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Showing content with the highest reputation on 15/03/19 in Posts

  1. 8 points
    Going to be killing a goblin leader this weekend, all are welcome to come and get bloods/fight. Makes mining potions. F19-20 Ingame
  2. 4 points
    Call it "Focused Growth". Same 40 faith as Wild Growth. 20 second timer. Grows a single plant three stages. (Or 2-4 stages depending on cast power to not deny devs their RNG sadism fix). Great for evening out groves, handling oaks, that kinda stuff eh. Edit: I made it intentionally inefficient compared to regular wild growth which does 9 cumulative plant growth stages per cast minimum as you'd be "paying for accuracy". If you're trying to get that grove corner from mature to very old (which the surrounding trees may be at that point), you recover that inefficiency's time from all the pruning you don't have to do to avoid shriveling half your grove.
  3. 3 points
    I am a returning player. I was traveling to a few different continents in order to build and decorate for people. Some things happened in real life and I got pulled away. I'm looking forward to getting back into it. I'm hoping to find a active or semi active community, with room to grow ,that could use a hand. If my account has not been deleted, I should have money to pay for my upgraded account immediately. I use Discord as primary communication. Please respond to me here, if you are interested, or send me a message. My primary residence was on Independence but I do not mind relocating as this will be a fresh start with only my skills for aide.
  4. 3 points
    In this week's patch notes there was a small line that a lot of people would have glossed over, that being “Fixed a number of movement issues.” There’s a long story behind this one, with a few weeks total of working on it and something completely insane that I had to fix, so I wanted to write a bit about it - if you’ll forgive my rambling. Note: Before we start this I should point out that in the context of this post, "desync" is referring to a creature or player appearing at one location from your view, but from their view they're in a different spot. This isn't related to the "Your position on the server is not updated." message that you can sometimes get when the server itself is lagging. Hopefully by now some people have noticed a bit smoother movement in general (ignoring today's horses being a bit jittery on bridges), and a lot less (ideally none) movement desync that the game has had troubles with for a long time. These desync issues were magnified with the Fishing update and became a lot more apparent over the last few months. You might have encountered this on your boat by disembarking after a long trip and being a tile or two away from where you thought you were, or by leading a creature a long distance and it slowly getting farther and farther away from you. The cause of the desync becoming more apparent was a change I did months ago for fish. Each fish in the game is technically a creature the same as any other and the server controls it as such. When you cast your line it decides when your fish will spawn, then tells it to move towards your line where it stops for a bit. Early on we ran into issues where the fish wouldn’t always stop right on your line, but sometimes off to one side or the other. To get into the reason for this issue and how I fixed it we have to dive a bit into how the movement updates in Wurm work. Movement is calculated on the client based on your input which then sends your new position to the server. Server then checks that data against what you’re allowed and expected to actually do with that movement then if everything is okay it saves that as your new position and updates everything that needs to know where you are. This includes any other players that can see you, all the creatures within range of you, anything you’re riding or dragging or leading and a few other things. When doing these updates they’ve historically been done using position differences. The difference is passed along and calculations are done based on that instead of the exact new position. This is where the problem starts. For reasons of keeping data packets to all clients as low as possible, all movement difference values got packaged into byte values (which is a quarter of the data that sending the full position value would be), meaning a number in the range of -127 to +127. This means that when you’re moving from [1587.33, 903.19] to [1587.39, 903.81] the X and Y differences have to be converted into that -127 to 127 range, whole numbers only. To accomplish this the differences were multiplied by 10, which had the downside of ignoring any movement difference below 10cm (0.1) since that would get rounded down to 0cm when converted into a whole number byte. Here’s where we get back to the fish problem. Because the final movement of the fish to get to the hook was sometimes less than 10cm the update packet sent to the client was rounded down to 0cm and ignored. After some testing to figure out the actual movement values being sent to the client was never getting beyond the -7 to +7 range, I changed that x10 multiplier into a x100 multiplier. This gave us an extra degree of precision in movement, while keeping the movement difference values inside that -127 to +127 range. Although this fixed the fishy issue that we were having at the time, it brought to light some new desync issues and made some existing ones worse. At that time the biggest issue was stamina drain problems because of this change - I had thought it was because I missed some x10 -> x100 change at some point, but after going through the related stamina drain code it didn’t make sense. I gave up some point after and tweaked the draining code to be as close to live as it was before the change and chalked it up to something weird that I might find later on. The last few weeks was that ‘later on’ where I found out that my initial thought of “this doesn’t make sense” was correct. You may have noticed that I glossed over what happened in the old code when those difference values were rounded down to 0cm if they didn’t hit that 10cm (or 1cm after the x100 change) threshold. This is the source of the desync that the game has had in varying degrees since day one. When these values were rounded down to 0cm (or remainders from a whole number were rounded down), the movement would still be applied but the “update everything else” code would see it as no movement and not run. This means there could be some movement ticks where nothing was sent to players that were in range, or stamina would not drain at all if it was a player’s movement. But then how has everything still mostly worked all of this time if these movement differences weren’t updating properly? Now we get to the meat of the issue. The code that transformed the new position values into a difference value was prone to a rounding error that every now and then would cause a movement difference that is usually under 1cm to get rounded up to 10cm and trigger the chain of updates to everything and stamina drain. When the difference code was working on 10cm intervals, the rounding error just happened to occur about as often as the “lost movement” from rounding down would have added up to 10cm, so it kind of balanced itself out. Changing it to 1cm intervals meant less data was lost to rounding down, but also meant when the rounding-up error did occur it was only triggering enough movement for 1cm, meaning it lost the ‘happy accident of balance’ that it previously had which lead to desync problems being slightly more pronounced over the last couple of months. During my trek over the last few weeks into figuring out the desync issues Samool and I came across that piece code and recognised that it could cause some precision errors, so I changed it to something that wouldn’t. This lead me to a couple days of pulling my hair out over stamina no longer draining as expected before realising the rounding error was the reason it ever worked properly in the first place, and that the code down the chain relied on it to work 99% of the time for smaller movements. Without having this rounding error, slow movement will very rarely be above that 1cm threshold, meaning none of the drain code or update code was ever called, since the movement was rounded down to 0. Fixing this new issue involved changing the entire chain of code to not use the byte value differences, and instead use the actual position data and calculating exact difference values when needed, eliminating any need for rounding down (or random errors causing rounding up). This also lead to a couple days of rebalancing stamina drain from movement to be as close to live as possible considering the old system relied on a random rounding error to work at all. I’m truly surprised that it worked as well as it did being based on an error for smaller movements like that. The upside of all of this is that movement updates sent to players now use the exact position instead of difference values, meaning desync should be a thing of the past. The place that you see other creatures and players is the exact same position that the server sees that creature of player - and stamina draining should be a lot more precise for smaller movements instead of relying on a rounding error. I hope I never have to touch movement code again.
  5. 3 points
    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
  6. 3 points
    Keep the ideas coming lads, but drop that "veterans doesnt like anything" crap to yourselfs. You have to sell the idea to the public and actually have to think about the game mechanics in place and what that change would require for it to work. I know, learning the mechanics takes time and pretty sure none will ever master those, but the basics at least. If no understanding about coding, mechanics etc, i wouldn't be shouting at the "veterans" at the start of your suggestion or at all. I would just post the idea as it is and hope for some explanation of why it wont work or isn't wanted. -1 to this idea, but keep them flowing
  7. 3 points
    It's bad because it eliminates the explorative element of observing your character fail when coming closer to the soft cap. Are your tools sufficient? Is this beyond your skill? The game won't hold your hands at it, and it being enough of a button clicking simulator as it is, reasoning this change with "I can do something with my alt in the meantime" is a step in the wrong direction. And you can already do some hardcore multitasking, especially with higher mind logic. "All those fails" the game is giving you are a pretty strong signal that you should reconsider your current endeavour. Unless you're enough of a masochist to grit through the odds. Either way, sounds like a change in your strategy is due, not in a fundamental aspect of a game that those grizzly old veterans have come to like.
  8. 3 points
    Good suggestion +1
  9. 3 points
  10. 2 points
    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.
  11. 2 points
    It took me something like 2 hours to get the "Large fish" requirement for the Journal, and I only caught 2 fishes during that time and I went through multiple floats and lines because everything kept breaking constantly due to my appalling fishing skill. Would've taken me even longer if I hadn't known someone with all the equipment needed and several different rods for me to try out until one worked in the spot we were at. The priests in our village don't provide us with fish anymore now that the new system is in place, because it takes too long to gather up all the materials (many of which won't fit in a bulk bin) and they really just wanted something useful to do while waiting on favor. Maybe fishing wasn't an "intricate" feature, but it was relaxing for the people who liked it and you always ended up with fish to cook with (which you don't always do now, and you might have to grab a ship as opposed to standing on a pier or at the shore). One of the people in the village has 99 fishing but can't actually catch fish anymore because she doesn't have time to run around looking for all the parts needed for the rod to work, nor does she have the skill needed to create the various rod kinds and everything needed for them. Could she do other things in the game? Sure she can, it's just a shame that one of her regular activities is no longer available to her because it's too time-consuming and intricate to the point where it becomes a chore. But I guess we're not allowed to criticize the system as a whole, and have it taken seriously, because of the tragedy that struck the team. All critique (constructive or otherwise) seems to be taken as a slight to Tich's memory, even though it's just aimed at the fishing itself. The new fishing system is absolute garbage, and it'll become one of those niche activities that we'll eventually be forced to interact more with in the future just to make it seem like a valid addition to the game.
  12. 2 points
    While the wurm assistant is a useful tool I don't think people should be required to use a separate program to compensate for the lack of interactivity with the ingame interface. A creature specific "reveal creatures" option would be a useful workaround for the fact that the ingame interface is rather rough around the edges.
  13. 2 points
    Vale is an active, friendly community on the southern side of Newspring island on Xanadu. We welcome all who want to join us! Contact Thely here or in game or Thely#7137 or Bipolarbear#3723 on Discord for more information, or come visit us at Xanadu T9. We have a good number of very experienced, helpful players. This is a settled, committed community that you can count on to be here for a long time in the future. If you are moving from somewhere else or a returning player, you will find plenty to do here and people willing to work with you on larger projects. If you are a new player, we have a long history of helping newbies learn the game and gain skills. We make playing fun! You will feel like you have come home. Vale is next to the villages of Eden and Dune, and you can choose to build a house in any of the three deeds. Vale is nestled in a lush valley walled on two sides by mountains, just north of Fir Market and on the highway system. Idyllic wooded Eden, snuggled between the mountains and the ocean, has beautiful sea views and a castle. The port village of Dune, perfect for seafarers and shipbuilders, features our seaside village pub the Royal Oak. The island of Newspring has an active alliance and there is always someone around to talk to. We have lots to offer: 5x6 tile plots in any of the three villages. A shared commons with materials for all to use. If you would rather live in a 'condo', we have those too, fully furnished. If deed ownership is your interest, our extensive highway system means you can live close enough to be part of the community while having your own private space. We provide free, high CCFP meals in our HOTAs. There are plenty of areas for farming, pens for animals and an extensive mine system. A variety of different priests for all your casting needs, and the lovely Newspring Cathedral for preaching parties. Some images of our lovely villages:
  14. 2 points
    Lol the recent obsession with prefacing all suggestions with "I know the veterans will shoot me down" as if it's something people do by force of habit rather than because the suggestions is bad. -1 (because I actually think the suggestions is bad) Edit: I won't spam up the thread with pointless nonsense, but posting "-1 with no actual reason given" isn't an obsession: It's a valid way of responding to a suggestion where there isn't much to say that hasn't already been said. Tpikol had already summarized why it is a bad idea, and not every suggestion needs to be debunked in detail since the intended audience will understand the reasoning without further explanation.
  15. 2 points
    I own Bloomtown, Castle Krag and Landslide (on the south border of Eagles). The path you have outlined is fine by me, but if it gets too difficult, I can try to make access by cutting West from the bottom of Bloomtown and opening up right in Landslide. However, if any go through my deeds, I'd limit the depth to 5 tiles below water surface. Good for knarrs and horses both, but not for deep ships. The N edge of Bloomtown perim used to bump into Blossum S perim, but I recently pulled it back a bit, so there is a lot of free space to navigate between. If there is a reinforcement in that free space that you need removed, please contact me directly and I can shift my deed back N a bit to help remove it. Anything you need, regarding my 3 deeds there, just let me know and I'm sure we can work something out. I am not in forums much lately (back to more RL fun), but I get emailed when someone PMs me in forums and will respond.
  16. 2 points
    Digging to pile as the standard is a massive QoL improvement, specially for newbies that still haven't learned/been shown the intricacies and possibilities of customizing keybinds. We have that as default on sklotopolis. World of difference. And yes, I F1 keybind a lot. bind c dig Nice and simple, straight to the pile.
  17. 2 points
    Gud'afternoon Maiya, Friday, March 15th, 2019 at 00:55 GMT Skyefox is now checking.... Okay, back on January 17th, 2019 she requested the old link be removed and the new one be put up. She got a response next day from Wurmpedia Assistant "Sn00" saying he had fixed it. See Wurm Pedia Maintenance Forum Topic "[Completed] Albia Roads of Indy Map Link in the WurmPedia." From the modification history of WurmPedia page concerned "Astronomy and Geography", On Feb 1st, 2019 the link to the Albia Roads Map of Indy was removed by Mordoskull. So we are totally baffled and appreciate you bringing this to our attention. Time for Skyefox to talk to the Pedia folks, again. Warmest regards, Hughmongus Co-Adminsitrator - The Albia Roads Map of Indy
  18. 2 points
    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.
  19. 2 points
    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
  20. 2 points
    Superlike the new shiny, can we please have a Bronze Statue of Tich added to the collection?
  21. 2 points
    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.
  22. 1 point
    ---==Retired==--- Over 10k hours in Wurm and it is safe to say even modding doesn't ticky my fancy any more, I have moved on to working on building a game as a developer now and so I will post my mod source code here in case anyone wants to look at it for examples of what and what not to do lol I didn't go through it so may even be some mods I never released to the public, either way, enjoy. https://1drv.ms/u/s!AjnBltNOSFjChBbyg19L010tzkih?e=WWZbR9 Safe travels and remember no matter what you do in life always remember to have a little fun while you do it 😃 Repair Tower Ok at some stage they implemented a 20 fight skill requirement to repair guard towers in WO which then made it into WU, it's been a while anyway. This very simple server mod removes that fight skill requirement. https://1drv.ms/u/s!AjnBltNOSFjCgmWkJu1u0fkrnR39 original discussion was here. Archery A few changes here. war arrow head and arrow shaft now combine to create a war arrow that has exact ql of the arrow shaft used to create it, this action is instant but gives no skill. new action when a strung bow is active. Have a strung bow active and right click a mob or the target window when mob is targeted, click action 'get archery info' it will print a message in event window [10:42:53] Distance to mob: 25 meters, ideal is 20 [10:43:23] Distance to mob: 33 meters, ideal is 40 ideal is adjusted by active bow type, long bow 80, medium 40 and short is 20. the properties file has some adjustments the server admin can make. #float values to adjust amount of damage done by archery (bows). uniquefactor=4.0f damagefactor=0.8f firingspeedadjustment=2.5f #firingspeedadjustment basically adjusting how fast the action goes. if normal shoot action is 5 seconds then 2.5f would make it 2 seconds. #damagefactor is damage adjustment using bow when attacking any mob, 1.0 would be normal damage so 0.5 would be half normal damage. #uniquefactor is adjusted for uniques only and is done after the damagefactor adjustment., same as other 1.0 is normal damage. default you fit 41 arrows in a quiver, if you have more than 1 quiver it only ever uses arrows from just 1 quiver and ignores any other quiver. If you equip a backpack on your back then it will use arrows from there. So I fixed that, now it uses arrows from any quiver in your inventory, I left it only using quivers in inventory and not backpack in inventory as I like the idea of quivers for arrows. Still will use arrows from backpack if equipped though. *NOTE* if testing this mod keep in mind that by default the game makes a GM fire arrows as fast as you can click, so test speeds as a non GM character. V 2.0 https://1drv.ms/u/s!AjnBltNOSFjCgnC3h37iXg6Hknkj?e=3Juzaq Combiner Simple mod really, in properties list the id/s of the stuff you want possible to combine. So with 9 listed then you will be able to combine logs into 1 big heavy log. # log = 9, acorn = 436, cochineal = 439, woad = 440 combinelistid=9;436;439;440 *NOTE* it changes items to cold combine, so if you added rivets to list, even though rivets can already combine they need to be glowing hot to do so, if listed they will combine while cold. Server log will list id and names corresponding to that id, for trouble shooting. [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 9 Name:log [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 436 Name:acorn [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 439 Name:cochineal [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 440 Name:woad https://1drv.ms/u/s!AjnBltNOSFjCgnKn_ePBAJGqGOxu?e=2NeFFl Mob Max Count Ok this mod lets an admin put max count values on any creatures they want, it won't remove mobs but it will stop the game autospawning those mobs higher than the value set. This max count seems to also include GM wanded and bred creatures, so keep that in mind if you add horsies to the list. You can add as many ids as you want, if you are really keen you can list every creature ID. I added a txt file which has all the creature ids to the zip. https://1drv.ms/u/s!AjnBltNOSFjCgm1CgrVce73g0-Go?e=Nu9cxf # mobid (int),max count (int) ; mobid (int),max count (int) ; mobid (int),max count (int) # id 10 is black wolf, id 12 is brown bear #mobmaxes=10,500;12,1000 # no spaces, use comma between mobid and max count then use semicolon to seperate for next mobid and max count creature ids in spoiler Creatures DB If you have manually deleted creatures from the creatures database then you may have caused issues on your server, each creature is listed in the database several times in different places. So if you have deleted creatures manually then add this mod and when the server next starts it will go through the database and try to remove any data that is usually removed when creatures are removed properly. Afterwards you can just remove the mod, it only needs to run 1 time after you did manual deletions, of course if you manually delete again then just add mod again. https://1drv.ms/u/s!AjnBltNOSFjCgnRSIOc8KBVGanzy?e=twg72G 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. Activate any container and get same action on fish monger, it will sell all fish directly inside that container, not inside another container inside that container. Will spam event tab with sale of every item though. Fishing net will now let you fish if it has fish already in the net but to a max value set in the properties file. maxinnet = 50 If you don't like this feature you can just set that value to 2, it does the check when starting to fish with net, not as it is fishing. Full disclosure, without that limit added you could literally have thousands of fish in the net, after many hours fishing. The game has no checks for weight or number of fish in net at all. Also fixed the container selling of items to not spam event tab, just does total now. #rarity adjustments rare=1.5f supreme=2.0f fantastic=2.5f [17:39:30] The Fishmonger puts 20 copper and 83 iron into your bank for selling 24 fish. V2.2 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. Also added a factor adjustment for planning bridges, pretty much same factoring as building, 2 means doubles the skill as far as calculations go for length, also halves the minimum skill needed, ie brick needs 30 mason, 2 factor means you only need 15 mason. 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. *Note* After i released this mod the WU devs added an option in server settings to turn on 'Epic Settings" even for pve servers, so this mod is no longer needed. 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
  23. 1 point
    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
  24. 1 point
    Make the default digging action bind dig_to_pile and not dig.
  25. 1 point
    yeah i think everybody can see what you mean, you want an easier way to abuse flawed mechanics, instead of a fix so they cant be abused.
  26. 1 point
  27. 1 point
    wow, i didn't realize this solves such a huge problem, there is a small chance that 1 person ever in the story of wurm could have possibly needed this. know i understand why this was so important.
  28. 1 point
    See Niarja for the time for this rift.  Location map:
  29. 1 point
    BL is usually very free ustz/autz. Euro timezone is a bit fuller, but you should probably be able to fit in. Yes there are rugs.
  30. 1 point
    Neither did the devs I believe. If I understand correctly this is supposed to be a way to autonomously replace your flint and steel, because there's no other way to make a fire at all without it? It's not supposed to be a viable alternative to flint and steel though, much less make the item obsolete.
  31. 1 point
    You can smelt the necklaces.
  32. 1 point
    Makes sense that it works the same way mining does in that you drop the dirt/rockshards on the ground by default.
  33. 1 point
    fixed pls close thread thnx ?
  34. 1 point
    nah you don't even need event to be active and no skill loss should still be working, doesn't need to be on deed at all, i sometimes just do min 1 max 4000 to cover entire map and it works fine. Which server you on? I can pop in with a char and help test it. Edit: You can just message me the details and a discord link if you use it.
  35. 1 point
    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
  36. 1 point
  37. 1 point
    Hundreds of people going at something instead of a few is usually the biggest difference.
  38. 1 point
    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.
  39. 1 point
    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...
  40. 1 point
    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
  41. 1 point
    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?
  42. 1 point
    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...
  43. 1 point
    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
  44. 1 point
    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.
  45. 1 point
    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
  46. 1 point
    ..... 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
  47. 1 point
    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.
  48. 1 point
    I'll add this to the list of issues for some sort of remedy, if the devs don't have me on ignore.
  49. 1 point
  50. 1 point
    ( 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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