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Showing content with the highest reputation on 07/11/19 in all areas

  1. 6 points
    the young starving forest giant that was three tiles away from food and didnt want to eat shall be killed this weekend. makes woodcutting potions out of local of coast, may get thrown to your death, etc etc
  2. 5 points
    This is a list of more complicated but nice QoL changes/additions for Wurm. My other thread with VERY easy adjustments/tweaks/changes is here: https://forum.wurmonline.com/index.php?/topic/171856-qol-improvements-easy-fixes/ Add a "profile" button to the quickbar; it is arguably one of the most important buttons for players to need quick access to, especially new ones, and it is currently buried all the way in the manage menu. Add a visual countdown timer of some sort for your current remaining play time able to be placed on the GUI; this takes finding your current premium time in Wurm out of the need for an old /command. Add a visual date counter able to be placed on the GUI; this takes finding the current time in Wurm out of the need for an old /command. Add the ability to "float" any tab currently in the event or local windows; currently you can only float the friends tab, but it would be nice to float any of them. Add the /help tab as a button to the quickbar; there are too many /commands to consider making them all a button of some sort but an easy way to access that listing that is quickly displayed to new players is useful. Add a small little examination message briefly outlining the skills when r-click>examine in the f2 skill tree; currently it just says something like "this is the skill digging. Use Find on Wurmpedia to see an explanation", which is superfluous as the "find on Wurmpedia" option is right there in the r-click menu.' Add a visual weather meter able to be placed on the GUI; currently it is locked in an old /command. Add the /weather command as a tooltip on mouse-over on a compass. Add a message in event for sent mail for who picked it up, what item it was, and for how much; currently there is no way to tell any of that information, just that your bank account was updated. Add a message in event for received mail for when who sent the item, what the item was, and how much it was for; would make searching logs for transactions considerably easier. Add a confirmation popup when you change the owner of an item; currently lots of items are accidentally transferred to new owners when someone is trying to type in simply a new name for something, requires a GM to fix. Add an r-click option as "dig to pile" under the regular "dig" option in the r-click menu; currently the ability to dig to a pile exists but you have to bind it manually through the settings or F1 tab; would be convenient to use the new keybinding system via the r-click menu. Add an r-click option as "drop to pile" in the drop sub menu; currently the ability to drop to a pile exists but you have to bind it manually through the settings or the F1 tab; would be convenient to use the new keybinding system via the r-click menu. Add a barred brick wall version for the various brick-based building walls that have the removable decorative wood trim at the top; currently only plain stone walls have this. Add quality-based speed for all vehicles; currently it only effects boats. Add the type of skillgain bonus applied in the status effect display; currently says "artisan ring, skillgain bonus", but not what skill is getting the bonus applied. Add fishing nets and tackleboxes to the list of allowed objects into a fishing rod rack; currently they do not fit but would make sense to be allowed in. Add a tool-tip on mouse-over of a firesource that includes how much longer in hours/minutes/seconds before it goes out; there is no reason to have the time until it goes out so vague anymore, it is confusing to new players. Change the amount of time until a firesource goes out into the r-click examine message to a number value instead of a vague range; there is no reason to have the time until it goes out so vague anymore, it is confusing to new players. Change caredfor status to be able to be overridden by someone with brand permissions to the deed the animal is branded to; currently if an animal is cared for by someone outside the deed you have no control or ability to remove that even though the animal is 100% owned by the deed. Change marsh tile removal to be from packing rather than floor board placement; it is unnecessary to require such a complex item to be needed to remove marshland that can cover whole bays; brings it in line with all other terrain type removal in the need only for packing(aside from resource tiles). Change the "fishing rod rack" to "fishing rack" or something similar; as per above 2 suggestions, wouldn't make sense to not change the name if items outside fishing rods were allowed in. Change mixed grass planting to result in a grass tile; it is confusing that it results in steppe and to get grass you need to plant thatch, flowers, or a sprout. Following on the above, have steppe made with thatch, as it better fit and more intuitive than the current system. Change archway right/left into just "side arch"; currently unnecessary to have both right and left archways. Change lock attaching for gates/doors to be instant on PvE; it is unnecessary and likely PvP code to have a timer connected to attaching a lock. Change stating a fence to allow starting from adjacent tiles similar to how house walls are started in PvE; it is unnecessary and likely PvP code. Change finishing a fence to allow standing next to it upon completion in PvE; it is unnecessary and likely PvP code. Change mission "decent" requirement to state something like "30ql or higher"; currently can be confusing to players and makes more sense to just give a quality value. Remove once and for all the fatigue function; it is hampering and unnecessary in this day and age.
  3. 4 points
    another forest giant on a hunger strike has been located, probably protesting how uniques are rounded up and killed or something, and unfortunately the punishment for such an act is a public execution, which you are all invited to for slaps and woodcutting bloods within local of coast, you probably won't be thrown to your death but if you manage to i'll give you a medal
  4. 3 points
    Developer Posted October 31 They will still graze if they have no food in there trough. If there not hitched to a hitching post they act as normal. -edit: that was a post on oct 31 patch notes, so according to this, should work the way you hope for. Haven't made one yet myself, but I tend to believe developers word on how things work.
  5. 3 points
    Some players like the vastness of Xanadu, others like the smaller servers. Some folks like to wander around a lot and keep things simple, others have invested years in developing their deed(s) and their little corner of the map where they call home. Some people like the history of the game's servers and have invested a lot of time in archeological activities- which would be wiped out and rendered obsolete with all the servers being wiped and combined into one new one. Wurm is a great game, and all the servers are unique. I've not traveled them all, but I have friends that have and they talk of each servers differences- with regard to both community and geography. The answer to building a better community and game experience is not to force everyone closer together into one server and wipe out everything that has been done and tell them all to start over with some temporary perks. Be the kind of player that enjoys the game and is fun to live nearby. Build a community of like minded players. Be friendly. Don't lament what you wish were different about the game from days gone by, but enjoy what it is. Wurm is a great game. The only negative thing I see in it are players who are negative all the time for no real good reason other than personal preferences and gripes, or they just like negativity and enjoy stirring things up. Only a few settlements are recruiting on the forums. I know from personal experience that if you put a good idea out there that you are personally passionate about, and give new players something to get involved in, they will join you if they like what you are offering and many will give the game a good chance, and some will stick around long term. Also, you'll attract some older experienced players that are looking for a good crowd to play with and that will make everyone's game a lot more interesting as well. If you want a more active community to play with, start a recruitment forum post, or join a community or alliance that is active. Wiping all the servers and restarting everyone on one or a series of smaller ones will drive many if not most from the game. Just my humble, personal opinion. ~TH~
  6. 3 points
    Such merge or delete servers proposals have been made several times, and they are either the product of narrow minded microeconomic thought or just ignoring the nature of Wurm. Even on the less populated servers, hundreds of players have settled, many of them still holding deeds, paying upkeep, subscribing for longer or shorter periods of time, even permanently along with some alts. The deeds often contain years of work and development, have unique features and history. There are years long joint works on large infrastructure projects such as highways through even the most adverse topology, tunnels, bridges, and canals. Though I am fairly short time on Wurm, my deed, mines, and canals already form an environment I would not wish and not bear to lose for some consolidation madness. I would certainly quit in such a case.
  7. 2 points
    Welcome To the 2nd Lunalong Greetings friends, I would like to cordially invite you all to the second Luna-a-long. Hosted by Dracaa (myself) on my deed named Kappa, on the Xanadu server, at coordinate Q-15. This is my second time hosting an impalong. I've been working on this since last year. With work in real life only slowing me down. I'm proud to say though, my impalong is almost ready. It will be this November 8th to the 17th. I hope to have the maze finished and ready to explore, there will be a few small events, and all the imping madness you've come to expect from events like this. So why name kappa? Why a Lunar Festival? But what is a Luna-a-long? Rules The Entrance The Deed Kappa is a lovely lakeside deed very well equipped to handle many participants there are merchants, hotel rooms, a cathedral for sermons, direct sea access via a canal. the impalong building is a three-story building with plenty of equipment and containers full of mats ready to help your imping. The Imping Facilities A quaint three-story building filled to bursting with forges, kilns, alters, coffins, shelves and other storage units for priest and participants alike. Materials on hand Materials still needed Events Staff Impers Token Special Thanks for all those who helped so far. Brattygirlsback Gerpriest Ekcin Shrimpiie Pics of the fun Thank you all for coming and hope to see you next year for the 2020 Lunalong
  8. 2 points
    There is no need for more servers, but there also isn't a need for less. I think we have the optimal amount at the moment so -1 from me. Servers should be empty enough for people to roam freely and build the deeds they want without being pushed against other peoples' deeds.
  9. 2 points
    +1 coz it means everyone else will quit and i'll get a nice cool server to myself
  10. 2 points
    Apologies for that line, it was meant light heartedly but I understand it came across wrong. As samool said, we will have the rules out clear, but the SDA doesn't just cover items that we allow selling on the community marketplace but all items ingame. I understand that to many RMT is a major selling point on the game, which is why we're spending a lot of time discussing this. The economy will be silver based and we will adjust silver income and sinks accordingly to ensure that it doesn't wind up out of control. The ability to put money into the game by buying silver and then buying items for your use will be possible, just selling silver will not.
  11. 2 points
    Make sails like saddles. Open boat/ship , there is sail sections, put sail and it increases speed ( to normal one) bonus speed for higher QL sails. Simple.
  12. 1 point
    This is a list of simple/easy adjustments/oversights/tweaks that shouldn't impact balance to the game. My other thread has more complicated adjustments/changes that might impact balance but would still be a great benefit to Wurm: https://forum.wurmonline.com/index.php?/topic/172338-qol-improvements-harder-fixes/ Allow us to drag/drop a HotA statue from inventory into an inventory that is appropriately large enough; currently needs to be loaded instead. Allow the planting of HotA's direct from inventory; currently can "only be worked with while on the ground." Allow enchanted grass tiles to be cultivated directly to dirt like steppe/regular grass tiles; currently need to pack then cultivate unnecessarily. Allow lawn tiles to be cultivated directly to dirt like steppe/regular grass tiles; currently need to pack then cultivate unnecessarily. Allow the loading/hauling up of pillars; currently cannot get them to higher structure floors without making a bridge to that floor first; also cannot get them transported any reasonable distance. Allow minedoors on 2-3 tile wide mine entrances or create 2-3 tile versions of mine doors; currently you cannot secure multi-tile mine entrances. Allow branding hitched animals; currently you need to unhitch the animals which is a pain if you are branding animals on a wagon. Allow enchanting a tree/bush tile halt its age at the current state; it does virtually nothing on them currently. Allow the option to "smelt" items that are in inventory while EMBARKED; currently you need to annoyingly disembark for no reason. Allow removal of hitched animal gear with the "take" keybind; currently you can only manually drag it off of the animal. Allow animals to remain stationary when attempting to brand them like taming does; currently they can still just wander off, interrupting the branding action. Allow reading of a recipe to be instant, outside of being in a queued action set; currently you have to wait until you are finished with what you are doing/end what you are doing to read a recipe. Allow the loading/hauling up of trash heaps; currently cannot get them to higher structure floors without making a bridge to that floor first(or making them there); also cannot get them transported any reasonable distance. Allow planning of a structure with a trowel; currently only mallets/hammers work to plan a structure. Allow the volume of colorful carpets to be smaller; currently won't fit into even a storage rack shelf. Allow a huge oil barrel to be secured; currently cannot be. Allow the crafting recipes window to clear prior inputs between window closings; currently when you close that window and reopen it, it retains what you last wrote, unlike other input bars, which can be a pain to type something then find out you need to erase what was already there. Allow a ballista to be secured; currently cannot be. Allow dropping a small bedside table from inventory into an inventory that is appropriately large enough; currently needs to be loaded instead. Allow repairing of large anvils while in inventory; currently can "only be worked with while on the ground." Allow imping of large anvils while in inventory; currently can "only be worked with while on the ground." Allow the securing of fireplaces; currently cannot. Allow repairing of the "new" chair types(high chair, throne, chaise, paupers, fine high chair, lounge) while in a container or inventory; currently can "only be worked with while on the ground." Allow a decoration item on a tile that is maxed on tile decorations to be pushed/pulled; currently have to lower the decorations in order to push/pull a decoration item on a tile. Allow more than 1 throne to be planted per tile in a structure; these are not beds and shouldn't be subjected to that restriction. Allow altars to be hauled up/down in a structure; currently cannot get them to higher structure floors without making a bridge to that floor first(or making them there). Allow mailboxes to be hauled up/down in a structure; currently cannot get them to higher structure floors without making a bridge to that floor first(or making them there). Allow the volume of tall banners to be smaller; currently won't fit into any container. Allow altar interior volume to be increased; currently they cannot fit several items that may come in rare+ versions that players would sacrifice(slabs, felled trees, ect). Allow the wall listing in the crafting menu to separate by wall type; currently it does not and you have to scroll a lot to get to to the wall type you want. Allow the wall listing/fence listing menu to default be collapsed; currently you must do a lot of scrolling to get to the wall/fence type you want. Allow moving while PLANNING interior walls; currently if you are r-click planning multiple walls in a row you have to stop on each or risk being told you may not move while doing that action even though it is an instant action. Allow rotation of walls/floors to be instant; currently it is a timed action and unnecessary. Allow fountains of any kind to be able to be planted/secured; currently they cannot be. Allow the placement of wood floor boards onto packed dirt instead of cultivated dirt; it is the odd man out when it comes to all pavement types and is confusing to new players and unnecessary. Allow trim decoration addition/removal to be instant; currently it is a timed action and unnecessary. Allow unique skulls to be able to be planted; currently cannot. Allow trash heaps to be planted; currently cannot. Allow planting direct to corner tiles inside structures; currently the option only exists outside. Allow a "receive/return all" button of some sort in the mailbox menu to quickly allow the checking off of the entire column of items; currently for those that do a lot of mailing it can be a hassle to tick all the boxes. Allow the toggling of the friends tab and alliance tab via profile; currently they force open on login. Allow moving while performing bashing actions in PvE; currently unnecessarily restricted likely due to PvP code. Allow newly built gates to have a 1ql lock already built in, similar to how vehicles function(there is no need to generate a key for them as they function under the permissions system like anything else with a lock); currently they do not and can be confusing to new players when the build a fence and may not realize immediately they need to also make something to lock it with. Allow unhitching of specific animals from a vehicle via r-click menu; currently you unhitch all animals when you try to unhitch from a vehicle. Allow all relevant r-click options for objects/walls/ect to be used from the crafting menu icon(where you generally put your tool/item in); currently the available options are severely limited and while some might not use these functions it is odd and seemingly unnecessary to disallow allowed options for r-click on items in the 2 sides of the crafting window. Allow r-click disembarking on a tile while inside a structure; currently this only functions outside a structure so inside one you must r-click your current vehicle to get the disembark option. Allow the planting of flowers inside a structure; currently if you want to plant/replant grass inside a structure you must use thatch, which is an odd workaround but likely due to the code for rightly disallowing trees to be planted in a structure being used in relation to flower planting inside one as well; split them to allow flower planting! Allow the renaming of the current toolbelt loadout; would allow for quick access to various crafting toolbelts without the need to load each one to find the one you are searching for. Allow the CA Help tab to pop open when toggling it on via the /ca command; it would benefit players that accidentally got into the circumstance of toggling it off and closing it but need it. Allow the noting of previous account balance when sent mail is received that displays right before the new updated balance; currently you can't even know what your funds were at prior to someone receiving your mail. Allow the addition of the % to continue in the crafting menu and r-click menus; currently it is unknown what the % to continue is. Allow the pulling of all non-rare resources first from inventory BEFORE rare ones; currently the game pulls whatever it feels like and can pull materials you didn't want used in say building construction from inventory groups, backpacks ect. Allow the rotation of gates/fences; currently you cannot and have no control over the direction a gate swings open to. Allow all ladder floor openings to only require half the materials as they do currently; currently only the wooden floor opening requires half, the rest require the same as their full floor counterparts. Allow an event window message for entering Perimeters of deeds, in addition to the usual one for entering the deed proper; deed perimeters are a large mystery barrier that can cause confusion for new players and can take more time to sort out where they end than figuring out just someone's deed boundary. Remove the inventory of a dredge; it is unnecessary and somewhat confusing to new player as it is a relic of when dirt went into dredge inventory, not boat inventory. Remove "load cargo" on a vehicle itself when you are commanding it; there is a cute message sure but it is superfluous to have it there when it is never possible to load the vehicle into itself. Remove the name of the structure/fence owner from the list of players able to be added to the structure/fence permissions list; it's weird and unnecessary to have the owner's name there, they are owner... Remove the management of your profile from the manage>profile menu and place it directly in the r-click menu for inventory, body, hand, inventory group options ect; currently it is somewhat buried all the way in that manage menu when it is arguably the most important option for players to have readily available. Remove the /warnings from the /help listing; it is outdated and never used and can be confusing to players. Remove the /villageinvite from the /help listing; it is superfluous as right above it and more commonly known is already /vinvite. Remove the /toggleccfp from the /help listing and add an r-click toggle option on the health bar; all other health bar options are adjustable from the health bar menu. Remove the restriction on toggling CA Help via the /ca command; currently unnecessary and plain confusing to have such a restriction in. Remove logout timer for offdeed(60 seconds) on PvE, but leave the extended timer logout when recently in combat; unnecessary to have on PvE and is likely a PvP mechanic. Remove the bank movement timer on PvE; it is likely relating strictly to PvP and the use of "safe storage" for that but is unnecessary for PvE. Change /ignore description in the /help listing to be something like "makes you unable to hear the player in public channels and PM's. It also adds a mute vote if used by many people at the same time. Change the /release corpse command to be one word as /releasecorpse; it falls in line with the other /commands. Change the name of the "decorative fountain" into just the "fountain" and remove the crafting recipe for the "decorative fountain"; the decorative fountain currently serves no purpose and is confusing. Change the name of the "rock shard" to "stone shard" to fall in line with other shards, and be similar to what is most commonly created from it, the stone brick. Change the name of the vulnerability types to have a capitalized "V" on mouse-over in the status effects display; currently it is lowercased and doesn't fall in line with other status's. Change the title of the "Mission progress" to be "Mission Progress"(capitalized 'P') for the GUI mission progress display; currently it is a lowercase 'p' and looks odd/unfinished. Change the "Sleep" option in the Menu Bar to display how to turn on/off sleep bonus in its event message; currently have to find the command deep within the /help listing. Change wood left/right/T arched wall types to need 20 planks instead of 19; brings them in line with all other partial archway types needing same amount of material as regular wall types plus a beam or bar. Change the message when trying to drop gear onto a horse(or other applicable geared creature), from "you are not allowed to do that" to "you must tame, or brand the animal to your deed first"; currently you just get the former message and it is confusing to new players. Change the name of the "slab" to "stone slab" to fall in line with the other slab variants. Change creature cage ownership to be proximity based like anything else dropped on a deed; when you unload on a deed that does not allow loading/pickup, you lose the ability to load your own cages back into your vehicle. Provided a large popup for F2P accounts when attempting to cross to a PvP server regarding their inability to command a ship as character skills are capped to 20 on PvP not 30 like on Freedom. Removed stamina drain while mounted on anything in PvE; shouldn't really be gamebreaking to remove it, it is just an annoyance. Allow creation of objects while mounted; again does not break anything to add, it is just an annoyance and likely due to old code preventing. Allow addition of animal gear when on a wagon/cart; you currently can remove it, but not reapply it while mounted. Struck items have been added. Added a few more things as of 10/23/21.
  13. 1 point
    Calm music, the relaxing sounds of the sea, sitting on a chair or bench or standing there chilling with your fishing pole at the shore, waiting for a fish to bite. Failing. Succeeding. Waiting. Chatting with your neighbors, with your friends. Relaxing in the game after a long day of skill grinding, bulk spamming and tedious building tasks, just taking it easy, letting the atmosphere of Wurm soak you up and calm you down and sometimes even help you fall asleep. Fishing used to be my favorite activity. It used to be my reward after a long day of doing things that aren't always enjoyable but necessary to achieve a goal. It used to be something that would make my day great again, even if it sucked beforehand. It just offered a chance to EXIST in the game world but not be forced to do too much or nothing at all. It was perfection. Perfect relaxation. Now, fishing, the way I described feeling it above, has helped me through many times of anxiety and depression with its extremely calming effects. I have huge respect for everyone who worked on the fishing update, and I do love the new versions of fishing as well. It's great variety and adds so much! However, I would REALLY like to be able to enjoy fishing the way I used to, and fact is, fishing is now just as tedious a task as anything else in the game. And no, this does not stem from laziness or wanting to be AFK, it is simply something I really used to enjoy and deeply miss in the game. The new system with the fishing net is great, catching smaller things or clams. I love it. The new system with the fishing rod is awesome, having to almost play a mini-game to catch your fish. I love it. The new system with spear fishing is so much fun, even if you don't catch very much. I love it. It's all very entertaining. But what's missing is the idle fishing that I've come to love so much over the course of the years I've been playing. Perhaps we can add a new type of fishing rod that would allow the player to fish in the old style. I've got a few ideas on how it could be re-implemented, so here goes: New fishing rod type, perhaps acquired via archeology since it's bringing back an old function, with which alone the old fishing is possible. A new sub-skill to fishing for this rod, to make it a separate skill and decrease direct Fishing skill gain ticks so that people can't just use it to grind Fishing and ignore the new system. More things, perhaps added as suggestions by the community? I will add things here that seem noteworthy! Again, I really appreciate what we have, but for the reasons I have mentioned, can we PLEASE have the old system back in some way? Not as an exploit, not as a shortcut, but as a feature that me, and I'm sure others as well, have come to love over the course of so many years and I know for me, I am still mourning it.
  14. 1 point
    Change: Renamed “Tie off” to “Hitch” on hitching posts New: Added title for 100 repairing. Bugfix: Fixed being able to rename not owned items Bugfix: Hitching posts will now use permissions for the Open option Bugfix: Fixed excessive rarity shine on armor Bugfix: Fixed dyed armor looking incorrect Bugfix: Fixed incorrect hair color Bugfix: Face skin tone should no longer differ from the body
  15. 1 point
    -1 The cost to keep a server going is negligible. And each server is a home to many people. You don't push people out of their homes to move into your apartment. Also, who said PVP was a failed experiment? A lot of bugs, mistakes made, and downright broken things sure. But we had years of pvp on both chaos and epic, much fun was had, and many good memories created in spite of all that.
  16. 1 point
    I have a hitching post with cows and planted onions on the tile they stand on, they've been eating them.
  17. 1 point
    Jackal change: Jackal skill transfer has been tweaked and re-enabled Jackal change: Premium time and login: Jackal requires premium time in order to transfer to the server. If you lose premium time while on Jackal, you can pay for more time in the shop and then log in again. Plan ahead to be sure you have enough premium time if you wish to continue playing on Jackal and wish to pay with in game silver. If your premium happens to run out unexpectedly and you wish you pay with silver, you now will be able to log into Jackal and will have 2 minutes to pay for premium in game. If premium is not paid for within that time, you will automatically be transferred back to the server you were on prior to going to Jackal. Change: Signature added to additional items upon creation: Archaeology journal Armour stand Banner Beautiful meditation rug Bow rack Copper needle Dioptra Explorer tent Exquisite meditation rug Fine meditation rug Flag Iron needle Kingdom banner Kingdom flag Kingdom tabard Large saddle Meditation rug Military tent Pavilion Polearms rack Range pole Saddle Tall kingdom banner Wardrobe Weapons rack Quality of life changes and fixes: Enchanted Grass can now be cultivated. Lawn and mycelium lawn can now be be cultivated. Decorative pillars can now be transported so they can be hauled up / down. You can now attach mine doors to wide cave entrances (PVE only). Enchanted trees / bushes, will no longer age. Creatures getting branded will now remain stationary during the action. Trash Heaps are now transportable, they can also be hauled up / down. You can now plan a building with a trowel. Large Oil Barrel can now be planted / secured. Ballistae can now be planted / secured. Slabs made of rock shards will now be called stone slabs. Hitching posts have now been added: Any creature that can be hitched to a large cart can be hitched to a hitching post. Hell Horses can be “Tied Off” to a hitching post at any age that is not a foal. A hitching post can hold 3 creatures. Creatures can eat from the trough of a hitching post, as long as there is food in it, that they are normally able to eat. Untamed Hell Horses hitched to a hitching post are docile and will not attack anything as long as they have food in there trough. A creature will eat from a trough at the same rate as they would normally graze / eat from pile. A hitching post cannot be picked up it can only be transported. Hitching posts are lockable and spawn with a 1ql lock on creation. You cannot load or move a hitching post with creatures hitched to it. Hitching posts have 2 main permissions, Manage and Use. A person with use perms can unhitch any horse by either right clicking the horse and clicking unhitch (singular), or right clicking the hitching post and clicking Animals > Unhitch (All of em). Only creature edible items can be placed into a trough (seed, meat, veg, fish and so on). Bugfix: Fixed an issue where archaeological journals inside equipped backpacks were not found and updated when investigating. Bugfix: Fixed a few incorrect fragment icons which displayed completed item icons. Bugfix: Fixed a rare issue where archaeology caches wouldn’t be visible until you moved away from the tile then returned. Change: Introduced HDR rendering to fix oversaturation and improve visuals. Lights overlapping will no longer so easily oversaturate into a white blob. Winter visuals will now appear much more toned. Light range has increased with this change. Make sure to re-configure your deed's lighting setup. Change: Shadow rendering has been revamped for more detail and distance. New: Added Ambient Occlusion option to the post-process settings. This adds shadows in geometry creases and increases the visual fidelity There's Disabled, Medium and High settings - High should be left only to the best performing configurations, and is just a slight improvement over Medium This is turned on by default. If you experience worse performance after this update, try switching it to disabled. Bugfix: Rain occlusion (no rain indoors) will now work on Mac. Bugfix: Fixed animations of 2h weapons and bows.
  18. 1 point
    I'm pretty sure that's unrelated - a fix for incorrectly colored bardings went out last Monday, 4th November. Might've just been lucky timing with the driver change and the update.
  19. 1 point
    My hope is they do something like the following: change skill gain, make it more like WU, i do not mean faster, just change it that it pays to use the highest QL tools at all time. the thing with the skiller crappy tools has always bothered me. ----------- Make it Free to play but also offer a subscription option. free to play can do anything they want but is limited to 1 character. subscription comes with 1 additional character and the ability to purchase additional character upgrades (one time purchase, but not playable if subscription ends) subscription gives a flat 5 % skill gain increase and some vanity options maybe like "no passive decay on items in your inventory" or something thats usefull but not game breaking. --------- NO RMT! NO ACCOUNT SALES! ------------ make a decent shop, give it its own currency ( shop coins) and give people with a subscription a few coins a month that are only useable in the shop and can not be traded. and sell shopcoins for RL money. in the shop: sell skillgain potions (2 hours or 100% ) lots of skins for characters and walls. maybe things like 1 time gender chance, 1 time character remodelling etc vanity items like a skin for a fountain. do yearly new themes in the shop. like a medieval theme for year where most new skins have that theme to it ----------------- servers: make servers special, give them a theme of some sorts. have a server with harder terrain, more brutal animals and as a reward for that better ore vein quality or something. maybe let some servers have unique animals with unique hides that make unique and new armors, not good perse or way better, just different looking and other tools and skill requirements. spidersilk and willow bark armor.. i dont really care about the names just give more variety, have one that has almost no red animals but way more blue ones, maybe prebuild the highways between the starter towns and make it feel more like a kingdom that is safe, some guard towers etc. build some monuments with a purpose that cannot be claimed or terraformed around . for example a huge mountain peak that is named and gives an achievement if climbed. a pvp server and jackal ish server though without the skill reset. just limits all skills to 50. ---------- trade: please fix trade and just make a server wide auction system where if i have the requirement building or deed upgrade or a central DEV build deed with an auction house but lets take trade to the games of NOW and not need forums, or emails. --------- EVENTS! please make more events. oooh and on the faith and sorcery and meditation, you are starting a new game, so you want to think about doing some real changes now, since no one can complain about losing hard work yet. maybe just combine all these things into one new system without the channeling skill but with skills for spells and wisdom, books or tomes, or something needed to learn the spells. i dont know but i feel like everything was added on top of each other and not always with to much thought on the long term consequences. you can change this now. thats its . ###### dudes i just a wurm 2.0 please take my money and go make it!
  20. 1 point
    I agree about alt usage. People should stop censoring others' playstyle in a sandbox game if it does no harm to them.
  21. 1 point
    Obviously you do not know that one can retrieve a mine door using a crowbar, or is it that you want to keep up the feud? My impression is that you are not extremely sensitive towards other peoples' feelings. It is not your first conflict by harming public access to mines and ways if I recall correctly. The Samling area is the region of the first starter deed on Independence, if I am informed correctly, and a public tunnel there is certainly very old and probably holds reminiscences for many players. Perhaps you should do a bit more of thinking and informing before acting.
  22. 1 point
    I can understand wanting to not allow RMT, I can understand concern over account sales. But ###### me there's some stretches to hate running multiple accounts. Wurm is a game where you get out what you put in.
  23. 1 point
    I like the place I have on Exodus, I like the Exodus island more than any other island so why would I want to start on a new place that may not give me the same happy feelings that Exodus does? I am sure I am not the only person that likes their island, after all people settle on specific island because they speak to them. Why take the chance that the new server may not speak to people like the current servers do.
  24. 1 point
    -1 because i don't want to build new deed from scratch when I haven't even finished current one, -1 because i don't want to look for abother cozy spot near water like i have now, -1 because i don't want to hastle with moving , -1 because i cannot bring with me rare guard tower, rare altars, rare 101 courier mailbox and other stuff significant to me I can't pick up, i don't want to design and build buildings again even if i had mats. Is that clear to you? P.S. With Steam on horizon god knows what can happen, game as we now it might dye very soon, or may dye in all of its forms, why even bother with your idea when it will bring nothing?
  25. 1 point
    If CodeClub is serious about abandoning updates to WU, the same will apply to them =P
  26. 1 point
  27. 1 point
    Thanks for trapping him! I'll be there
  28. 1 point
    Eh running simultaneous alts on WU has been done for a while, takes me about 20 seconds + steam reload time to fire one up, and I hear there's a .bat file to do it one-shot version though I ain't looked into it.
  29. 1 point
  30. 1 point
    Moved to Wurm Online client issues.
  31. 1 point
    so after creating a new crafter i got this https://ibb.co/tCYVX53 even if i mark those skills with the numbers it says he needs to have 1 skill selected to not sure if it broke somehow
  32. 1 point
    Too your edit sure some will stop but the majority i think(atleast going off my personal experience talking to them) do it to make that silver not the usd or euro so im sure the mutli-priest people who are part of a group of 7=8 people each with an alt or 2 will still be around if not condensed more together because not everyone wants to go through the hassle of setting up an environment of running multiple steam clients logged into multiple accounts just to run alts all on the same pc unless of course we get a mystery surprise of steam account being used as a main account with the ability to log into multiple accounts from there like most mmo's have a character selector but hey one can dream right? right?
  33. 1 point
  34. 1 point
    Just a little tech stuff to add: locked house will eject the accounts without permissions on their next logon inside the house and only then. PS: also I was not aware that Finndar's deed disbanded, that is the real sad part of the story for me - I always hope he will be back.
  35. 1 point
    doesnt form a pile when dropped on ground
  36. 1 point
    Just for one day a year. we can call it "The Purge". Sound like fun? Oh.. The pent up stored revenge juice will flow.
  37. 1 point
    Bump. A disembark+lead option or 'keep led' option that auto-leads mounts every time you disembark would also be a great QoL feature.
  38. 1 point
    Hello I'm interested in joining I'm returning from a couple years of not playing I have alot of skills but have lost all of my gear ingame name is DeathStryker and I'm currently located right next to tap dance I look forward to hearing from you
  39. 1 point
    Im enjoying the graphics engine improvements we've had in the last year. this is from page 104 but with much better light sourcing and a huge etc. exo/Knightshade
  40. 1 point
  41. 1 point
    Also a comment about the usability of the hitching post. It took me a while to figure out how to hitch because my eyes were searching for the "hitch" command since that's the term used everywhere else in the game. After a while, I finally realized it's: "Tie off" which is completely inconsistent. It should absolutely be "Hitch". Especially since the option to remove the animal is "Unhitch". No need to get fancy or complicated. Just use the same term.
  42. 1 point
    it should be the +5 dev injection.. on top of your 5-6hour limit. (up to 10h though afaik..) It does make slight inconvenience when it comes to regeneration and having to burn it up quick.. but .. can't complain over free stuff.. or you could, wont really matter
  43. 1 point
    I like having the rods only available via archaeology. I'd say limit it to non-special fish and reduce the max fish size so you can't complete journal tiers with it ( since you want it just as something relaxing... ). Instead of a sub-skill, just make it really easy OR like a training dummy, only give fishing skill with it up to level 20, but it uses your main fishing skill for what you can catch, just with the modified loot table.
  44. 1 point
    Some things can't be tested in the box though, the issues will be sorted I am sure
  45. 1 point
    Hi Belrindor - Zindaria is not a re-start of Rezden's prior servers. I played on those servers and Rez is an excellent admin. However, people stopped playing entirely and he eventually shut them down. He has decided several months later to start a fresh server which is his entire focus, rather than trying to keep 2-3 up and running. Things are going great and the community is growing rather than dwindling
  46. 1 point
    Ah yes there are no plans to remove the existing client. Also we might make it possible to log on to the existing servers (the accounts you have today) via the steam client as well.
  47. 1 point
    Total solar eclipse (by Jackal):
  48. 1 point
    There is a loot places left after disbanded deeds, damaged terain, high slopes. I pick random place and take some diging teraforming to change it so it look more natural Here some screans from my first place https://imgur.com/dsG1m6z https://imgur.com/86fiDB5 https://imgur.com/PF0w6nj https://imgur.com/fFaLt6W
  49. 1 point
    The OpenGL version thing is correct - the modern renderer only kicks in when OpenGL 3.3 (or above) is used, while currently Macs, due to poor OpenGL support there, support up to 2.1. Sadly it isn't such a simple thing to change and would require us to replace a lot of legacy code, since Macs don't support OpenGL compatibility mode at all - we're working towards that though.
  50. 1 point
    The Race Course! Purple line indicates route. There are checkpoints along the way made of a marble and cobblestone pattern. You must go through them.
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