nostra Server. Properties file looks like this. moonmetalimp=true groomall=true leadunicorn=true Traitremoval=true traitIds=0;2;7 moon metal imp: set to true and this will let you imp moon metal items using steel and not the moon metal that made it. groomall: is actually for hell horses and unicorns, giving the ability to groom them lead unicorn: lets you lead unicorns without taming them trait removal: adjust what the game thinks is a negative trait, so using the spell to remove bad traits will now also remove the traits listed in traitids. The default ones listed are fight fiercely, tough bugger, keen senses. https://1drv.ms/u/s!AjnBltNOSFjCgkAkd4a_r9jgcfGl DPS This adds a chat command /DPS (case sensitive) this will activate and deactivate the mod usage. When active if you go to your combat event window it will show the damage you do to what you are attacking with some interesting information, including the average damage over time, from when you started it with /DPS. There is also another feature, in the properties file is minid and maxid, the creature template id's within this range will autoregen their hp back to full when it would have dropped to 0. So you could set it to say a the rat template id and put a bunch of rats in a pen, and then you can hit them constantly to get a true DPS value over a longer period of time, this will make ALL rats basically gods and never die on server though. We added a new mob that had similar values as a troll but did 0 damage, this worked well. [10:57:29] DPS=120;you did 880 damage, which is 29335.0 * 0.03 120 is the avg damage over time 880 is the actual damage you did, everything has the exact same HP, the reason some stuff is harder to kill is their DR. 29335.0 is the actual weapon damage before DR affects it. 0.03 is the DR of what you are attacking, in this case a rift warmaster. This is for patch 1.9 https://1drv.ms/u/s!AjnBltNOSFjCgkLm33ZmIJs-ACXK Epic Curve Nothing to change in properties file with this 1, mod is either there or it isn't. This will make even PVE have Epic Curve active. https://www.wurmpedia.com/index.php/The_Curve https://1drv.ms/u/s!AjnBltNOSFjCgkPuAweA0v-Blc2I Lead More Nothing to change in properties, I may put in a factor but then again I might not. This mod adds 2 to lead max for anyone, so instead of 4 you can lead 6. https://1drv.ms/u/s!AjnBltNOSFjCgkG8tOJb6WzAAUlQ Milk Reset At some stage the wurm devs made it so cows only reset being milkable with hummid drizzle or after a server reboot, why? NFI This mod adds command /milk which will reset all animals that can normally be milked to be milkable, there is a set 1 hour time between uses of the command. If done early it tells you how long until it can be used. It also resets sheering ability which otherwise only resets on server reboot. [11:08:07] Time until next reset: 45 minutes Added 2 new things to properties file. milkhours=1 (how many hours between command usage, its an int so whole numbers) GMlevel=0 (GM level of who can use it, 0 for every player, int so whole numbers) https://1drv.ms/u/s!AjnBltNOSFjCgkQ1T2FHMu07y6iX Tent Sleep Adds ability to sleep in your tent, I mean who doesn't sleep in a tent when they go out in the woods? You need to own the tent and it needs to be on the ground, you need an item active, it doesn't matter what item. Just right click tent, click sleep then a popup will ask if you want to sleep, same as a bed does. This will add sleep bonus same as sleeping in a bed. Ver 3.0 allows people to drop tent on a deed they are a member of. https://1drv.ms/u/s!AjnBltNOSFjCgkXG3BMztG2zFWCS
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    Many of the traits that are passed on through breeding seem to revolve around horses. I have a few suggestions for traits for not horses. Wooly - Sheep: chance at producing +1 wool when sheared Silky - Sheep: produces higher quality wool when sheared Productive - Sheep, Cows, Bison: ready to be milked again sooner Fertile - Cows, Sheep: Chance to produce twins Strong body - Cows, Sheep, Bison, Pigs: Produces +1 meat when butchered Negative traits (Can be removed with Genesis): Unproductive - Sheep, Cows, Bison: Take longer to be ready for milking again Bristly - Sheep: produces lower quality wool when sheared Bald Patches - Sheep: Takes twice as long between shearing Barren - Sheep, Cows, Bison: Doesn't produce milk
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    Make the default digging action bind dig_to_pile and not dig.
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    My favorite skill is waiting for what's next. Love the change to find in wiki that really takes you to the page. Fantastic help tool And blueberry pegs, all the cool dyes from archaeology, those are aces so that gets a vote Spear fishing if you turn the HUD off and stand there with a spear waiting to stick a fish
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    nevermind that, learn how this work if you havent already,set all the keys youll ever need one time and be lazy all day long. https://www.wurmpedia.com/index.php/Quickswitch_hotkeys learn how it works and then ignore the guides suggestions for keys, because they are terrible.
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    Horse movement got a bit broken after the update. Going up or down high slope freezes the game and horses look like they are having a teleporting seizure...
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    I think it would be very swell if Weaponless Fighting had special moves and the ability to use kicking even wearing leg armour. Maybe special gauntlets and leg armours specifically for weaponless? As it is right now, training the skill is slow (if you don't have bearpaws) and boring. Show it some love so more people will want to skill it up. And for the record, yes, I know training the skill is slow and boring by experience.... [01:38:38] Weaponless fighting increased by 0.0010 to 90.0007
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    In Wurm Online you make of yourself what you will. You are in charge of your fate. Put in the man hours and be a master road builder. Explore the darkest caves and carve out a dwarven home. Journey on crusade, ridding the land of vicious beasts, on a personal quest to becoming a master swordsman. Erect a castle and call yourself a Lord or Lady. Brick by brick, one at a time, you build your future. Only in Wurm Online can you do what you want, create what you want, and leave a very lasting impression on this massive world players call home. Wurm Online isn't your typical MMORPG. Everything you see is hand built and created by players. Ships that sail, castles that tower above the treeline, and long highways of paved road are all made by players and take many hours to complete. Your pure imagination and sheer perseverance are the only obstacles in this massive world. There are no instances, no personal home spaces or dungeons, everything persists in one giant world. You had better grow up fast and learn to handle that weapon, because that aged spider isn't going to vanish when you go into your house... he's hungry and he knows you need to come out and harvest your fields today. So the choices are yours and only you can shape your destiny...what will you do?
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    Since item sinks seem to be on the developer's minds, why not encourage players to remove items from the world, by allowing them to disassemble items for skillgain? From a "lore" perspective, you're disassembling something to learn more about it. I can see it working something like this: - Disassembling is performed with a tool, say, a hammer on a glowing hot metal item, a carving knife on a wood item, a chisel on a stone item, etc. That allows CoC to be used. - The action is much like the inverse of repairing: one long action, punctuated by QL reduction and skill ticks. - Higher QL items take longer to disassemble, and thus give more skill ticks. - Items, of course, give skill in the skill used to make them (so disassembling a longsword gives weaponsmithing). - Skillgain rate is exactly the same as imping (it needs to be worth doing). - Disassembling rare items could give more skill ticks (since they should take longer to reduce). I realize that the above might not actually result in removing items from the world if players reduce items to near-zero QL, and then stop to re-imp them. It -would- mean fewer items created for skilling grinds, however. If that's a problem, then the actions could be designed to only give skillgain on destruction of the item. Timer length/skill tick size would need to be long/big enough to be worth doing. Couple uncertainties: - I don't know how to involve the difficulty system on Freedom. - I'm not sure about leaving behind lumps/scrap/etc. One way or another, I think introducing that kind of item sink would be economically interesting. I could see people selling bulk 80+ QL blank weapons, for instance...
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    You're both doing an impressive amount of work, thank you!
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    Update released on 2019-03-04 - 15:44 GMT (March 3, 2019) This Week's update is a day late due to wanting to get some last minute changes in place: Elysian - Crystal Canal Area (48x, 52y; Q21) - added the road tunnel which parallels the underground ship canal - updated the roads to connect to the road tunnel Crystal Mountain South (47x, 36y; L20 & 21) - added a new guard tower icon and calling range indicator to the west side of the mountain - updated the roads along the south coast of the mountain - updated the geography of the south coast of the mountain Hermit Island (62x, 61y; T25) - removed roads that have decayed or been taken out - updated the roads on the southeast of the island - removed the steppe on the south central part of the island - it is now grass - updated the geography of the north and southeast coastlines - removed one guard tower icon from the centre of the island and added in 2 new ones with calling range indicators - removed the east guard tower which is no longer there - adjusted the positioning of the northern guard towers to their correct locations - repositioned the Mission Marker Hopes Barrow Highway Cat's Eyes - Added in any additional cat's eyed road found during our travels. They will be updated on/in the Albia Cat's Eyes Roads forum. As always, we have removed disbanded deeds and added those submitted to the Albia Roads Map of Indy forum. Wurm is waiting.... Skyefox and Hughmongus Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
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    Because copyright laws demand as such. If someone owns the copyright and someone not the copyright owner submits it, if CCAB used it without the copyright holders permission, they would be liable in most countries. --- Obligatory haha get rekt TC as it is my duty. Now on to the serious stuff. I think this is pretty sad on so many levels. The TC design although not particularily my favorite wagon (Wagons were pretty terrible mind you) was a very sweet design. The tabards were exquisite and rather amazing, and the art overall well made and very identifying of The Crusaders. It was overall a very well thought design that spoke of the identity of a kingdom. Seeing it gone is very sad and a loss to the community as a whole. Regardless of who's at fault here and what was agreed upon, what promises were fulfilled or broken or what this drama consisted of, this is a prime example of what Chaos has become. This is a snowball that has been rolling downhill ever since the MR hacks/metagaming/whateveryoucallit hit Chaos. Since then kingdoms stopped being players and friends enjoying a videogame and became these bloodthristy animals that their goal is not only to win a game, but to devastate their opponent in whichever way they can. The whole pvp community on Chaos has devolved to this. People trying to get people banned, people trying to find to make the game unenjojable for others, or people trying to get opposing kingdom members kicked. Its a war of emotions and drama instead of a war of the battlefield with death tabs and disbanded deeds. Its atrocious. Its what we've brought upon ourselves. I am not going to point fingers at anyone because despite of what the groups themselves may think, they are both at fault on this, and its already spilling outside of Chaos, now affecting people who have nothing to do with it. Its despicabe that people who could otherwise be friends are doing these things to each other. Why? What's the point? To win? We need to stop doing these things to each other. Its just a game, homies. We're not children. Lets leave the hair pulling behind and go back to bashing each other's heads... in game.
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    Update released on 2019-02-17 - 15:44 GMT (February 17, 2019) This Week's update: West Indy (13x, 26y; I11) - removed the patch of steppe that was by the northeast corner of the sand patch at Mountain Hollow Reservoir - added new roads along the east side of the sand patch, and updated the roads east of the main highway - removed the guard tower icon from the west entrance to the road tunnel at 14x, 25y as the tower is no longer there - added in 2 new guard tower locations east of the sand patch (9x, 31y; K10) - added the new road south of The Western Wall constructed to accommodate a cat's eye highway connection Northwest Indy (8x, 19y; G9) - updated the roads along the coastline - updated a small portion of the coastline geography - added a new guard tower and calling range indicator (10x, 18y; G10) - updated the roads in the area and added in bridges - updated the geography along the coast line - added the expansion to the small island west of the coast - corrected the location of the guard tower at 11x, 18y and added a new one at 11x, 19y (9x, 14y; F9) - corrected the geography where a section of land was missing (10x, 11y; E10) - removed the guard tower icon as the tower is no longer there (13x, 8y; D11) - correctly positioned the guard tower and added the calling range indicator Northwest Islands (7x, 9y ;D9) - added 3 new guard towers and calling range indicators to the southern of the 2 islands - updated the central road network on the southern island - added bridges on the west coast of the southern island North Coast (17x, 8y; D12) - removed the guard tower icon as the tower is no longer there (19x, 7y; D12) - updated the geography and the roads in the area Samling Fjord - Trollvill Mountain (22x, 11y; E13) - added a new guard tower icon and calling range indicator Samling Fjord West (18x, 13y; F12) - updated the roads in the local area (including adding a new bridge) where changes had been done to accommodate a cat's eye network Central Samling Fjord (24x, 14y; F14) - added a new road tunnel (22x, 14y; F13) - updated the roads where the connection is to the west end of the road tunnel Central Indy (33x, 42y; N17) - updated the roads where some have been removed Highway Cat's Eyes - Added in any additional cat's eyed road found during our travels. They will be updated on/in the Albia Cat's Eyes Roads forum. As always, we have removed disbanded deeds and added those submitted to the Albia Roads Map of Indy forum. Wurm is waiting.... Skyefox and Hughmongus Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
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    ..... and we have finalized this weekend's Update of the Albia Roads Map of Indy. Any geography changes and deed addition requests that are time stamped AFTER 00:01 UTC (GMT) on Sunday, February 17th, 2019 will be processed in the next update cycle. Indy is waiting.... go and explore it! Skyefox Co-Administrator - The Albia Roads Map of Indy
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    50 sandwiches can be enough in 1 way. 100 for top and back. Good to leave some sandwiches in hat, where is camp. In a case. In a case. Maybe u will want to go back to slope for ur staff in corpse. Just in a case. Some mobs could wish to play with u on a slope.
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    ( for those of us that do a 100 things while logged on ) I know exactly what i'm going to do today.
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    "Please bring sideways sailing back."