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Showing content with the highest reputation on 02/05/19 in all areas

  1. 6 points
    Honestly the excuse of having a small development team is getting old. There has been at least 10 people I know that have applied, most of which never even got a response. You cant grow the team if you don't even try. It is clear help is needed, start allowing people to help and stop keeping everyone in the dark.
  2. 3 points
    Change: Raw, foraged and low quality food will now fill the food bar more based on weight eaten. Players with the newbie food buff will receive an even bigger bonus. Journal Bugfix: Destroy 25 veins via mining has been fixed to include those veins which become depleted instead of destroyed (as when you mine out an ore at a cave entrance and it turns to rock instead of being destroyed.) Journal Bugfix: Restore 250 items from fragments should trigger properly. Journal Bugfix: Old creature skill achievements will be added to the journal for a better baseline for older accounts. Info below: Upon first login after this update, the server will check all old creature slaying achievements and total their count. If the count is higher than the amount required to trigger the journal goal it will set it to that new value. This will not be an exact count of creatures slain as some creatures do not have their own individual achievement for tracking kills, but this will provide a better baseline for older accounts. The post Patch Notes 2/MAY/19 Journal bug fixes and food change appeared first on Wurm Online.
  3. 2 points
    Map 101 (EDIT - smoother version added) Resources are double default (iron 2 etc) no specials. file contains all map data incl hightmap Original https://drive.google.com/open?id=1o2cJLQC-jKtIm8_N-wehNol9bzx8zU_M Smooth version (everything the same except smoother terrain) https://drive.google.com/open?id=1awP0fKsleLkugTApgku2i1R3va9uZkKq ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 102 iron 2 gold 0.1 silver 0.2 zinc 0.3 copper 0.3 lead 0.4 tin 0.4 marblie 0.3 slate 1 sandstone 1 salt 0.4 adamantine 0 Glimmer 0 https://drive.google.com/open?id=1WJ4r3AfZbcKb3KTkj-2eUxsEdYLIDrRU ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 103 https://drive.google.com/open?id=1v3y_tSH1mbNeo6oOUIiXXoGJeKmgM12d ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 104 https://drive.google.com/open?id=1OUL1GZgwkBB-39pqJhVGRUxBK9BstgEK ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 105 https://drive.google.com/open?id=1tH20JApcqmy4XBCgIAGifG4k7V4TVK8a ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 106 Map 106 was an embarrassment and has been retired. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 107 https://drive.google.com/open?id=1xtK7mnxLLGtts-Zz1NNn0i8Bm2A_rrSN ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 108 https://drive.google.com/open?id=1GD0iRmCZlc_AZj1_dqIszp9YQBtIUE9v ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 109 Just messing around now, haven't been in game to check but im guessing the rivers a fairly rough. - https://drive.google.com/open?id=1XvHveWEh-Yo11uzVoKRs5NyHqzLAuAPv ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 110 This ones going to be rough in places, you might see tool marks in the terrain and bits arnt as tidy as they could be. I just did this as an exercise - don't expect anyone will want to use it so will leave it as is. If anyone DOES want to use it I'm happy to do more work. https://drive.google.com/open?id=1mVfZUOaSVu6-91wSc7jA-s2Iy6QsklVy ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 111 https://drive.google.com/open?id=1N7MvyYUY_A2j8jokvsM4WDjbOYAOtCSF ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Request 1 https://drive.google.com/open?id=1KVgqL2uLp24-EE7Iz768xpWX1wZSowZx ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 112 Ore iron 2 gold 0.05 silver 0.1 zinc 0.3 copper 0.4 lead 0.4 tin 0.4 marblie 0.4 slate 2 sandstone 2 salt 0.4 adamantine 0 Glimmer 0 https://drive.google.com/open?id=1tF3Jqz_8-ON2jHvy8M09V-OV1KCuI6hN ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 113 Ore iron 2 gold 0.05 silver 0.2 zinc 0.3 copper 0.4 lead 0.4 tin 0.4 marblie 0.4 slate 2 sandstone 2 salt 0.4 adamantine 0 Glimmer 0 https://drive.google.com/open?id=17-TBTxREFkZQ6DKeC5cPB6x1P439OIuR ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 114 https://drive.google.com/open?id=1TFUdQ7l6RhoCw61mDvQ7w3Ls8XV2chk1 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 115 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Map 116 May have over-done the clay. No thorn bushes
  4. 2 points
    Armoury v4.1 (Download) Repaired the functionality to adjust armour limit factors. Configuration syntax has changed to be similar to the new damage reduction syntax, and properties files will need to be updated to reflect the new style: Old:clothArmourLimitFactor=0.3 New:armourLimitFactor-1:cloth,0.3 Note that each change must have it's own unique number attached. Re-using the same number will result in only one of the configurations applying. DUSKombat v2.1 (Download) Added new option enableDUSKombat: Enables the DUSKombat system entirely. This is implemented so server owners using WyvernMods configurable can choose to disable DUSKombat while keeping WyvernMods configurable operational (since DUSKombat is a required mod). Added functionality for Bloodthirst infection wounds. Added bonuses to the hit check phase for non-player priests with 70+ faith to resemble the bonuses from the priest update. Server Tweaks v2.1 (Download) New Feature: Fatigue skill gain multiplier. This system allows you to modify a player's skill gain based on their fatigue. enableFatigueSkillGainMultiplier: Enables the fatigue skill gain multiplier system. fatigueMaximumMultiplier: Maximum skill gain multiplier for having above the maximum threshold of fatigue. [Default: 1.0] fatigueMinimumMultiplier: Minimum skill gain multiplier for having less than the minimum threshold of fatigue. [Default: 0.2] fatigueMaximumThreshold: Maximum threshold in seconds of fatigue remaining for players before they begin gaining less than the maximum multiplier. [Default: 39600 (11 hours)] fatigueMinimumThreshold: Minimum threshold in seconds of fatigue remaining for players before they lock to the minimum multiplier. [Default: 21600 (6 hours)] Spellcraft v4.3 (Download) New Feature: Enchant Decay Enables the ability to decay enchants by a percentage towards a maximum every day. The configuration should be documented well enough for usage. To disable the system entirely, simply set enableEnchantDecay to false. This is it's default setting. Added new option crossFaithLinking. This allows players of any faith to link with players of any other faith, regardless of template deity. Added new option fixHighPowerEnchants. This fixes an issue where improving high-power enchants (such as 199 -> 200) could cause the power to decrease (down to 195 in the former case). This option fixes that, and increases the bonus for improving by up to 50. This can result in 1-3 power increases over former maximum values. Fixed a bug where Replenish could sometimes fail to cast on valid containers. Fixed a bug where Expand could not be cast on magic containers. (Thanks Bdew) Treasure Hunting v2.1 (Download) Added option logMapDrops: Determines whether or not to print a server log line when a creature is slain with information about whether it should drop a map. Thanks to Revelation, who also added some great new options: mapTiles: Send the map tile distance based on locate soul after the default map reading message. i.e The marked spot is pretty far away in front of you. The marked spot is 500-999 tiles away. destroyLock: Destroy the lock when guardians of the chest are defeated rather than lowering the ql of the lock by a specific amount. Coming Soon: WyvernMods Configurable I'm still hard at work making WyvernMods configurable. I've pushed the code changes for the first phase of adjustments a few days ago. If you're eagerly awaiting this, you can take a look at the preview of the configuration file as it currently stands here. It's currently over 500 lines long with over 100 configurable options, including many multiple-configuration settings. While browsing the configuration file, you may notice some "TODO" comments that I've placed. My priority is getting the mod available as soon as possible in a configurable state. It will lack some options for some of the more complicated systems. This is all possible due to the generosity of my patrons from my Patreon. Once the WyvernMods configurable is released, I'll be posting a thread on my Patreon where patrons can request which "TODO" settings they would like to see prioritized for implementation. Thank you to everyone who has supported me, and I'll have more news to share hopefully by the end of this week or early next week with a working version of WyvernMods configurable.
  5. 1 point
    I had an itch to play some old games from my childhood. So as any person does these days I installed DOSBox... yeah it's over-glroified, I wasn't happy. So in good Nomad fashion I sourced parts via Craigslist, ebay, thriftshops, and back-alley shaddy deals. I bought a grand total of four computers and I'm not going to admit how many other parts. Yep, I built a computer for DOS. No I'm not using windows 98se, no I didn't do VMWare with 98se, I did the emulator scene in my teenage years, downloading SNES emulators in the Library at School onto zip drive disks to take home (because the School had a T1 line). As I got older I realized there's nothing like the original hardware, console games and computer alike. So I built a computer dedicated for MS-DOS 7.10. I ended up with a horizontal Desktop case, beige ofc. But as some know, those days not every case was wire harnessed to fit every motherboard connection (for HDD LED, Power LED, Power Switch, , Reset Switch, etc). I butchered one case by grind cutting the power switch out. I took the wiring harness that fit my desired motherboard and with some extra wire from donated fans, and one of the four cases along with some heatshrink tubing, spliced my own custome wire harness that fits this case. I then grind-cut the power supply location to open the back panel so that no matter what power suply i used, it will let the plug and on/off switch fit. I cable managed the s*** out of the IDE and Floppy ribbon cables, to get a nice clean look. So I ended up with... - Pentium III 450mhz - 128mb RAM (managed via QEMM to replace HIMEM.SYS and EMMS86.SYS) - 16MB AGP video (I've sourced a few cheap s f*** 32mb agp cards for next weekends shopping) - Ensoniq AudioPCI 5200 Soundblaster Pro card. - 2x 3.5in floppy drives and bought nearly 150 floppy disks, because original hardward :P. - NEC Multispin 4x CD_ROM drive, think CD-ROM drive jukebox.. it holds 4 discs. - 5.25in bay stereo speaker (wanted to go for the console effect. I can pack it away and no need for external speakers) As you can imagine, drivers can be hard to find. For the soundcard I found someone that had an original CD who zipped the files to me. I wanted to remember the "fun" of QBasic 4.5 so I used a binary file splitter to chop up the driver files into 1.44mb floppy sized chunks. 13x disks in fact. I then coded a SETUP..EXE to process copying all 13 files, splice the chopped parts back together, update the AUTOEXEC.BAT and CONFIG.SYS, then ATTRIB+H CONFIG.SYS again, then clean up temp files from splicing. Mega fun, takes a special kind. I plan on coding more SETUP.EXE's for the CD-ROM driver, and VGA card as well. I could just use a CD and manually copy/paste them and update files, but why settle when I can use 13x floppy disks! I've installed Daggerfall, which as crappy as it's controls are, plays buttery smooth, Wizardry, Bard's Tale, and a few random games like Jill of the Jungle, Jazz Jackrabbit, and Blake Stone Aliens of Gold. Soon I'll get the classics, Duke Nukem, Doom, Quake, Wolfenstein, etc. There's just one issue I can't seem to solve atm...
  6. 1 point
    Chaos seems to be moving quite slowly, and I've been thinking of ways to increase participation in the games opt-in PvP server. One such thought was a chaos <-> freedom portal. Obviously such a portal could be abused in certain ways so I've come up with a few restrictions that might make it a bit less abusable. Can only build 1 per kingdom, and can not be moved easily, might even be a toggle for your "capital" to teleport to its token that can be changed every six months simillar to the name. (to prevent hopping back and forth to freedom to instant-defend a remote deed). Can not bring any items through, you'd have to leave your freedom gear in freedom and vice versa, or sail it as normal(This feature should not be used for trading or safely shipping items). Possibly a cooldown when coming from freedom to chaos(more 1 hour than 1 day) before being able to go back again to prevent using the feature for scouting. Can not be used unless you've been in a kingdom for a set amount of time(2 weeks?), this means you must sail there the first time. (If preventing mercenaries is desired, however I think that's just a sandbox feature). The idea is to lower the barrier of entry for freedom players to participate in PvP, and to enable players that want to do both to participate in PvP more often on weekdays and when limited on time. Few issues that spring to mind: Can hire a group of freedomers as mercs and bring in to attack/defend (provided you equip them, since they can't bring gear), however this seems more like a sandbox element than a problem. Good evening
  7. 1 point
    So this suggestion is helping players, developers and GMs alike. Currently no vehicle is bashable. And that causes a bunch of problems. For the journal you need to make a small cart, a large cart, a wagon and a boat. What to do with them once you complete the goal if you already have all you need? NOTHING. You cannot bash them, and vehicles decay REALLY slowly. That is: Stupid, considering it's yours - you should do whatever you want with it unnecesarily adds to the (already large) database of items on each server creating unnecesary clutter bad, WHEN players leave (notice I said when and not if) mayors are left with carts/wagons/boats/... on deed that they cannot move So, this is a two part suggestion here: allow owners to bash their own vehicles (freedom only for example if you feel it's a problem for pvp; idk about pvp ramifications, and code exists to split this exists) allow mayors to bash and/or perm override to become owners of the vehicles of other people that have not logged in a given amount of time (i'd say 3 months, just like merchants and just like sped up decay on homes in the wilderness) Like I said, QoL for players is better control over their items (suggestion 1) and deeds (suggestion 2); QoL improvement for Devs (less pointless, useless calculations of decay for pointless, useless items in the databases) and QoL improvement for GMs and Players (not needing to write tickets about moving vehicles of others parked on or right in front of their deeds - and GMs not having to move stuff all the time) Thor
  8. 1 point
    put the command in autorun.txt then it will run every time client starts up
  9. 1 point
    Good luck with the imminent relaunch, I will be sure to drop by and jump in once it is live!
  10. 1 point
    No, having any number of clients running with the same graphics settings does not make a difference - client instances are completely separate and don't share any resources. What I always recommend is just running the main client with high settings and the alts with some low ones, and make sure you've got the background FPS limit enabled and set to a low number - that way only the client you're currently playing on is running smoothly, and so they don't fight so much for resources between each other. You should not change any compatibility options for performance reasons. While disabling GLSL may indeed improve the framerate, disabling VBO is never a good idea - the only reason most of the compatibility settings are still there is because of certain machine configurations crashing without disabling it (some very old Intel integrated gpus), not to aid performance.
  11. 1 point
    See we can do a lot with transmutation liquid, but but not marsh tiles? How about adding in marsh recipe under transmutation liquid.
  12. 1 point
    Players can "consolidate" any time they choose to. The fact that they spread out over numerous servers should make it clear that they don't want to group up. Your solution then is to remove this choice from them, force them to abandon the server they enjoy, players there they enjoy, deeds built over many years because you think they should be closer to eachother on one server. Then they can choose to continue to play the game or quit. I don't see any positive effect to the game here since all these people that have not moved to one server already obviously don't want to. The fact that there all these server options to live on and travel to are an important draw to attract players to the game. People who come up with these destroy server ideas are very narrow minded to suggest that everyone should be forced into a group setting just because this is how they would prefer to play the game. As long as the game exists this will never happen because those in charge of it will never make a decision to eliminate much of their playerbase needlessly. The whole idea is self defeating if the intent is to provide a variety of choices to attract the broadest range of players. =Ayes=
  13. 1 point
  14. 1 point
    I like Finne baker the best
  15. 1 point
    Server Update – 02/05/2019 Altar of youth can now be improved when not heated New item: Arcane candle – looks like a normal candle but never burns out Made with arcane shard + wax. Uses natural substances skill.
  16. 1 point
    "Help with 250 missions" in Destinations Unknown 10th section - Does this track the progress from "Epic Helper", "Epic Finalizer" achievements or it tracks something else?
  17. 1 point
    I would have nothing against chance to create marsh tho it would be nice if it would have some new nice properties making it somewhat unique (other than bigger chance to forage rice)
  18. 1 point
  19. 1 point
    [19:14:19] The items silently disappear from the spirit cottage. You expect them to arrive in less than ten minutes.
  20. 1 point
    Krusty? Flour Hero? Endoughed?
  21. 1 point
    Congratulations! Have you picked a title? If so shoot me a PM and let me know!
  22. 1 point
  23. 1 point
    Beautiful and simplistic maps, they look great.
  24. 1 point
  25. 1 point
    Yup, Armyskin, that's exactly what I found just now. And I'm happy to share this bit of news... I have two mountain lion pelts - 1 in my large cedarwood chest and 1 that I left on the ground on my deed. 24 hours later - the pelt in the chest took 2 points of damage from 18.06 to 20.31, while the pelt on the ground didn't take any damage at all, but stayed at 15.01. Similarly, the whetstone I left on the ground next to the pelt took no damage either. I'm going to run it a little bit more for confirmation, and report the changes here soon.
  26. 1 point
    Map 102 iron 2 gold 0.1 silver 0.2 zinc 0.3 copper 0.3 lead 0.4 tin 0.4 marblie 0.3 slate 1 sandstone 1 salt 0.4 adamantine 0 Glimmer 0 https://drive.google.com/open?id=1WJ4r3AfZbcKb3KTkj-2eUxsEdYLIDrRU
  27. 1 point
    thats the 101 of killing the game.
  28. 1 point
    There should be a sticky'ed thread in each server sub-forum with the current community-maintained map for that server, and people generally post the link in the first post. However, if you'd like to create (and maintain) a thread in the community assistance section with links to all the maps (and their associated threads), go for it, and I'll sticky it.
  29. 1 point
    I agree with all of this. Fishing is really awful to force on people, and some of the numbers required definitely need tweaked. That cape, though. Holy ###### that thing is a monstrosity. Absolutely hideous.
  30. 1 point
    Let me explain to you why that statement only gets you so far. We all know Wurm is a game of time and dedication. If you lack either, your only way of getting into Epic or any PvP server, would be by joining a pre existing group. That isn't such an issue for Chaos where you can just flat out join a PMK, but Epic at the moment seems to be more of a clique group depending on where you want to join. A lot of players don't like newbies just joining and hitching a mostly free ride. And if you try and make your own place and find out that the map is going to be reset later, you're left with a very sour taste. Why should your rare guard tower be gone? Why should your perfect lay of land, terraformed by you, be changed just because it's willed by others? Even worse, what happens if Epic as a cluster is just totally shut, due to it not being used enough to justify the end costs? All your skill gain, items, gone. It's been made clear there is no plans at all to bring items that are on Epic to Freedom due to the kind of issue you'd see the market become. You'd see a huge spike of players returning, only to be selling off high grade loot at low prices to make a quick buck off the game they don't play anymore. You've got so much anxiety around the Epic cluster too, due to poor maps that have been ravaged and a low player count. People don't want to go there because we just don't know a single damn thing that's planned for it. We see HoTA changes for places like Chaos in mind, but Epic? Nothing. Chaos and Epic are both very exciting ideas to me. I'd love to try Chaos but the endless toxicity would drain on me, or I'd thrive on it. Epic I already have experience with and would love to go back, due to it being totally seperate from Freedom. Word needs to come soon on the future of Epic. The longer it's just left to fester, the more the damage is already done. I must agree with Sindusk's statement, at this point it cannot at all be considered too soon to have word on the future of the cluster. Like you wouldn't wait for an urgent patch to roll out for a game breaking bug, why would we need to wait longer than we already have to know what's happening to an entire cluster? And if the problem really is as small as you're trying to say, what's preventing a statement being made on it now? Why allow the general anxiety to build and build, as it already has?
  31. 1 point
    One of the reasons, just like in my case, could be that some people have no interest in PvP at all. I have not set a foot on a PvP server yet and i'm not planning to. I enjoy the building/terraforming aspect of the game and that's all i want to do really. While it can be done on Epic as well, it can be destroyed by others which deters me from playing there. If it was just as low populated PvE cluster i would very likely migrate to it. I hear people saying that home servers are "practically" PvE but "practically" is not enough to convince me. Past that i don't know why people don't want to play there other than just the fact of low population so less customers and less suppliers, kind of a vicious circle i guess, an Ouroboros if you will.
  32. 1 point
    One of the jurnal goals were to build a sailboat. So I built one on my manor on the top spire. To get rid of it, I needed to put it on the ship transporter, ride all the way down (over 4k slope down) and put it on the lava tile. I couldn't bash MY small boat on MY deed. I'am able to one-click puff 14 story house with a bridge attached to it, that took over 40000 bricks and 40000 mortar, but what do I know about the wogic?
  33. 1 point
    Wurm isn't overpriced when you look at the core "joining", one prem and a tiny deed. Now add in the cost of alts for whatever 50 reasons the game gives, add in the cost of a REAL deed because a tiny deed will not get a lasting player far, they need space for their animals to not get diseased, space for materials, space for houses, farms, whatever. Add in "muh market" driven costs of items they "need" that they can't make themselves without playing multiple accounts for a year straight first. Consider that the choices are to pay via shop for coins, or treat the game like a job to earn money. Seriously do people that go 'just earn coins ingame' not realize there's a difference between playing a game to pay for it and playing a game to enjoy it? New players aren't going to be making 90ql supreme items to rake in cash, they're going to be stuck doing repetitive manual labor and who on earth sees this as fun and wants to pay a subscription to do it? At the basics an 8e and a silver a month upkeep is cheap, you can either forage quickly once a month to get the silver or pay 10e for 1m/1s prem option. Add just one priest alt and around 10s a month cost for upkeep/other expenses all paid for via shop, 8e now becomes 32e. Not everyone fresh to a game wants to pay that much a month for one game, when 32e/35usd a month can buy you lots of other games. Not everyone wants to spend their time ingame working to pay for it either. Master accounts with prem that applies to more than one account and less of a curve in upkeep pricing can help keep the added up costs "cheap"
  34. 1 point
    Bump. I've been slacking off with the canal the past couple weeks to catch up with our own deed. But now i'm back to mining out the walkway. ? Meanwhile,@Jugurtha has been busy chipping away at the ceiling to make it all nice and smooth: @Ohanahas also done some insanely fast and awesome work to fix the northern entrance, so that the walkway entrance can now be two-tiles wide: @Tildahas also donated a set of marble braziers for the canal, with the first two going into position a couple of days ago: Thanks again to everyone involved!
  35. 1 point
    I resent and reject the notion that my sandbox experience has to be limited to the (highly subjective) standards of someone who may or may not want to take over my area later. There's enough space to go elsewhere. If "fixing" these two things are such a problem then it needs to be made easier, instead of restricting players because of the notion that their work isn't easily reversible.
  36. 1 point
    And then when you inevitably quit and someone potentially wants to take over the area, they get the joy of removing all of that "wonderful" marsh. It's really not difficult to understand--the two major things that are simply obnoxious as hell to fix in this game are marsh and the rock layer (re: anything involving concrete).
  37. 1 point
    I think everyone is going way too hard against the devs and Retro here. Wurm is such an old and crumbly codebase, I can imagine developing for it being enough of a hell. That goes hand in hand with the low(sh) amount of paid and volunteer devs that actually maintain this game. I don't mind more time being taken on a per update basis, and things being added to updates to make up a larger update. Take the Golden Mirrors for example. The game doesn't need them urgently, rolling them out into a new version of the store makes a lot more sense than just dumping them on traders for like, 2 silver. But otherwise, I do agree the state of play for Epic needs to be discussed with the community sooner rather than later.
  38. 1 point
    A cash shop huh? Hopefully the money from it will go towards advertising, or maybe even hiring more devs
  39. 1 point
    If I had a choice between being completely in the dark and having NO idea what the future holds, and having a clue what the devs are working on, even if there is no timetable..... it legitimizes the time I continue to spend playing the game to know what is being worked on. For a guy who is PAID to keep people playing this game, I cannot believe you are having to be reminded of this @Retrograde. Whether we agree or disagree about the changes that the devs are making, the fact that we are here, in this very thread talking about it, should show you how much people care about this game.
  40. 1 point
    "Copy role" would be good to have. Another alternative is: a button to "add player" to a role. So we can add more players to one and the same role, just as we can do with citizens, but for non-citizens (enter player name manually)
  41. 1 point
    Imagine you walking into a McDonalds and asking the guy behind the counter for a burger without pickles or mustard. To which he responds: "No sir, burgers are intended to have those things so you have to eat them that way." I am pretty sure an attitude like that would run a company like McDonalds into the ground. One thing you have never seen to grasp is the concept of how customer service works. You listen to customer feedback and then you decide if its feasible/profitable/viable and act accordingly. You don't silence your customer before he speaks because "you don't see his comment staying on topic." I love this game. I love our community. I love the dev team and the rest of Wurm Staff. But I hate how you guys handle player feedback. If you don't like what people say you silence them. That's extremely frustrating for people like me who love this game and would like to chime in with our opinions. I am not saying you have to agree with players, answer them, get into a back and forth or even provide them with what they want (altho giving your customer what they want is generally a good business practice), but neither should you censor them. Let the thread go on, let people post their opinions, bring forth their grievances, criticize and share their feelings. Then you can come back later, read it, and take what you want from it. You provide a live service, and with it comes a community. A community will be harsh and loving at the same time. It all comes with the territory. The whole "we are a very small dev team" excuse is not acceptable. Hire more! I am sure there is no end of qualified volunteers that will help for free with whatever needs helping, even with community management. Don't censor and ignore your player base. Its insulting.
  42. 1 point
    I think calling for the journal to be reworked is totally extreme. When I was adding the journal goals you needed to hit to the wiki, I certainly had a few thoughs. I don't agree that having the "Enchanted scale set" goal is a paywall issue. Especially when it's so easy to get around as it is. I certainly think maybe it should be kept an eye on, since I could see some issues arising with people tossing scale sets around just to do the journal goal. I don't think you should have to pay to rent the armour the same way you'd rent a high ql meditation rug, especially when you're only wearing it. I feel like catching a 75kg fish is a very weak goal, considering no matter how you want to pull it, new fishing is unpopular. Giving it a special tutorial and trying to give it fresh exposure has not worked. It's time to admit defeat and leave it at the 25kg fish goal. Forcing us to use a very specific setup on a rare fish tile is going to amplify the distaste the change has had. Fishing has already had a turn earlier in the journal, give us something different. You have so many other things to choose from. Closing 100 rifts is a bit of a weird goal. I think 50 is the very limit it should be. A lot of the people playing Wurm are working people, achieving this, even when going to as many rifts as possible will take a very very long time. I understand these new journal goals are meant to be a long term projects, but this goal in paticular is not similar to the others. The rest of the goals all facilitate playing when you can, doing what you want in order to meet the requirements to finish the journal. This is forcing you to go to events held at different times on different days. Also, the masters cape is really lacking. Please, use the same texture/colour as the dark cloth hood so we can just dye it whatever colour we want. I mean, I'm sure most people don't want to wear fancy curtains on their back. Below is the master cape texture.
  43. 1 point
    Over the last few years the update cycle for Wurm Online and Wurm Unlimited has been a bit sporadic to say the least. The goal in that time has been to stick to a fortnightly schedule with the odd larger update for big changes or new mechanics, but there have been many times where that hasn’t been effective or possible. There are various reasons for this, ranging from needing to push out bug fixes soon after a larger update to not having enough changes ready to go live in that two week timespan. With such a small team working on Wurm it can be difficult to get enough ready to go in that two week timespan to have something meaningful to show or have enough time to get sufficient testing completed. Starting with this week’s update and going forward into the future, our development cycle will be changing a bit, meaning that the update cycle will change to match. The new goal will be moving from fortnightly-ish updates to a more predictable schedule of the last Thursday of each month - plus any necessary hotfixes in the week afterwards. This should allow us more time between updates to better plan what new things are coming, flesh them out a bit more, and have sufficient time for internal (and public where appropriate) testing periods to nail everything down. It’ll also better allow for us to schedule and share information about upcoming updates and share tidbits of new things coming on the planned devstreams. This new planned schedule may not translate 1:1 to Wurm Unlimited in most cases, but we will be aiming for those to be a bit more consistent compared to the latest 1.9 update to WU. Included in this change to the update cycle we’ll be changing our planning and development cycle to shift towards a more predictable pattern of larger content updates, currently planned for a few times a year. Because of this the primary monthly updates might be overall smaller going forward, but will still include things like bugfixes, tweaks/changes, and smaller content additions as appropriate. The larger updates will be planned around a theme and should include additions or changes to a variety of things in the game, as well as introducing new mechanics and things to do. We hope this change going forward will put our development cycle back into a more predictable pattern, giving us a bit more time to get things right, and give everybody playing Wurm some clear knowledge on when new and exciting things are due into the game.
  44. 1 point
    i didnt have to pay to put on a friends scale set.
  45. 1 point
    Surely, it's supposed to be hard.
  46. 1 point
    Not saying this idea isn't cool that we could attach a lantern on a boat for example, but wurm is too bright already. Can see everything at night + nowadays in caves as well.. don't need light source to travel. +1 for some lantern thingy attachment to a boat, just for the cool effect it might bring.
  47. 1 point
    Ayes, I do appreciate you posting this, if not for myself (90% of what you wrote I knew already at the time of my OP). Surely this will help someone else who had some of my concerns Also to anyone who has actually read this entire thread, I'm doing better. I have 1 cart now, am testing farming, have a bit of a "food routine" going. My hfc skill is still pretty low, but it's going, slowly up.
  48. 1 point
    Cynlanton, Staying at Haven's Landing for some time is a good idea as it has many things that you will need right there. There is an iron mine in the Village with forge and fuel so you can craft nails for building a small/large cart which you can then pull/drag around with you. If you take off all your leather armor you can them move a lot faster and you really won't need to wear it anyway if you stay close to the Village. There are also 2 guard towers close enough to call for guards help if any mob wanders near there, which they rarely do. There is also a farm in HL Village that anyone can use to plant/grow vegetables/cotton/wemp. It is right near the Village exit next to those large Portals. Most of it is already planted out with these various items but before you harvest anything use "examine" on the field and don't harvest unless it is "ripe" as you will get poor QL and less items. Then be sure to replant the tile for a continued supply for all. If you take that exit out of the Village you will see on your right a "New Players House" and outside of it on the highway there is an Oven with a bin next to it that has fuel items to burn. There is a well a few tiles from that for water. Inside that house there is a forge you can use with a bin next to it with various items and fuel in it. There is also a Food Bin in the house that sometimes has food items in it. If you harvest extra ripe crops you could drop them in there for others to use or come back for them later if others don't use them as the house is free for all to pickup items. Also, inside the HL Village there is a "Bartender" in the central area that will give you free food/water for first 24hrs playtime by clicking on it. In that central area there is also a Woodcutting section where you can chop down trees. There are some cedars in there close to the hedge border that are sort of bugged and you will get the message that "you are too weak to cut them" (or some such message) so this may be what you experienced if you were cutting trees in that area. If so just move further away from the hedge a few rows and you can cut trees, although they may not be cedars there as every thing seems to spawn in random sections of varieties. So if you make some nails in the mine right next to the tree area, then cut trees, make planks and then create a large cart (better than small one) you can load this with planks and drag it outside the HL Village where you will see many other new players have built their small homesteads on "Haven's Landing perimeter", which you can do as well. Actually I did see you out there the other day while on my alt guy (waved at you but no response) behind the New Players House up the hill just a bit, so you could build a house anywhere around there. Also if you would have responded and told me of your food problem I would have gone to my place nearby and cooked up a meal or two for you. Only problem is if you log out with them in your inventory when you log in again they will immediately decay away if sufficient time has passed. A few other players that live around there would help you out in this respect as well. The point I am making here is that staying at Haven's Landing and building on the perimeter is a great spot to learn the game since every thing you need is right there available, except animals to kill for meat which you don't really need anyway to start off since you can make breakfasts with just 1 vegetable, or even casseroles when your skill is a bit higher. There is also a clay digging area inside the HL Village that you can use if you want to create a number of bowls to train HFC. This is on the other side of the hedge below the woodcutting section and you have to find your way around to that lower level. Also, some of the houses in HL Village have beds in them that anyone can use so initially you don't even need to create your own bed to sleep in for building up "Sleep Bonus". As for this comment. If using the old method of 1 bowl in the oven, filling the oven with vegetables, removing the cooked breakfast and dragging the next item into the bowl, it will not cook into a breakfast for 3-5 minutes, whereas before the update it would immediately cook into a breakfast, thus making this *current* way to raise HFC very time consuming. So now it is better to make many bowls, fill them all with 1 vegetable and drop them all into the oven at the same time. Then when they do cook into breakfasts you will get HFC skill gains from the total number of them at once (like the old panfilling method which is now the best way to go). Then just *remove all the bowls*, take the breakfasts out, refill and then put back into the oven so that they will all cook at the same time again (aprox 3-5 mins later). Anyway, if you stick around that area I will probably see you when playing my alts there. So pay attention to the "Local" chat tab if you want to interact with others when they attempt to speak with you. Generally the current players are helpful to the newer ones but I prefer not to be too pushy and do everything for them out of good intentions. Hopefully once you get the food situation sorted out better you will feel more at ease and continue to enjoy the other aspects of the game. Happy Trails =Ayes=
  49. 1 point
    LOF spam is hilarious, but the rewards top out at 500 points or so. Going into quadruple digits is fun for dickwaving, but that's all it amounts to. The real problem is that you can't get to the max awards unless you are an AOE-healing priest, so the ceiling should probably be lowered to something attainable for non-healers.
  50. 1 point
    +1 Would like anything that has domesticated pets. Maybe add cats eventually?
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