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  1. 3 points
    This is something i've seen pop up quite a lot in ca help since every newbie starts at havens landing, people take unlocked carts then get confused when they lose access to the cart, due to owner locking or driving onto a deed and disembarking. A warning when unlocking/embarking on an unlocked cart similar to the one you get when you first drop an item explaining that unowned/unlocked carts aren't secure and can be lost at any time, along with any items inside and animals hitched would help explain the mechanics to newer players before they lose their stuff and get frustrated.
  2. 3 points
  3. 3 points
    These exact words are words that I really do not understand. Since when was the consumer powerless to tell a service provider or a manufacturer that they do not like their product? There is a whole lot of this in our world culture nowadays, and that's obviously something I can't discuss here without my post getting Gestappo'ed. My point is this; We are the consumers. In the end, WE decide whether Wurm sinks or floats by putting OUR money into the system. If that system changes for the worse in such a way that we don't enjoy it, we have the power to make this abundantly clear by retracting our monetary assets from the equation. There is some of this happening, with the decline of the playerbase over the last few years that we can all agree has definitely happened. But to me there seems to be a number of people who perpetually "look past" this because they have hope for the game. Hope for changes, that often aren't even on the board of consideration as far as the team has told any of us. Now, I am one of those people - whole-heartedly I want Wurm to be a good game and I want to say that I look forward to future changes and seeing the game grow. While some of the freedom oriented changes are good, they aren't needed or often even wanted, in the case of the fishing overhaul. But at some point, I have to look at the direction Wurm is headed and acknowledge the fact that it is not headed in the direction I would like to see it go - Nay, the changes that are being made are actually making my time spent here less and less enjoyable by the week. Where is that line drawn? And why is it that people are not taking this course of action? Do they simply not believe that it is warranted? The matter of fact is that at this point, Wurm isn't a good game in it's current state, and the game isn't getting much better. There aren't any talked about changes that we actually want to happen, or that need to happen. And the game isn't growing. Entire facets of the game are being amputated like a gangrenous leg. (Thanks, PvP) As much as I want to see this game progress I believe at this point the only way we are going to get the type of drastic 360-degree turnaround that we all agree needs to happen, is if Wurm and its team are presented with the ultimatium of making changes or the project going defunct and unfunded. Only time will tell.
  4. 2 points
    Isnt it frustrating telling your friends about that time you killed the sea serpent while they shake their heads in disbelief? Dont you wish you could store cremated ashes of your countless fallen enemies over your kitchen stove? Well say no more, introducing the new (suggested) skill for wurm: Mortician a sub skill under alchemy! Mortician will be a proffession that can prolong corpses from decay using a series of methods named below: Embalming Cremation Burial (This includes new special gravestones) Embalming uses a mixed chemical "Natron" to embalm a body decreasing its decay rate depending on the ql of the mixture. Most be done on an unbutchered/unrebirthed corpse. Embalmed bodies may be butchered or rebirthed after but this will remove the effect. 20 ql = decreases decay dmg by 5% 50 ql = decreases decay dmg by 35% 90 ql = decreases decay dmg by 90% Cremation (unlocked at Mortician skill level 50) burns the body into ashes, cremated bodies lasts forever if placed in an urn with a seal. Destruction of the urn will result in loss of the ashes. Cremation most be done on a corpse that havent been butchered or rebirthed, cremating a body removes the option to butcher/rebirth the corpse after. Burial introduces new gravestones and containers for Mortician, using stone cutting for improvement. Skill level 20 unlocks "Decorated gravestone" (A decorative gravestone made out of marble with fine inscriptions written upon it .....) Skill level 35 unlocks "Tombstone" (A container made of stone allowing to carry up to 4 corpses or a maximum of 200kg, with other words allowing 100kg corpses to be stored who wont fit in coffins) Skill level 60 unlocks "Egyptian sacrophage" (A gravestone made out of sandstone with egyptian appeal ,there is a detailed inscription written upon it ............) Skill level 75 unlocks "Norse runestone" (A gravestone made out of riftstone in pagan style, there is a heroic tale written upon it ...........................) The gravestones allowes the maker to write a short inscription after the original "R.I.P Playername" this can be read upon examining it. Decorated allowes 15 letters example: R.I.P Playername "A good friend" Egyptian allowes 25 letter: R.I.P Playername "First king of Mol Rehan" Norse allowes a final of 60 letters. R.I.P Playername "First of his name, ruler of blahblah, beloved and missed" Mortician will offer a way to preserve history in a more grand way in Wurm and allowe better storage of bodies aswell as somewhere to put those extremly large champion/dragon corpses. I could see players paying handsomely to have their trophy kill preserved or to make a monumental graveyard. Titles: Skill 50 Undertaker Skill 70 Desiarologist Skill 90 Valkyrie/Shemira/Sphinx (or something of the like) Let me know in comments below if this is a proffession you feel is missing in wurm or something you would like to see more content for.
  5. 2 points
    for the wall in the house ,to see diff armours on (same size) picture .or see the yellow potions use .and make mirror maze lol
  6. 2 points
    There's been a lot going on recently, and I'd like to give a bit of background on where we stand, what's been going on, and what the near future looks like. However, first, the patch notes of today: New Mod: Fishy Tweaks (by Bdew) Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing) Caught fish can be automatically stored When fishing from the ground this will try to store the fish in any keep net that the player has open When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold When fishing with a net and none of the above apply the fish will be moved from the net to player inventory Added passive skill gain ticks during fishing actions Spear fishing no longer misses if you click too far from the fish. Instead - if you click close you will get a bonus to your skill check Nimbleness cast on spears makes fish with them easier Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster Timers for various stages of the fishing and lore actions can be changed Lore action will display a detailed report on all that you can currently catch after 40 skill After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances Enchant Decay Once per day, there will be an enchant decay tick for items with casts over 250. This excludes Bloodthirst. If there are casts over 250 (that are not Bloodthirst) on the item, the system will remove 3% of the difference between the current power and 250. For example, a 400 cast would have 4.5 power removed. Arrows have a special exception which causes them to decay down towards 150 instead. This system is temporary and intended to be removed after some amount of time (likely a few months). Miscellaneous Changes Updated Bulk Sorted mod (thanks Bdew) Crate sorting has been disabled. This was originally an unintended side effect of bulk separated which I wanted to fix, but never got around to. With this update, there is a configurable option for it and crates will no longer be able to be sorted. Existing crates with sorted contents will retain their sorted items, but items added to them will probably not sort correctly. Bulk objects with a plural name will now always use their singular name. For example, it will always be "lump" instead of "lumps" - this prevents an issue where the sorting would create two separate groups if there was only one of a certain quality and multiple of another. Faster transfer has been enabled, which makes bulk-to-bulk transfers faster. Moving objects out of a bulk container is no longer limited by player strength. Hopefully fixed a bug where crates would sometimes randomly change to unsorted after a server restart. Cross Faith Linking has been repaired, and priests can now link with any player regardless of faith. Added the item Statuette of Reevi. Reevi priests will continue using the Fo statuette until the next update to give players who have converted a chance to make their new statuette before the change occurs. Armour Limit Factor functionality has been repaired. Armour Limits for all armour should now reflect pre-1.8 values. Added Bloodthirst infection wound functionality to DUSKombat. Priests with over 70 faith in a non-deity will get bonuses in combat similar to those from the priest rework. Bug Fixes Fixed an issue where high-power enchant casts would sometimes reduce the resulting cast. Additionally, channeling has now been added to the calculations, and improvements to casts will be more impactful with higher channeling. Arrow Packs are now tagged as weapons and should properly accept weapon enchants again. Fixed a bug where Replenish could not be cast on certain containers. Fixed an issue where planted objects could not be moved or stolen on Arena. Fixed a bug where Expand could not be cast on magic containers. (Thanks Bdew) Communication to the Players I've been doing a poor job communicating to the playerbase of the server recently. I'm sorry for that and I'll aim to do better in the future, starting now with everything stated here. I try to respond to personal messages as much as I can, but sometimes there's more than I can manage to respond to. If I ever failed to respond to a message, please don't take it as a personal insult or me ignoring you. I get many messages and sometimes get distracted and forget to respond to some. Enchant Decay A couple months ago it came to my attention that an exploit has been created through a series of my mods that allowed players to obtain unreasonable enchant power on their items. Due to some miscommuncation, this was abused to a significant degree and created super items that were far beyond the intended scope of the mechanics. I've addressed this in a previous post, and patched the exploit quickly to prevent further abuse. However, I failed to implement a system to remedy the problem quickly. At the time, I expected 1.9 to come out within a few weeks, and was awaiting the priest rework to avoid having to write the system twice (once before, and then a fix/repair after the priest rework came out). In hindsight, this was a poor decision. The 1.9 update did not come out as quickly as I anticipated and we were left with players using these exploited tools for several months. I should have responded far more quickly and implemented the enchant decay, despite having it break or require a rewrite with the 1.9 update. Next Steps The next additions to the server will include a hunting map, custom improvements and additions to the journal (such as titan slaying objectives & rewards), adjustments to large-scale combats (legendary creatures, titans, etc), and the Gem Augmentation skill (which I've been waiting to complete for nearly a year). I've been eagerly awaiting the ability to move away from bug fixes and adjustments towards creating new content for the game. However: The next few weeks of my time will be largely devoted to a few other game-related objectives outside of Revenant. Wyvern Reborn As many of you know, Wyvern Reborn has been largely neglected in favor of Revenant's development. So much so, in fact, that it still runs on Wurm Unlimited 1.7. This was not a problem until the 1.9 patch, when downgraded clients could no longer connect to the server. While I'm unwilling to update the mods and revive Wyvern Reborn, I feel it would be neglectful to wipe it away and remove it forever. In that vein, I'll be doing an identical process to the previous owners of Wyvern. As the next task, I'll be working on taking Wyvern Reborn offline and publishing the server files to the public for others to potentially update & rehost the server. This will take some time, as I don't want to release information that should not be released in the databases, such as twitter authentication keys, passwords, and chat logs. I also need to organize and release the source code for all the mods that were active at that time, since they have undergone significant changes. Configurable WyvernMods Due to the generous contributions of patrons on my Patreon, we've reached the stretch goal of making the WyvernMods collection configurable. This is already partially in progress with some of the changes made today, but it will take more time before I'd feel comfortable releasing it as a mod for any server to use. Players on Revenant might not be seeing the benefit of doing this, but there are actually significant improvements that will come along with making the mod configurable. Staff members would be able to assist me with updates to the server. Custom titles could be created for events with a single configuration line. Adjustments to creatures and balance could be made through configurations instead of having to be coded. Development speed would accelerate as the configuration becomes more robust. For example, making item recipes configurable will allow faster implementation of new items. I expect to have a prototype or working version of the configurable WyvernMods within the next week or two. Conclusion While we're in a bit of a transition period from 1.9 still, progress is being made at a steady pace. I'll do better to keep everyone updated as time goes on.
  7. 2 points
    I'd rather carts be unable to be used if not locked, and then the problem would slowly fade away. Increase decay on offdeed unlocked vehicles if needed to counter spam from people that don't play anymore. Carts are so much easier to make as noobs these days that there isn't really an excuse, and if it's still too difficult, then maybe it should be made easier
  8. 2 points
  9. 1 point
    Merchant Stock: 07: hatchet, tin - 90 ql - 90 c 23: longsword, iron - 74 ql - rt72 + botd43 - 50 c 24: longsword, iron - 61 ql - fa85 + coc87 - 50 c 25: pumpkin shoulder pad leather - 51 ql - 50 c 31: sapphire staff, oakenwood - 27 ql - 40 dmg - 50 c We are at Deli (Ingame-Map: U 12)
  10. 1 point
    Strangely lacking in game is an Iron Mine Door. I am thinking it should be easier to create than the Steel/Silver/Gold Mine Doors using the same Blacksmithing skill. Say 10 Iron Sheets (not in game?), 35 Rivets and a Door Lock. Also should be stronger than a Wood and Rock Mine Door with some interesting design similar to the other metal mine doors. Improves easier with the Blacksmithing skill than the other metal ones too, with iron of course. =Ayes=
  11. 1 point
    This morning, like every other morning for the past few days, I got up, got my bowls and pans out of my large chest, cooked breakfast, and tried to put the empty bowls and pans back in my chest. Unlike every other morning, only 1 of the 5 items would fit. I removed a huge club from the chest and still couldn't put them in. After swapping several items around, I was finally able to remove 3 small buckets and put my cooking items in the chest. I've been doing this every day for 2-3 weeks and nothing new has been put in the chest. Online CA said large chests were limited by volume and pottery bowls had a very high volume compared to other items. Is there a way I can find out what the volumes of the items are? And why could I remove the items and a few minutes later not be able to put them back in?
  12. 1 point
    Yes i want to store the ashes of my enemies and frequently look at the hundreds of Urns holding them in the back of my house as a reminder that nobody messes with Wurm University
  13. 1 point
    Added to the list. Thanks for the details.
  14. 1 point
  15. 1 point
    I also think there is too many inconsistency, like paprika beign a potted plant only, why is this? usually you just plant paprika like tomatoes in your garden. And this really is a bit unfun havign to memorize all these tiny differences. a proper game should offr both, farming as the mass production possibility and potteries for picking some once in a while. ok theres a lot more stuff not making sense. there is fresh herb, ther eis herb, but both chopped are just chopped, but it seems to make a difference which was chopped, so why is there no "fresh chopped XYZ" herb Why is diced and minced meat making cooking more difficult? A big chunk of meat is much more harder to ciook (not burn it at the outside but making it well done on the inside) than just minced or chopped meat. Why can we not combine chopped or minced meat? both are not one piece anymore, they are just a pile or small piees of meat, so they should be combineable. The wiki lists mushrooms as vegetables, but in the cooking they do not count as vegetable. Carbs, what exactly is that? Something potatoes seem not to grant is using mashed in a meal and other increadients that definately should grant carbs, like corn. Why is salt optional but herbs not? both is basically just for the taste of a meal. The more I use the cooking feature the less fun it is, I guess I let others do that annoying nonsense feature because there is no logic, and theefore cannot be any fun in it.
  16. 1 point
    Those mean kids. Especially that crazy damn peasant zien. Pls share what mean things they said or did to hurt you. Throw up your log. As I remember, people were telling you to stop running into the mob. And they were giving you sound advice on gearing, game mechanics etc. Maybe they were not eloquent enough to express their advice in a nicer, more palatable manner. As a fellow noob, I know that the truth hurts sometimes. Makes you feel stupid, like a disappointed donsky, or a silly dumb bell maybe. But hopefully, if you stay on, you'll one day look back and laugh about all these. Or witness a noob make these very same mistakes you made and you'll see things from the other side, and perhaps, deliver your sage advice better than those rudeboys you have galantly mentioned. As the wise @tclunatic said: In the meantime, let's chuck back a few coldies and have a laugh about all this malakary. Perhaps be good to also grow thicker hide, like Oakshell, so kind or evil words said in jest or otherwise might just bounce off us like inconsequential little darts of null import. As always, have good day.
  17. 1 point
    Dont blame others, because it didnt went well on the Rift. You had a very bad day. Just cooldown from the rage. Just have fun again in wurm soon. Kind regards
  18. 1 point
    Hey, folks. Just a small tip here for new players who still do a lot of hunting for food early in the game. It's a little annoying having to chase the more docile critters around, like cows and sheep and chickens that tend to run away when we try to attack them. It's a lot quicker and easier if we select the critter from a few tiles away, then click the "Attack" button in the toolbar, and then approach the critter up close. Doing it this way we get our first strike on them before they have a chance to run away. Faster and easier kills. Just a minor tip.
  19. 1 point
    from what ive seen in the comments, its not the new system thats flawed but the presentation of it to the player. especially the new player. new players dont read the wiki nor read the forums as a habit, but wurm is very different from other games in that way that you can learn a lot from both that you cant really learn ingame. I didnt log in to the forums for my first 6 months of playing if i recall right, and i remember the difference it made. but for new players its critical to help them in-game for retention sakes. noobie logs in, sees fishing skill, decides to make rod and go fishing, 3 hours later hasnt found half the materials, logs out, never logs in again. suggestion. in description and recipe add a 2 word description that leads them in the right path. fishing net: Level, beginner spear fishing: Level, beginner, intermediate rod fishing: Level, advanced and when they try the tool give very detailed reason in event tab why its not optimal. ie. net need to be used in shallow waters. do i like the new system? no i dont. too over complicated for catching creatures with brains the size of a pea. I went fishing once and ran out of bait, i was chewing gum and put the gum on the hook. Got a bite so hard that the fish broke the line and was probably the fish with the best smelling breath in the seven seas.
  20. 1 point
    there are many versions of this song with different lyrics. lyrics in spoiler
  21. 1 point
    @christopher I can't do much to change what happened to you, but I can help mend a bit of what was broken. I will gift you two horses along with cages to transport them if you got the means to come get them. Send me a PM and I will have two 5 speed horses (a breeding pair if I have it, need to check if I got a breeding pair) you can come get. I know is not much, but I hope it helps.
  22. 1 point
    Bardings were already reported in this thread:
  23. 1 point
    Alright, so I'm going to try to change my progress update format, to doing a new post, (hopefully on a weekly basis of being on Sundays), for a weekly progress update, then I'll just quote said post to the original so that it will be easy enough to see the updates in development all in one place So, this week, I decided to try my hand at one of the more complex models in the game - the furnace; this one took me about 4 hours, (about 5 if you include the lit variant). After that I went onto my second tree edit, which was the oak trees, they turned out very well in my opinion, and only took about an hour of work, was surprised considering my first tree took many, many hours, and was where I'd stopped working on the project the first time I took a break from working on it, (mainly placing the leaves burnt me out on it). Next was replacing the random ferns that you see in the tall grass, very simple replacement of a texture, so that was done very quickly. After that, I decided I would take a stab at the really plain hedge textures... I thought this would be a very simple task, considering how plain the original textures were for this... I was quite wrong, due to the way the high hedges handle the textures; my first attempt was too, repeating of the same texture, so I tried to add more depth to it by adding in branches and such, but in doing so, I was having issues with the seam between the top and bottom halves of the high hedges... So then it was back to the drawing board... The fix was actually the fact that I was trying too hard, instead just simply layered leaves over bark instead, which helped with the repeating look by breaking it up, but naturally tiled the texture well enough. The final thing I got done this week was the maple hedges, as I figured I'd stay on track with what I was doing... These were much nicer to work with, and only took a short bit of work to get completed ^^ I know it's not much progress for a week of work, but I am only one guy, and I'm working on this ontop of working a full time job, plus editing flat texture files, not in a 3D setting to see the edits in real time... I get to load them into the game and see how they look every single time I wanna know something about them, so progress will be slow that way XD Hope everyone likes what they've been seeing, and I'll keep fiddling with textures till the next progress update ^^ - April 21, 2019 Progress Update Screenshots:
  24. 1 point
    I'm sorry you feel that way. The scenario you described sounds terrible. But I was there and it did not go down exactly like that. People were trying to give you advise. Regarding dual sword, get the hard facts. Does it work? How effective is it? Knowing the facts, are you happy with how it works? Then do what you like. You asked for a horse, and I said I had no spares. I usually bring spares to Rifts, but was in a rush today. A few of us saw you run naked into the Rift mob and dying, for the nth time, and someone found your dead grey horse and body, told you about it. You could have asked for help locate and secure them, instead of going solo and dying multiple times. Many of us have suffered death at a Rift and know how it feels. Just got to ask, no biggie. I have Rifted with you a number of times. I have to say that it is not unusual for you to perish a few times in a Rift. Something about your current gameplay doesn't work so well, and might benefit from some adjustments. Having done more than 30 Rifts is ok, but if your performance and survivability can do with improvements, maybe take those advise under consideration. From one noob to another, we get told our mistakes, one way or another. Just roll with it and play on. See you at the next Rift!
  25. 1 point
  26. 1 point
    I'm sorry you got beaten up at the rift - it sounds like you were trying to get into an area where there were a lot of mobs, so probably early in a wave. Sometimes the best thing you can do is pick your moment, wait for the critters to thin a bit before you run back in. It's generally best to approach the rift crowd a little at a time, so just attract the aggro of a few critters, then kill them, then go a bit deeper, gradually working your way in; that way, you don't get mobbed. Also, it's not a bad idea to take a less valuable horse into the rift, as that way, if the horse catches dead (and they will from time to time), you haven't lost your favourite one. You can always ride to the rift on the fast horse, leading the spare, then make sure you park your good horse well clear (ideally in a pen) while you ride the spare. You should always have plenty of cotton handy (keep a backup supply in your tent/cart), as there often aren't many characters around who can heal. Good luck, hope you give a rift another go sometime!
  27. 1 point
    Little "RockPie" (straight 5-speed appaloosa) a daughter for LightningTaffy (appaloosa) and NorthCopper (appaloosa): (Takes after grandmother RockEbony)
  28. 1 point
    I find it horrible, it is unfun, annoying and unrealistic. I do like that we still have more basic and complex rod crafting, it goes well with all the other decent crafting. but having started new on a server recently shows how badly the system actually is. However stupid is: Twigs for floaters. Wurms for baits. Wurms: Having just like one wurm per Tile is bad and unrealistic. we should be able to find wurms repetetively, depending on the area there can be up to 500 (earth) wurms per m² ansd we have one per tile. Twigs: a bush is basically a plant made out of twigs and branches. We should be able to get both branches and twigs form bushes without tools. Doing so should damage the plant. That would make sense and grants multiples. The rod or parts break way too often early making it a HUGE annoyance. These two basic things can be very annoying to find if there isn't the right environment around. And they make early fishing unecessary complicated. There are fishes pulling away with only stupid 70gramm weight (given visual size matches their weight somehwat) but perches in general are way too tiny to properly break a line or even pull away. That's truly a joke that it happens. Spear fishing, pretty stupid. Coastal spear fishing is not made by throwing it's made by stabbing. Or swimming/diving and stabbing. Give us basic wooden spears that are made of nothing than wood. And one with a stone tip. You should make rod fishing an own skill and spear fishing. And make spear fishing the most basic form as this is the most realistic basic form of fishing.
  29. 1 point
    Im crossing to the underworld:
  30. 1 point
    Many of the trait colours are listed wrong on the GM wand. "Skewbald pinto" gives you Rocky Mountain.
  31. 1 point
  32. 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.
  33. 1 point
    (C) Teotu from Sklotopolis
  34. 1 point
    I can't tell if she likes my new temple or not.
  35. 1 point
    Hello all Since Tich's passing and some of my best times in Wurm were with my friend Yuri making massive bridges on release(great times) i decided a fitting tribute to Tich who i hear had a major part in bringing bridges live to wurm, was to build a 48 tile long X160 high decorated bridge dedicated to her. I started the week she passed and have been busy in RL but it's finally finished i think:P (Thanks to Savronne who come along with me to build bridge) Everything on the bridge was made by me and coloured by me,i named the bridge "Dedicated to Tich 2018" i named the brazer "eternal flame" and plan to maintain all items as long as i continue to play wurm online.
  36. 1 point
    I love the net fishing. Sheltered under a willow tree as the sun rises, this is pure bliss.
  37. 1 point
    The ability to build high iron fence gates within arches was removed quite a white ago as the top fence ends protrude a bit into the arch. Please please please let us live with this minor inconvenience, those gates are looking really awesome within the arches.
  38. 1 point
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