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Showing content with the highest reputation on 14/04/19 in all areas

  1. 4 points
    Some bridge - Yaga Greetings Wurmians! That's right, I'm back with another edition of the valrei international. We've been rather busy this week with the launch of wurm unlimited 1.9 to catch it up to wurm online, but there's still plenty to talk about, so let's get to it Wu live This week saw the launch of 1.9.1.5 (and quickly 1.9.1.6, pesky bugs) and it's been huge. There's already been a few mods for the new content and seeing the servers buzzing with activity is awesome. I was playing on a server on Monday, and playing again today after the update made me realise just how big our visuals have come in the past six months, so a huge personal shout out to both Samool and Saroman, their continued work to see wurm look and feel better than ever has really impacted the game, and it's awesome to see. Far far away Speaking of visual improvements, samool has been doing some amazing things with distant rendering. Gone will be the days of bland green land, and instead, we will have this! Does anyone else like beavers? Cos dam! (seriously, who doesn't like beavers, otters or ferrets, they're the adorablest!) Coming soon One thing I have been working towards and talked about in many places is the start of our very own wurm dev streams! From general discussion, answering questions and playing the game, to specific streams about upcoming features I'm excited to say we're getting near the point we can start with this and see where it goes. If you have ideas for things you'd like to see, whether from how we play to segments we handle let us know below and we'll see about whether we can include it. We have no firm date to the start of this yet, but our goal is to start in the next month or two with weekend streams That’s it from us this week, we’re doing some behind the scenes changes to how we handle things approaching the switch to AWS, once we are closer to those changes we’ll lay out our plans for future works . There’s a lot going into it and some pretty awesome things, so stay tuned for that! Until then though, Keep on Wurming! Retrograde & the wurm team
  2. 4 points
  3. 3 points
    I just racked up an obscene score from healing at rift (1234 at time of writing this, next highest is 196), deliberately trying not to spam. But I'm still going to snag the "top prize", and the folks with high kill scores are not. The solution that would make everyone happy? Split healing contribution into it's own category, give it for mundane healing too; award separate prizes for it. Base it off the amount of damage healed. Everyone wins that way. Killers get their due; healers get their due (and folks who rescue others do too!).
  4. 2 points
    Next April 1st prank could be all models reverted to 2007 ones...
  5. 1 point
    I'm creating this here, just to have a place to show early works in progress of my attempts to create a custom graphic pack for Wurm Unlimited, that will be using textures from the popular Minecraft texture pack: Sphax PureBDcraft. I've gotten the "ok" from the BDcraft team, that if I get the pack to a completed state, that I could have it posted on their forums for others to use it, (somewhat of a rule with their textures - others can use them for games, but they have to give credit, and they have to be distributed via their site). As of right now, I've only got fairly basic terrain textures (not even close to all of them) done so far, and then some other odds and ends here and there, mainly for experimenting with the complexity of how this will get... As I'm only working with textures as texture files, and not in a 3d editor to do it as it's seen in the game world or anything, some stuff that has complex models, like the furnace will take me much tinkering. Some of the stuff that you'd think is complex, really isn't, such as the log piles, I'm quite happy with how those turned out. I'll be posting more progress updates, and screenshots as I carry on with the project though - Credit to the Sphax PureBDcraft Team for the original textures Progress Updates and Screenshots: -Week prior of April 21, 2019: Latest post - Well it's about time that I did an alpha release of this graphic pack for people to give a try, and give feedback for. At present, I'm open to suggestions about all the textures, essentially consider everything to be a placeholder for now, as it's still an early alpha release. Just a heads up, that because this is an entire graphics.jar file, it is quite a hefty download, about 1.3gb. Also make sure that you backup your original graphics.jar file, unless you don't mind doing a reinstall of your game to replace it.
  6. 1 point
    Intermittent crashes or freezes are horrible, using a "game hoster" or not. Servers have died and been shut down for less. This will at at the very least help pinning down possible problems that may be introduced by a mod, a combination of mods or just plain old server bugs. I wrote this software to assist me in tracking down problems on a server that was getting intermittent freezes -- and it was rare enough that you want to be able to nail it when it first happens -- alas, I was not clairvoyant enough -- so here we have this mod -- a tad bigger than I thought it would become. I share it because I know I will rely on it in the future. It's a bit of a mish-mash of things (*), but I left it all in there as configurable options. It grew out of me eliminating causes of a problem. It was a server where I did not have any access, issue was not reproducible on a test server, and had an absolute crap-ton of mods. Read: I like a challenge (har har). Later on it it also grew into a tool to help me optimize the server code (or at least my behaviour around it). I have to say it's quite pleasant to be able to pinpoint and measure execution cost without modifying actual source code; I may actually start using a similar approach in non-hobby projects. Dumps If you have full control over your environment and have the technical abilities you may want to hook up some external tools to solve a lot of your problems. That said, this program can also output a stack and/or thread dump if it detects slow calls in a monitored area. It may even be easier to use this than other tools. Note that in many cases this will only point you in the direction of the problem. It could still mean you have a lot of work to do from there (i.e. chasing calls down the chain with more monitoring). The server is half-decent at tracking laggy calls itself (albeit a lot less granularity than what is possible using this), aaand provided the call actually finishes! The original usage of the monitor.* properties outlined in the config file below was to distinguish it from a complete freeze or something else (the problem was rare enough that I threw things on the wall to see what stuck). That said, you can monitor execution cost of any method on the server (to pinpoint strange hot areas) -- and attach possible interesting objects from that context ... to really nail it. To do this, use the monitor.* setting below. You can add as many of those as you may need. It's a pretty powerful tool and if I wasn't chasing a bug I'd start looking at a few spots I have taken notes of where I can optimize the actual WU server (optimizing -is- fun). Hard to reproduce exceptions Funnily enough, it turns out this is a great way to pin down intermittent exceptions. If you add a monitor to a call that takes place in a stack trace -- and wait (without much pain), if that call never finishes (i.e. it threw an exception), a warning will be printed in the log (options to include traces as well). To get the detail of which object is the offending one (say a specific creature), add an argument to the monitor (e.g. $0 for this). For a few special cases (like Zone), instead of just grabbing toString() of the object I output e.g. zone X/Y. I intend to add more humanly readable strings of object as I need them, but yeah, it's primarily toString() at the moment. Combine arguments to a monitor with a full thread dump on a slow call and any freezing or hanging problem should become evident rather quickly. Albeit rather spammy if you let it hang too long. A few warnings Monitoring methods will likely not play well with recursive methods, monitor those from the "outside" (never tried it) Monitoring methods that might be called by several threads simultaneously will get dodgy, no doubt (never tried it). Performance impact This mod is written with performance in mind, even if you choose to monitor tight loops it should not affect performance *too* much. The idea is that you can have this running on a live server and just wait for the problem to happen. That said, be aware that it does add a bit of overhead. And might be noticeable in hot tight loops. The cost of having something nice... Searching in spammy logs In order to find warnings in very spammy logs, search for "Hey Friya" (I kept it in there because I could) -- any offender will be tagged with those words. If you find too many "Hey Friya"'s, it probably means your slow call thresholds are too low -- set them higher. (*) the mish-mash: Dump methods calls in a method (in a format for easy copy/pasting for monitoring.* Log a brief version of data stream coming to and/or going from the server Logging of all actions created (read: new Action()), whether by NPC's or Players Slow mod detection; monitoring default mod hooks Monitor if main loop is still ticking Dump all classes modified by Javassist (I do not decompile them for you ) Dump thread info on slow running calls Monitor itself (! okay, this is a lie, but it will output a message every now and then to indicate this) A few more pointless monitoring options (they all sit in the same thread -- hence pointless) Storage of monitored methods executed since entering a hooked method (this helps determine the code path taken through a method) Various options to specify frequency at which things can happen Dump stack-trace on completion of a slow call Dump stack-trace of a monitored call that is still running ... and a few more things. Well, outta here. Cya on the flip side. Example of a properties file: Download latest version (install like any other server mod)
  7. 1 point
    Painting walls adds a lot to cosmetic options for structures, and being able to paint fences/parapets now is a really nice addition. What about floors and roofs, though? And bridges? People use these all the time in constructing their buildings and their deeds, and options are rather limited when you can paint the walls of your building a certain color but not the floor or roof, or when you can paint a stone building except for the stone bridge used as part of the design. I don't know if there are any technical reasons why doing this would be difficult, but it would certainly be a very nice thing to have!
  8. 1 point
    I find Rifts repetitive, boring, and long, and I don't think I'm the only one. Standard procedure I've seen is luring as many trash mobs as you think you can handle, or archering the ogres/champs/warmaster to separate them from the crowd and defeat them. That's cheesy, and if I were a Warmaster, it would totally piss me off. So, to put on a Warmaster hat, here are some suggestions as to what -I'd- want. Perimeter discipline If any two-bit Wurmian comes trying to archer and lure one of my soldiers out of ranks, we send a rapid response squad of beasts and possible heavier units to the area. (You can never pull just one mob!) Summoners are responsible to replace beast losses, and as such are considered a rear unit. Protect the casters and summoners Spellcasters are powerful, and I want to protect them with my melee units. Every caster is assigned a jackal guard responsible for attacking and taunting anyone attacking the caster. The casters, in turn, cast spells as often as they are able. Caster squads may be called upon to respond to serious threats. If necessary, I may commit all available forces to an area. Personal guard I get my own contingent of ogres and ogre mages. I never go anywhere alone. Protect the altar A squad of heavy units is assigned to guard the altar from anyone thinking they can sneak in and burn hearts. This may simply be me and my personal guard. Shock reserves A squad of heavy units are on spawn standby for desperate situations. If I'm threatened, or the altar is threatened, I can drop my shock troops anywhere, anytime. Wrong side of bed? Depending on how I'm feeling, whether angry, scared, lurking, sly, etc., I may handle situations differently, or even organize my troops differently. Gotta keep the enemy guessing. If the above were implemented, I'd suggest reducing the number of waves to one. I think it would be less repetitive, deadlier, and far more interesting and fun.
  9. 1 point
  10. 1 point
    [00:45:56] The items silently disappear from the spirit cottage. You expect them to arrive in less than ten minutes.
  11. 1 point
  12. 1 point
    Good job, this is a really nice map! I love the big variety in islands. We need more map makers for Wurm Unlimited, I'm currently working hard on one myself, ?
  13. 1 point
    [23:39:40] The items silently disappear from the spirit cottage. You expect them to arrive in less than ten minutes.
  14. 1 point
    Moving guard towers as a GM no matter if push / pull or summon will cause an endless exception loop of nullpointerexceptions in the pollCreatures method. The problem is that the Creature class for the guards left in the old place still have this.guardTower !=null after the move, but the GuardTower.class doesn't remember the guardTower before the move and causes and NPE exception when it tries to load the kingdom of it. Apr 14, 2019 4:57:04 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException at com.wurmonline.server.kingdom.GuardTower.getKingdom(GuardTower.java:111) at com.wurmonline.server.creatures.Creature.checkForEnemies(Creature.java:17183) at com.wurmonline.server.creatures.Creature.checkForEnemies(Creature.java:17176) at com.wurmonline.server.creatures.Creature.poll(Creature.java:6219) at com.wurmonline.server.creatures.Creatures.pollAllCreatures(Creatures.java:1834) at com.wurmonline.server.zones.Zones.pollNextZones(Zones.java:1975) at com.wurmonline.server.Server.run(Server.java:1911) at java.util.TimerThread.mainLoop(Timer.java:555) at java.util.TimerThread.run(Timer.java:505) Apr 14, 2019 4:57:05 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException at com.wurmonline.server.kingdom.GuardTower.getKingdom(GuardTower.java:111) at com.wurmonline.server.creatures.Creature.checkForEnemies(Creature.java:17183) at com.wurmonline.server.creatures.Creature.checkForEnemies(Creature.java:17176) at com.wurmonline.server.creatures.Creature.poll(Creature.java:6219) at com.wurmonline.server.creatures.Creatures.pollAllCreatures(Creatures.java:1834) at com.wurmonline.server.zones.Zones.pollNextZones(Zones.java:1975) at com.wurmonline.server.Server.run(Server.java:1911) at java.util.TimerThread.mainLoop(Timer.java:555) at java.util.TimerThread.run(Timer.java:505) Apr 14, 2019 4:57:06 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException at com.wurmonline.server.kingdom.GuardTower.getKingdom(GuardTower.java:111) at com.wurmonline.server.creatures.Creature.checkForEnemies(Creature.java:17183) at com.wurmonline.server.creatures.Creature.checkForEnemies(Creature.java:17176) at com.wurmonline.server.creatures.Creature.poll(Creature.java:6219) at com.wurmonline.server.creatures.Creatures.pollAllCreatures(Creatures.java:1834) at com.wurmonline.server.zones.Zones.pollNextZones(Zones.java:1975) at com.wurmonline.server.Server.run(Server.java:1911) at java.util.TimerThread.mainLoop(Timer.java:555) at java.util.TimerThread.run(Timer.java:505) Apr 14, 2019 4:57:07 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException Apr 14, 2019 4:57:07 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException Apr 14, 2019 4:57:07 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException Apr 14, 2019 4:57:07 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException Apr 14, 2019 4:57:07 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException Apr 14, 2019 4:57:07 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException Apr 14, 2019 4:57:07 PM com.wurmonline.server.creatures.Creatures pollAllCreatures INFO: null java.lang.NullPointerException and a few 100 other NPEs....
  15. 1 point
    Oh...since I came over to freedom i still have about 40 skills with 3x rate I haven't recovered yet. I've been religiously burning SB to get them back, but It's a pain.
  16. 1 point
    [15:32:32] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  17. 1 point
    You can count, didn't get much of the other 'logic' around it. My point was.. if you plan to raise the difficulty.. even the scale.. let people fight and not get slaughtered. I don't mind hordes of derps charging at me.. I don't like the part where 1 will charge several at me.. and I can fight only 1 at a time.. while having 2/+ debuffs me to fight the only one I can attack.. that's DUMB. 1-2-3-4-5-6-7-8-9-10, just to satisfy the numberification you like. Atm only priests and tome abilities can aoe.. which is boring af... as *I'd imagine* bigger part of the players aren't priest but some follower.. and asking for AoE to face such new feature is quite normal demand?
  18. 1 point
    I think that the original recalculation of skills was TERRIBLY implemented, why even inflict anyone with its presence once more. Epic players had their FS nerfed - even though it isn't a fricking (sry for bad language mods lol) 2x skill. How is that even fair? Let's not talk about all the pointless time spent on epic collecting items /tomes / karma that now have no value and no use because NO ONE PLAYS ON EPIC ANYMORE
  19. 1 point
    Thing is, some players, like me, have nothing to play for on freedom. I played on Epic with big group of polish players. I stayed, but all of them left Epic. They didn't aimed for freedom, couse it didn't fit their playstyle. They rather decided to leave and didn't wanted to go back, even when they introduced skill transfers. Only thing they keep asking me like once a year, is if something changed in fighting syatem and if Epic is alive or still dead.
  20. 1 point
    http://prntscr.com/nbo68y Stuff to write here later when my brain works again.
  21. 1 point
    Sure, I can understand that, but "cartoony" graphics have always had a charm for me, I honestly really like that aspect of WoW, is that it's cartoony looking, yet... in it's own way, it's majestic. At present, this would only be a graphic mod for WU, I doubt it will ever be available for WO, and even if it was... It would surely just be an option for players to choose from a drop down in the settings or a graphics pack on the launcher to pick instead, they very much would not force it on their players
  22. 1 point
  23. 1 point
    Bulk separated updated again - v1.2 Crates can now sort by QL Sorting for crates and/or other bulk containers can be disabled from config if needed Sorting status will be show in name for bulk containers that can sort by ql (sorted/unsorted) Most code rewritten for better compatibility with other mods and future vanilla updates Special thanks for @TheThingG for code and ideas contribution https://github.com/bdew-wurm/bulkseparated/releases/tag/1.2
  24. 1 point
    Okey dokey guys, it's FINALLY FINISHED! Thank you all SO MUCH for all your ideas and help!
  25. 1 point
    Yeah dunno, I disliked the fishing update the moment it kicked in, because I wondered "Why would you take a simple skill and make it overly convoluted and complicated with 0 intuitive aspects about it and force it on us? The rewards for this new convoluted system aren't great. They are the same. FISH. Damn fish. Maybe...maybe the occasional pearl. The skillgain isn't better. It's slower." Why would you make a skill that was pretty slow to grind anyway even slower now? It's boring. It's not for newbies. It's barely even for veterans. What's the payoff for fishing now? In my mind, good game design relevant to wurm implies effort = reward. Well I put a lot of effort in imping and creating everything for fishing only to be sorely disappointed. The skillgain isn't better at all. Fishing nets decay like crazy. My old fishing rod didn't stay rare when I upgraded it. It simply feels like a bad system forced simply because Tich passed away and CC wanted to honour her. While I admire and respect the sentiment, I don't understand how implementing such a big update to one of the most "relaxed" skills in the game actually is a better experience for everyone. Every player I asked so far told me they will never pick up fishing again, not even for priests except for the fishing goals or queuing up fishing actions using nets only because that seems closer to the old system. Dunno, seems simply like one of the most unwise skill decisions ever, made even sadder by the fact the devs will never revert to the old system which was fine. Simply put, the update that was made to make a skill "look cool" now , turned out to be an update that made players totally discouraged to even attempt to skill fishing anymore. It's ironic.
  26. 1 point
    I agree, but how many years have we all said this now? Saroman and Samool have done incredible wonders for the game, but that can only go so far. They can make this the most immersive, graphically pleasing in naughty ways game that runs better than windows paint, but it doesn't matter if new players don't stay because of the game itself. It would be great to read in the news how new player retention as well as to a lesser focus vet player retention is being worked on - along with art/client devs doing their thing (since we do all know an art dev isn't the same as a server dev)
  27. 1 point
    Agreed, fishing is really not a great skill for newbies and priests any more. More like an elite sportsmen hobby -- skilled players need the food far less than the newbies, but perhaps have more bored free time on their hands. Otherwise I am not really sure what the point of fishing is now, if not an advanced trophy sport. Still, with better start gear, a better tutorial, and other helpful changes, new players are overall better off. They are not locked out of fishing -- it's just there are a lot better ways to use their time and fill their bellies.
  28. 1 point
    Your server needs to update to 1.9.1.6
  29. 1 point
    Just noticed the xray part of this mod does not work with the modern renderer introduced with 1.9 - can you look at it and see if it can be fixed on your end please? ?
  30. 1 point
    Newbie here so I can't compare it to the old system. BE asked about a newbie's experience, so I thought I'd chime in. After reading the thread, it might do well to remember that creating a new character does not simulate a new player's experience. I rarely get cotton when foraging and when I did, I wanted it to make a bow string (archery's been another disappointment but that's another story). When I think fishing, I think pole, line, hook, bait; so that is what I made. My free food time was running out and tutorials suggested fishing as a way to feed myself. Making everything took a long time and finding a wurm took even longer. After a few attempts with no success and losing my wurm, I decided the "optional" float must not really be optional. I got lucky (didn't realize it at the time) and found a twig near where I was fishing. Again, it took a very long time to find another wurm. Finally hooked a fish but it got away. On the third one hooked, my hook broke. I was getting pretty frustrated (those who read my other post know I had other things to be frustrated about). Back to town, made a bunch of hooks. Hooked a few more but they all got away and then lost hook and twig. Looked for a very long time and could not find a twig. I did find a worm but it rotted before I found a twig. Gave up fishing in disgust. You can't say I didn't try for I got my skill up to 8 and never caught a thing. After I got my deed, I happened to see something about using a net so I made one. Admittedly, I've only tried it 3 or 4 times but still no success. I could see the fish swimming and cast my net right where they were but caught nothing. I certainly wouldn't recommend fishing as a way for newbies to feed themselves.
  31. 1 point
    I had a newbie move in by me and that was his task to get his FS up ?
  32. 1 point
    Now an interior. Workshop and kitchen.
  33. 1 point
    Gud'morning Zenity, Wednesday, April 3rd, 2019 at 12:41 GMT Noted and added. It will appear on the next map update. Good luck with the new deed. Cheers! Hughmongus Co-Administrator - The Albia Roads Map of Indy
  34. 1 point
    Please Add, (yet another long deed name), Department of Old Player Retirement. x50 y42
  35. 1 point
    I recently updated my hardware and I am amazed how much better Wurm looks now . The beauties of the modern renderer with full graphics settings:
  36. 1 point
    YW yes please its good to have it on wiki, so its easy to find I myself got it on my google drive, so I find it easy there too, but not everyone save it down on comp thanks for the great work you both do for us in wurm
  37. 1 point
    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
  38. 1 point
    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
  39. 1 point
    You're both doing an impressive amount of work, thank you!
  40. 1 point
    For full transparency, does that mean a player basically blackmailed CCAB, having the company held hostage under remove the graphics or risk being sued, all over petty ingame differences? I'm not picking sides here as I don't have interest in either side and this is beyond sides, but this is quite a new low. Do these threats get handled by CCAB the same way chargebacks get handled by CCAB? It seems pretty damaging to the game and community for one player to have this much power over the company's direction and decisions.
  41. 1 point
    Situation sucks, but would you rather Code Club get sued and have the potential to ruin any future plans or even future for the game? Here's an idea, point the blame where it needs to be, rather than at the hands that feed.
  42. 1 point
    They got busy with other things. It's been three months now though... anything we generate may not line up with the original dumps. I'll see what we can do about a new set of dumps soon, complete with routes.
  43. 1 point
    Mages shouldn't be moving up to the front lines. They should stick to casting in the back. Let them casts buff spells as well to increase the intensity.
  44. 1 point
  45. 1 point
    One more thing: I realized that one basic component of the above is this: - Allow mobs to be bound into squads that share aggro: if one member is attacked, all respond. I think that could apply to much more than Rifts (think all wolves in range coming to the aid of one of their own).
  46. 1 point
    Why did you wait for ours when you could just produce this clearly superior one? Did you just want to wait to show off?
  47. 1 point
    I’d love to see a retrospective on this event - there were a lot more people searching and working together than the thread suggested
  48. 1 point
    thanks, though I think you linked this specific version before and a few things have changed since then (namely the South side of the scar is now connecting straight with the existing Highway on the Bottom, instead of that little diagonal you can see on the bottom of the picture). That's why I have made an updated version for the page myself already. I will add you next time I'm on with the cooking update standing infront of our doors, I want to make sure that everyone working on the scar can experience the new cooking so having more materials sounds great. less with higher ql, since we are more or less eating through them, except for the few people who have those special rare/steel whatever high ql versions. Atleast that's my experience
  49. 1 point
    wow, thank you for this very detailed updated map I don't know if you have noticed it, but the south side of the scar is slowly turning into a 20 slope from the bottom up also, thanks to some effort of sidras and the fact that some deeds/houses had fallen on the bottom of the scar.
  50. 1 point
    Why would it need to end there? This is merely a joke btw and sorry about the texts being hard to read, it was not meant to be clear and informative.
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