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Showing content with the highest reputation on 31/05/19 in all areas

  1. 6 points
    Distant rumblings are heard as rumour spreads, the creatures of Valrei have taken notice of freedom lands, and seek to test your mettle... Over this weekend we'll be hosting Valrei invasions at various starter deeds, with the intention to hit all major start deeds (Xanadu might not get them all, but I think we still left the portal to vrock landing up, so we might just use there). We'll give approximately 2 hours notice via the event tab ingame, so be ready to set forth! We'll be using the new creature combat AI for deathcrawlers, sol demons, eagle spirits as well as the spawn of uttachas existing mechanics, previously only on epic. If you can't make it but want to see the action, I'll be hosting some pop up streams with all the chaos coming live on twitch, so check us out there and follow if you haven't already! https://twitch.tv/wurmonlineofficial/ See you there!
  2. 5 points
  3. 4 points
    Those are really nice Was looking for a before and after update, here is a view of the bare hills across Hammer Lake and now they're not quite so bare
  4. 4 points
  5. 4 points
  6. 4 points
    I think that at this point you might as well be playing Wurm Unlimited on an empty server seeing how you like the loneliness so much. On a more serious note, if you wanna play a singleplayer game, maybe an mmo aint for you.
  7. 3 points
  8. 3 points
    I have a gentlemans 14.55
  9. 3 points
  10. 3 points
    I smell a marketing opportunity! (apologies for mediocre image editing skills)
  11. 2 points
    Change: Changes to phantasms spell. (See Notes) You can no longer cast phantasms on spirit guards on all servers Phantasms will no longer target bred, cared for or branded animals on pve servers. Change: Most spells including heals and buffs will no longer work on uniques, weakness and smite will still work as before Change: Old type HoTAs will disabled a short timeframe after the update. Change: Some Journal issues addressed. (see notes) Added % value to skill points needed. Made adjustments so some past legendary kills are credited. Previously built colossi should now count. Previously built guard towers should now count. Change: Fishing and Fishing items changes. All parts should take less damage overall. Rod will take even less damage. Reel damage modifier tweaked slightly up to be closer to new rod modifiers, but should still take less overall. Fights with fish shouldn’t last 15+ minutes of back and forth pulling when low on strength compared to the fish you’re catching. Weighted them slightly so the fish pull away at 75% of what the player pulls in, so should be weighted towards being caught more than a flat 50/50 battle for eternity. Net fishing gets an extra skill tick on catching to bring the gain back in line with old fishing (slightly), and gives use to CoC on a net. Change: Combat AI Improvements for Deathcrawler, Eagle Spirit & Sol Demon. Deathcrawler, Sol Demon and Eagle Spirit have some new moves that they will do in combat. Slightly tweaked their butcherable table to make a bit more sense. Previous Uttacha changes will now work on all servers, along with these changes. Freedom servers still won’t have these creatures spawning naturally, however there will be some GM run events in the near future for people to try the changes out. Feedback on the style of combat these changes entail is appreciated. PVP Change: Show battle camp hota camps in village info. Bugfix: 20+ fighting skill is no longer required to repair guard towers on PvE servers. Bugfix: Fixed a bug which caused siege machines to play animation even if the firing was unsuccessful. Bugfix: Fixed a placing issue for one-per-tile items when being placed on same tile. Bugfix: Fixed possible cases of wrong material for metallic fragments from caches. Bugfix: You can no longer drag items other than amphorae into an amphora rack. Bugfix: You can no longer drag paper from bulk containers into an archaeology journal. Bugfix: A hot, unfuelled bee smoker will no longer say (smoking). Bugfix: Adjusted threshold for actions while moving preventing spell casting while in motion in addition to other actions. Bugfix: Fixed an issue which prevented you from drinking from a well if it had an item placed upon it. Please note that the well will not fill to max capacity as the volume of the item placed on it’s surface will displace some of the liquid. Bugfix: Only one lurker spell can be cast on a pendulum. See Notes. Existing pendulums with multiple enchants will keep their enchantments, but only the top lurker cast in the examine message will work. Client Changes: Modern renderer: Distant tree rendering has been greatly improved Modern renderer: Rarity and detail normal maps have been added for player textures Modern renderer: Added a transition effect when changing from distant to close trees Modern renderer: Upgraded the FXAA anti-aliasing available in the Post-Process settings, to increase quality and reduce blurriness New: Added sound cues to fishing New: Added an option in settings under the game tab to Swap Mouse Buttons for left and right click options. Bugfix: Optimized light rendering on modern renderer Bugfix: Optimized memory usage taken by loaded in players Bugfix: Fixed an issue which caused planted buoys in deep water to be invisible if you enabled contribution culling in adv. graphics. Bugfix: Fixed certain particle effects showing at an incorrect angle Bugfix: Fixed the Valrei fight replays crashing the game Bugfix: Possibly fixed the flickering objects/structures issue Bugfix: Fixed invisible whitelight and blacklight beams The post Patch Notes 30/MAY/19 appeared first on Wurm Online.
  12. 2 points
    Only if I get to yell monty python insults at you all while you do so. I'm up for it, if any PvP kingdom would like to test it on chaos we can arrange that. I mean, we could just spawn them on the hota zone as a final goodbye
  13. 2 points
    Retro, i know starter towns are freedom but can you do this at "Capitals" on Chaos so that we can experience something on pvp servers - especially if its new monster mechanics.
  14. 2 points
    Welcome to the birth of a new age, a new dawn and a new way to survive in wurm. Introducing the ironman / ironwomen mode. This mode would be the hardcore variant of the typical wurm online playstyle, a style of which you are forced to be solo in the game with other ironmen/women. This means- No Trading window ability, No Spirit house usage, No Picking up, moving or loading ANY items on ground unless it is made by you, No Usage of animals or vehicles not made/breed by you, that includes being a passenger (unless other persons transport is ironman made as well), No skinning or butchering of an animal not slain by yourself unless its a unique slain by group of ironmen accounts, so only certain unique items will be traded between ironmen so access to endgame content is possible and working with other players to slay. Only new accounts would be able to select this mode during initial account creation and once selected it CANNOT be undone. Now what kind of features could be added to this play-style you might wonder? Well for starters you could create a new 4k or 8k map that only allows actions/deeds on it by iron accounts, thus allowing normal accounts to visit and interact but unable to build/destroy/chop/collect anything from the island, uniques would not spawn on this island. Deeds can still be built by multiple ironmen but only the adding to walls or structures, nothing more. The point? Your probably asking why someone would want to play such a limited version of wurm, well the real reason is for the devs to finally make a cape in wurm for iron accounts to distinct from normal ones obviously. Oh and for the challenge of building a new map in wurm without the ability to pull from the resources of last 10 years of stuff that people have collected/made thus creating a new economy based on self sufficiency to eventually slay uniques with stuff only you made. I can see this pulling in some new player types and maybe even reinvigorating old players who are still here or long moved on. Disclaimer: Yeah it is possible to create an elitist mentality with this mode, but that exists already within the unique slaying community and it is natural to be competitive in any game.
  15. 2 points
    i just remembered something.... why not bring back old minedoors to counteract the founding of deeds every 200 tiles? it brings you relative safety but still isnt as cancerous as deeds everywhere what i am talking about ofc is that minedoors just dont open when you go threw with enemies in local hell, could even make it that they take 3 times as much damage offdeed
  16. 2 points
    Ok, got my settings right. Now I can see that distant tree rendering ? ? Very tree-ie
  17. 2 points
    It's a sandbox.. you can already do all this if you want to, no reason to put in hard restrictions for it.
  18. 2 points
  19. 2 points
    Ironmen are the most toxic players in oldschool runescape. As soon as they encounter another player who they perceive as 'impeding their xp rates' they will rage and curse you out lol. When I played on freedom many had this mentality, thinking the whole game belonged to them. Neighbors would complain about what I built on my own deeded land and tear up my offdeed roads. I can only imagine adding an ironman mode to an mmo would make this mentality worse.
  20. 2 points
    This is pointless. Explain how this makes the game more fun again? Were you trying to make a list of ways to make the game an even bigger PITA? Here let me help you.... 1. Remove crates. Completely. Build rafts and haul a full Corbita of a whopping 4,000 dirt, like the good old days. 2. Remove the crafting window. 3. Disallow the use of any tool except spoons to chop down trees. 4. Disable farming - you want to eat? Forage for it! There, is that hardcore enough for you? -1
  21. 2 points
  22. 2 points
    The night-time view from my fishery dock on indy kinoss bay. Day-time view of the nearby "Vynora loves techno" statue. Gif from highest tower over looking kinoss bay https://i.gyazo.com/d55e1d7e7b8bc774b03a705c54b09baf.mp4
  23. 2 points
    I am not sure whether this is a bug or a suggestion post. I just double clicked the sleep bonus button (zZz). It happens all too often. I have a laptop with a touchpad (no space for a mouse) and often double click by mistake. Because of this I have to wait 4 minutes before I can use sleep bonus and continue with what I am doing. I know it might seem like a minor inconvenience, but it would be great if the sleep bonus button had some double click protection - maybe a 1 second timer between registering clicks, so folks don't accidentally switch it on then straight off again. I can't think of a reason anyone would need sleep bonus for less than 1 second or would need to use multiple clicks on the button. Just an idea.
  24. 2 points
    All I see is a black rectangle, I don't get it
  25. 2 points
    I would refuse a person's invite to my kingdom on a pvp server if they were unable to trade. I would kill them too, and then i would laugh at the fact that they cant pay to regear
  26. 2 points
    I can confirm black rectangle Looking from my phone right now
  27. 1 point
    Okey so with the new distant rendering there is a lot more beauty overlooking the land. So send them screens away, I wanna see it! Here is mine
  28. 1 point
    Alright, here’s what’s happening over the next few months. As said in the last dev blog, we’ve switched to a different update cycle with monthly smaller updates and interspersed larger marketable updates, aiming for a few large updates a year on a predictable schedule. This month’s small update includes the client rendering distance changes that have been worked on for the past while, as well as some new creature AI additions, and the usual slew of bug fixes. These AI changes are intended to finish off the work started a long time ago on the Valrei creatures with the initial Uttacha changes, making them more interesting encounters in combat than the usual ‘target and wait’ that a large portion of PvE combat is currently. These Valrei creature changes will ideally make any fights involving the remaining creatures more interesting and varied than normal, and will lead into some content for the planned large update later on. The June and July updates are currently planned to include a few new UI changes for the preview client, as well as overall UI QoL features and general combat & combat UI improvements with some focus on giving more information to the player about what is happening in combat, as well as the usual bug fixes and possibly another new feature that I’m not ready to share yet. The first planned large update in this new cycle will be a large expansion to an existing set of content in Wurm Online which will see players exploring new lands and working together against a common enemy - hereafter codenamed Frontier. It will combine a lot of existing features and recent changes in Wurm into a big chunk of new content available to all players - old and new. The Valrei creature changes going live this month are a precursor to some of the work that will be involved with this update, and the reason they are going out early is to help us gather feedback over the next short while to lead into some of the planned changes for Frontier. As I’ve said in the past I don’t want to share too many details before they are finalised or well underway, so the most I will give out right now is that it will be a large update with new repeatable content that should entice players with a wide range of interests, and touch most parts of Wurm as a whole. Later in the year after Frontier is complete we’ll be moving onto extending the building options available to everyone, and later on after that we will begin working on plans for introducing another new skill to the game. Frontier will also be a precursor for big changes that will come to Epic in the future, and feedback from how everything goes later in the year will inform us on how we implement the current plans that we have. These changes to Epic won’t be anytime in the next few months, but when they do come they will involve a large overhaul to the cluster in an attempt to bring it closer to the original design for Epic years ago. We will be addressing the larger complaints of the Epic community in that update - but some smaller changes will be heading to live in the coming months as well. For those changes see the recent feedback thread posted here. More info about the exact plans we have for later on will be shared after Frontier is live. As always, more information about everything we’re working on will be shared closer to the dates that they’ll be coming in. Frontier will be accompanied by a marketing push to help make the most out of the new update cycle, and is where everyone will get a lot more info about what exactly is coming into the game.
  29. 1 point
  30. 1 point
  31. 1 point
    thats him!!! destroyer of roads, killer of the horde, master miner
  32. 1 point
    I dunno, but when I search google images for GURN, I get this guy: I am not 100 percent sure I really want to hear his story ...
  33. 1 point
  34. 1 point
    He could be there, lets go n look..but will we even recognize him now...can you do a composite sketch of what he may look like now in age progression..they use this in cold case investigations
  35. 1 point
    Nice! Will be on my way.
  36. 1 point
    now you know the story of Gurn
  37. 1 point
    Wait until the Nogumps start killing people out of combat range, and out of local
  38. 1 point
    Would be so cool if they were actually kingdom specific as we have asked for years now. Free bump for cool item
  39. 1 point
  40. 1 point
    Sorry you feel that way. If you had read what I posted you would see end game content would still be a multiplayer task. People simply wouldn't be buying from you to do that task. Everyone is worried about Epic and what its purpose is yet this is more a possible solution than re-doing that dead mode. This could mean new subscriptions and new accounts.
  41. 1 point
  42. 1 point
    So I have this compiled list of actions that have had keybinds suggested (Note this does not include actions that would be desired) Destroy - bash fence/walls Light object - steel and flint activated clean forge - shovel on forge plant herbs mix - creation of healing covers mix - adding of dye ingredients raise corner - concrete on rock call for help taunt smelt discard pick sprout to work on trellis fillet (I thought this was a thing embark / Disembark commander embark / disembark passenger burn taste / eat crush wemp crush pumpkins trade (traders, merchants, players) place drink lore rename destroy pavement reinforce essence drain land of the dead summon soul corrupt zombie infestation purge toxin cleanse hypothermia focused will inferno spin yoyo hitch unhitch moor raise anchor plan_building finalize_building
  43. 1 point
    No, that's not related to graphics settings. Please file a bug report so someone can follow it up.
  44. 1 point
  45. 1 point
    dunno if this has been asked already but will there be a meditation swap seeing as they're being changed?
  46. 1 point
    The crafting recipes window needs a back button. We can search and drill down which is nice, but we can't go back. I find myself wanting to go back and see items one level up often.
  47. 1 point
    Will only be in effect for the first few months, no set date likely when people feel they are ready for it. ... Server border travel between any epic server will be disabled. Do these two go together ? We are getting a separation from the home servers but only for a few months ? Am i reading this right ? Can't this be kept in effect for this iteration until the November/next year rework ? because adding the home server gear into the game two months into the reset will ruin the experience for most people that start fresh.
  48. 1 point
    You can go both ways, but you must have no items on you no matter which way you cross to pass through.
  49. 1 point
    you know how children act out because they're insecure and want to get their parents attention? I'll let you come to your own conclusion.
  50. 1 point
    Welcome in Varsovia Royal Shipyard! We offer ships and horses from merchant! Location: P 25 island on Exodus server How it work? We have merchant: This screan is not updated look down what we have for sale! You can buy a key for specyfic gates with ships or horses inside All ships are build with 1 peg left to attach All horses are 5 speed With key you can open gate and take Horse 25c for 5 speed Hell Horse 50c for 5 speed Curently inside horse Gates: 1. Horse 5 speed Brown - Pinkiesilver Female 25c 2. Horse 5 speed White - Eastbenny Male 25c 3. Horse 5 speed Appaloosa - Abbaspearl Male 1s 50c 4. Horse 5 speed Gold - Earsbrisk Male 25c 5. Horse 5 speed Piebald pinto - Fleasweet Male 40c 6. Hell Horse 5 speed - Fleayoana (color shadow) Female 50c 7. Hell Horse 5 speed - Walkingflash (color shadow) Female 50c 8. Unicorn 5 speed - Rainausimus Male 50c 9. Hell Horse 5 speed - Alexwest (color cinder) Male 50c 10. 11. 16. Horse 5 speed Chestnut- Kimpie Female 1,5s 17. Horse 5 speed Blood bay - Northdamien Male 40c 18. Horse 5 speed Black - Coffeedaisy Female 25c 19. Horse 5 speed Gold - Eckerhoney Male 25c 20. Horse 5 speed Gold - Pickosio Male 25c 21. Champion Dog Male 1s 22. Bison 5 speed Female 50c 23. Bison 5 speed Male 50c 24. Bison 5 speed Female 50c 25. If you buy ship key, you can finish unfinished ships inside the gate, with one peg you bring or buy from our merchant. All ships bought at merchant, after build left on special marked place, will be improved to 90QL for free. Get your ship, with your unique nickname as maker, finish your personal goal! Price for merchant ships: Small sailing boat 2s Corbita 5s Cog 6s Knarr 8s Caravel 10s Curently inside gates: 1x Small Sailing 1x Corbita 1x Caravel 1x Knarr 1x Cog We also have in offer, offline ships imp from merchant (mallets) Buy a mallet, left it inside of ship, and set permision for "Wiluss" to acces hold. When improving is finished i will post info on forum, at this topic. All ships will be improved in max 24h. Usualy imp time is between 16:00-23:00 Gmt+1 Price for offline boat imp: 80QL 50c 92QL 1s 95QL 3s PM Wiluss in game for support For regular sale: Sailboat 95QL 2s Knarr 95QL 8s Caravel 90QL 10s Smoke of Sol 1 charge 150s
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