Leaderboard


Popular Content

Showing content with the highest reputation on 02/08/20 in Posts

  1. 10 points
    Would be nice if Thatching be came a more diverse skill. Possible Recipes. - Straw Hat - Straw Basket -Lobster trap -Fish Trap Would be nice.
  2. 5 points
    My personal thanks to CA Amaranthe. You took a situation, caused by what I'll describe as a flawed game mechanic, that was on the verge of making me explode and completely defused me in a matter of seconds. By the time you were done, I was actually laughing. In my 35+ years of gaming, I've met few gaming staff members, volunteer or paid, that could pull off a trick like that. That is a rare talent. If you're not paid staff now, you should be. If you are, please inform your superiors that you deserve a raise. You just saved 2 paid premium accounts from the trash bin.
  3. 5 points
    You fall into a trance. You think about the sea and the creatures that swim in it.
  4. 4 points
    Its that time of the year. We need a rustic/wilderness graphics items expansion. - Log cabin walls (20 logs, 10 clay) - Pine bark paving (mulch) - Rustic bench ( like one log cut in half stacked on 2 parrallel logs) for chilling aorund campfire. - Bear Fur Cloak
  5. 4 points
    Before picture of how we were originally going to have the deed, with slate buildings and various smaller ones for other jobs: And then afterward with picture being taken opposite side of the slate building seen above, from our dockside. As well as an interior of the walls that are still being worked on/decorated:
  6. 3 points
    Yeah this guides more written more towards people who have the basics down, if you're a newer player just playing the game and getting skills as you go along will probably be more enjoyable than supergrinding. Imping timer is always 12 seconds regardless of ql, only stamina remaining and Wind of Ages effect it. If you're doing sweet spot imping or you're imping at/above your skill level you want your tools to be as high ql as possible, if you're imping things slightly under your skill you want to have tool ql approximately equal to your skill, and if you're imping things more than 30 points under your skill, usually if you're interested in body control gains, you'll probably want 1ql tools. The grinder thing is a bit tricky starting out but once you've used it a bit it's really easy, basically higher difficulty lowers the mean, and skill and tool ql raise it,
  7. 2 points
    Hi Ya'll Not sure if this has been suggested before but I would like to suggest a new profession or feature to Wurm Online, dynamic map making (not a unique idea). The idea would be that an individual could create a small paper map that represents 1 single map tile, say N17. The paper map would get updated as the person journeys and travels within the N17 tile and would be based on view distance. As the person walks around the local area, the map would become more detailed showing the houses, roads and landscape. Locations far away within N17 would be less detailed until the person walks over. The single map tile could be duplicated, a copy feature, and traded to other individuals and joined together to create a huge detailed world map. Map makers all over the continent could trade, copy, maps with each other. The map could have restrictions where only if you have a higher map making skill then the original map maker could you update the map. If the map was made by a level 65 then only a level 65+ could add more detail to the map. This is to create an incentive for the map making skill and creates value for higher quality maps. The maps would then need to be updated by map makers as the landscape and towns evolve. This helps keep the profession "alive". Make mappers could add unique logos, lore history, town names, road names, and other map symbols to spice the map up. "Old maps" could have some historic value as they have updates/information that can no longer be created because of the landscape changes. Maps could be turned into villages to update a global map outside of the video game. This could be linked to wurmonline.com/maps or something. That way the community has an influence on updating the maps instead of devs creating a map (ruining the immersion).
  8. 2 points
    A new map named “Nysa” is coming to Otherlands on Friday, August 14th at 17:00 UTC! (13:00 EDT / 10:00 PDT) Initially the server will be available to new characters only, and you will be starting completely naked. You can read about how to start without anything in wurm here: http://www.wurmpedia.com/index.php/Crude_tools During the launch period travel and mail to/from Nysa will not be available from existing serves. There will be special unique titles, achievements and other rewards available during that time! The server will have 5 dragons spawned at launch, once those are killed (or a month passes without them dying) the server will be connected to the rest of the cluster and normal travel will be available by boats and portals. https://otherlands.bdew.net/2020/08/02/nysa-server-launch/ Hope to see you all there!
  9. 2 points
    Try relogging for /lotime and if it's still missing then submit a /support ticket so we can investigate. We are also aware that this bug re-manifested. It's being investigated again.
  10. 2 points
    Large order of lots of tools and chainmail sets, in addition to a few weapons. Very responsive. They spent a few hours getting my stuff ready and delivered in the region. Great group of people. Will definitely use their services again.
  11. 2 points
    I went on an adventure a couple of days ago, traversing parts of southern Harmony in my search for more horses and to be certain of my deed's location. I was amazed by how many players I saw and how much work was being done to tame the land. I was a part of the Xanadu landrush years ago, but everyone was so spread out and I was so afraid to leave my deed for fear of getting lost that I didn't get to see the building and growth of the server like I am now on Harmony! Just want to share some screenshots of what I saw. My approximate route, starting on the east coast and rowboating south. Southern Coast Southeastern Mainland Returning Home from Harmony Bay
  12. 1 point
    some random guide i wrote up because the actual info around for grinding is laughable at best outside of like 2 good guides and some newbies might actually think thats correct This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it. Types of grinding Imping - Use high ql tools and imp one item to the sweet spot (skill x .77 +23), this will give double sized ticks when you are imping above it. If you can get someone with higher skill to give you something imped this high OR can create it high ql by default, it's a huge help. If you're imping it by yourself, you'll get about 60% ticks or so double sized when imping at this point, if you have a friend with much higher skill (or a single imbued tool) keep it slightly higher than this point 100% of ticks will be double sized. Do not let timer length go over 15 seconds when sweet spot imping as this will ruin gains. You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping. CoC skillgain only effects thing being used, not parent skill. So if like you're doing fine carp vs carp, imping mallet you'd get 100% carp, but imping rope tool you'd get 100% fine carp 100% carp normally, with 100 coc it'd be mallet 200% carp vs rope tools 100% carp 200% fine carp. Sweet spot changes this to 400% vs 100%/400%. It's anywhere from 25-100% more overall skill to grind with the sub-skills than the parent skills, so if you're planning to grind both to a certain point it's more efficient to grind the sub-skill first. If you cannot make the materials required to sweet spot imp, you want to imp things that are around 15-0 under your skill, depnding on your tool ql. Tool ql equal to skill you'd want 10ql under. Use the grinder to find out the perfect spot. Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain. Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach). By default these grind much slower than other skills due to the 33% skillgain on creation/continiung. Best skillgain is around 75% attach chance for continuing, same as creation, if you use equal ql mats to what you used to create it then that's the continue chance. Alcohol increases diff but is too much actions for little benefit here imho Creating houses is fine skillgain for masonry/carp but doesn't come close to sweet spot imping. Random skills that might not be obvious/don't deserve their own paragraph Nat subs - the potency of the cover (part 1 x part 2's potency) is the diff of the item. Coalmaking - CoC kindling + logs is best, making actual piles is worse. Firemaking - unfinished torches with CoC Tar. Milling - Anything till like 70, corn after that Paving - imp catseye Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off. Prayer - Faith gives a bonus to skillgain so want 100 faith. Exorcism - Low ql altars, a priest to heal you coz you will get wounds that can kill you. Ql of item you have activated is used as the tool. Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp. Meditating - Start with like a 40ql rug and drop it over time to 1ql at 60 skill, don't meditate on special tiles as they'll mess with skillgain. you can get 11 at least a month before the timer for it if you're meditating 9x a day. Shipbuilding - small tackles are impable, 6.5kg, fit in inventory and can be bsb'd if you need to save logs, but a rare ship is a valuable thing you can sell for a sleep bonus fund so either are good. Cooking/baking/beverages/whatever uses cooking system - you want diff of thing being made to be as close as possible to 10 under your skill. Alcohol increases diff. Best way to grind is to get lots of forges/ovens/whatever, fill hundreds/thousands of items to be made, light them all at once and if using alcohol get yourself to good spot. turn on sleep bonus right as the ticks start flowing in. 30+ diff meals give the biggest skill tick size, anything less than that is smaller ( 1 toast which is 10 diff, has 1/3 the tick size of a 30 diff meal). Meat+veg for HFC, fruit bread for baking, spearmint tea for beverages. Shield bashing - you have to hit the shield bash for skillgain, if the bash does damage you chance to get another tick that's double sized until 50 skill. Low body control and starving mobs are easier to shield bash (most passive mobs, trolls have really low BC, can combine shield bashing training with pen shield training), So best way to grind in pve would be to pen a troll in a cave and keep it starving but not dead, as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists. First aid - Bigger wounds - higher diff healing. should be 75% of bandages to actually heal for best skillgain, haven't tested in a while. Wounds on your hands lower your effective first aid skill which means you can use lower diff to grind. Repairing - Mallet to 50, Ring to 70, Large saddle seat to 85, chain jacket to 100 ( beaut med rugs are better 90+ but dont form piles, chain jackets are much easier to manage but you need a lot more of them). Lava is your best way of damaging to grind, 24 hours on lava gives 96 dmg so its a daily grind thing. Fishing - you want to balance fish diff vs skill+rod ql+ things on rod. Huge tick for hooking fish, small ticks every few seconds while it's hooked. When you get message that it's hooked, turn on sleep bonus then click to hook it, then turn off sleep bonus after it's caught/swims away. Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy. Fish nets work until like 40 or so then gains drop off hard. Spear fishing is very good for grinding, but requires you to be watching the game, compared to using a fishing rod which you can set up a wurmassistant notification for when a fish is hooked. Farming - 1ql rake, potato/cotton/wemp/rye from 1-70, oats/pumpkin/cucumber/reed/barley/carrots 60-100. wheat from 70, cabbage/corn from 85. Garlic with 80+ skill 90+ql rake is good gains too but you need more land to make up for fast rake times. Anything harvested with scythe uses coc/woa for harvesting, all other plants dont coz they use hand to harvest. seed ql+farming skill = plant speed. Forestry - Harvest is best, pick sprouts if nothing is season Gardening - imp trellis Animal taming - (assuming venerable no traits) pig till 40, black bear till 65, cave bug till 75, unicorn till 95, hell horse till 100. Animal husbandry - shearing sheep is great gains if you have lots of sheep, otherwise groom everything. Metallurgy - Brass/bronze till 60ish then electrum. Low ql lumps are a necessity. Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing Plate armor smithing - can imp scale which uses leather, or iron plate. Lockpicking - lock ql = diff, assuming you're using 80+ql lockpicks lock ql near lockpicking skill will do well for everything past 50, otherwise calc it in the grinder. You can coc/botd the lockpicks but you'll break hundreds of them grinding. Lib basically gets free favor so if you have a good channeling lib botd all the picks Treb/catapault - Put treb/cata at base of dirtwall, wall on top of dirtwall, shoot 0.1kg lumps, lump lands on dirt wall next to you or inside building, pick it up. Winches is diff for cata, counterweight in treb is diff (25 rock shards = 25 diff) Thatching - imp thatch roof Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves). Chest wounds reduce effective climbing skill which can make it easier to grind. Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, it can vary greatly. Each time you get a message in the middle of an investigate action that gives a chance for skill same as finding a fragment so much faster to skill up on disbanded deeds Restoration - "Unidentified Fragment" is 1 diff action, the fragments have various difficulties based on the group that they belong to, wood being low and statues being highest. <80 skill low ql chisel and brush, >80 skill High ql woa chisel fragments until they show their group and seperate those into a grinding section. weapon/armour/tool/statue fragments are higher diff, rest are low diff Weapon skills - Weapon skill is based on damage dealt, and is capped at around 50% of the enemies health dealt in a single blow, so tanky mobs that you glance a lot against aren't good for skillgain whereas squishy mobs are. You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill. Venom is the superior grinding enchant as it removes glance entirely means you hit more often which means more skill more characteristics more affinity chances. BT increases damage+skillgain but often takes you well over the 50% cap on skillgain, FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling, ED is just bad and people make fun of you for having ED. LT is a contender for best skilling weapon if you're not that strong or there is a lot of mobs in the area that your natural health regeneration can not keep up with. A good skiller would be WoA (nimb if it's a 3 second swing weapon) - Venom/LT - CoC - MS. Good ql armor and weapons, a fast horse+geared up and high Web armor casts on your armor are all massive boosts to how much skill/hour you can get hunting, if anyone tells you WA doesn't work in pve or that you should use aosp in any form inside wurm online thats not a horse barding /ignore them. Shield skills - Shield skill gained is based on damage blocked, so blocking stronger mobs = more skill. Pen training you're limited to 15 minutes per mob until skillgain stops, this resets after 4 hours of not fighting the mob. Your CR vs theirs is chance for skill tick, so there's lots of variables so you'll have to play around with it yourself to find the best way. Ideally you want something you can tank for the full 15 minutes without healing, and if you're pen training, catch some angry/greenish trolls or hell scorps for high level. Use around a 80ql shield starting out, and once you get to 90ish skill drop it down to 40ql. For grinding mobs, you want things with strong slow attacks, as you can only get shield skill ticks so often. Ideally you want to just get to 60-70ish by hunting in normal fighting and not worry about shield training until you can tank trolls/scorps for extended periods. If you get in a fight and target something else you won't attack but you can still shield bash, you can also repair your shield and cotton yourself, as long as you don't queue actions, if you do you have to leave combat to fix it. Make sure you're not in the influence of your god, this will absolutely trash the skillgain calculations by putting your shield blocking difficulties into the negatives, build another gods altar at your shield training pit if needed. Sindusk goes into depth about shield blocking if you want to calculate gains properly https://docs.google.com/document/d/1DcmhFgG98O6H2tteBtDehhRcn9cdWAD0lQvIdFA69iU/edit#heading=h.rhkeoj4xtjhx Make sure you're half a tile away from the mob, if you're too close you won't get skill for blocking. You have to face the mob to block. If you need to drop your CR you can either ride a horse and have the horse face away from the mob but you face it (cr uses horses rotation, blocking uses yours) or make a nice dropshaft into the ocean to sit in. Gathering skills - using a 1ql Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway. Digging - Digging is special in the fact that 5 slope - 1 diff so you can grind to 100 digging on moss clay even dirt if you're digging at the base of dirtwalls but for this we'll assume it's flat ground coz its easier. Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory. Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff. Woodcutting - Chopping down diff is based on tree age, cutting up is based on tree type. Most common tree types are 2-10 diff, walnut 15 willow 18 oak 20, so 1-80 you can either cut down+chop up everything with a 1ql hatchet, or cut down with a high ql hatchet, load like 60 felled trees into a wagon/have dedicated storage boats for felled trees, turn on sleep bonus and go to town with a 1ql hatchet and crates nearby to chuck all the low ql logs into for coalmaking grinds or fuel or whatever. After 80 You either want to grow a huge walnut forest (takes irl months to grow to overaged) or have a fo priest wild growth oaks trees (if you're wild growth-ing you can have them all packed together, they only kill nearby trees when they age up naturally), takes like 15 casts or so to take an area to overgrown trees, chop em all down, chuck into a wagon, turn on sleep bonus and go to town with 1ql hatchet. I'd recommend getting yourself a nice wound to grind with, as getting trees to grind with is pretty hard at this point. You can also go around deforesting everything still, but skillgain for WC drops hard after 80 skill if you're cutting down birch/pine/whatever. Channelling Best way to grind at high levels is to give yourself a neck bruise wound and freeze it with a 6 healing cover, easy to get in a spar. neck wound lowers your effective channelling so you can grind with lower difficulty spells indefinitely, just get a 50-60 wound (each 7.6 damage reduces effective channeling by 10%, so a 50 wound is 65% skill reduction) frozen on neck and cast light token/opulence/morning fog until you hit your desired skill. If you're using this way you need to either sacc on a link or only sacc 49 favor at a time because saccing 50+ favor full heals you. If you don't want to grind with the wound the normal way is in the spoiler. Butchering For butchering the animal, diff for meat is parts already butchered x 3, so the first one butchered is 0 diff, the next is 3 diff, one after that 6 diff, and so forth. Around a 15 diff mark is where you'd want to balance your knife ql for. Use CoC+WoA/BOTD and be full health+stam as the butcher/filet time does not effect skillgain, only how many things you butcher. For fileting, diff = damage, so ideally you want to lava the meat to high damage and counter that with a high ql knife for really fast butcher actions. From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting. Pre-fsb meat can be 0.6-1.2kg whereas fsb'd meat is 0.3kg so you'll get way more use out of your time fileting meat before you fsb it ( a 1.2kg meat gives 4 butchering tick chances, a 0.3kg meat gives 1). Characteristics Characteristics work similar to channeling, you want the diff to be 10-25 under your characteristics, say you were mining rock (2 diff), you had 90 str, 50 mind logic, 20 stamina. You'd get a str tick on 1.55% of mines, a mind logic on 34% of mines, and a stamina on 53% of mines. Each characteristic does its check seperately so having super high str won't impact your stamina gain for example, but if they were that far apart you wouldn't be able to grind both at the same time effectively. For imping, the diff is equal to the ql of the thing being imped ( imping 90ql tool = 90 diff = no characteristic gain for pretty much anyone). For Melee weapons, its equal to the weapon skill (90 huge axe skill = 90 diff str check = barely any characteristic gain again). CoC does not effect characteristics, i dont care if you heard in ca help that it does because it doesn't. Best way to grind each characteristic, other ways are almost always slower/require too much input Body Strength - Woodcutting to 40(will give 2x strength 1x stam ticks when using a hatchet, but hard to use this effectively past 40), mining/digging from there Body Stamina - mining/digging always, woodcutting is equal with them up to 40 Body Control - Archery or Longsword+shield shield training in pen(requires your attention but great gains), Archaeology(afkable) Mind logic - Panfilling, Mining/digging Mind speed - Shield training Soul strength - Mining Soul Depth - Panfilling, Farming Grinding wounds You can freeze wounds so that they never improve/worsen might have to examine wound if you dont have high first aid its around 6-10 depending on fat layers to freeze a bad or severe, depending on your fat layers and if you're fo or not you might have to do some trial and error. Frozen wound = stamina doesn't go up past that point = longer timers = less materials used, good for things like restoration, metallurgy or anything really if you're a path of power boi. Lava gives pretty consistent wounds as does jumping off a dirt wall, so they're a good place to start one. when you're finished and want the wound gone just sacc a rare/like 50 favor worth of things and the wound will instantly heal. Wounds in certain spots reduce your effective skill, so for example, if you're 70 body strength, and have a 60 wound on your lower back you can mine rock/cut down trees for great body strength/hour. Lower back or top of back = body strength, crotch = body control, face = mind speed Rare spamming/Imping rare For rare spamming, you want as many alts as you can handle, ideally premium to get supremes as well (Premium has 0 effect on rare rolls but 4x as likely to get a supreme roll). Personally when i did it i'd run 9, as 9 64kg lumps fit in a size runed forge. Mine heaps of ore, smelt and combine it and chuck the 64kg lumps into a wagon so you can just drop new combined lumps into the forge as you use them instead of having to mess around with backpacks etc. Once you've got that set up, light your forge and heat up the lumps, while they're heating up set up your accounts in an organised fashion so you don't have to mess around with alt tabbing or anything like that to see the create button in the craft window. Set up a Wurmassistant notification for "Action Queue" With a 25 second notification delay on your first account in the lineup, with a 30 second rare window (20s default, sacrifice 5 valrei items or a bunch of decent ql cordage to get +10 on village bonus) this will make sure you hit the majority of windows while not being wasteful with materials once you factor in the craft timer. During the craft, try not to mess around ingame with your inventory, right clicking things etc as that can use rare windows, https://forum.wurmonline.com/index.php?/topic/183756-rarity-windows-get-consumed-by-actions-that-dont-go-through You can expect about 1 rare per 2 hours, and 1 supreme per 24 hours, per account, assuming you have 100% create chance (takes about 30-35 skill with a 90ql tool for most tools you'd want to spam). 9 Accounts would get about 4.5 rares an hour and a supreme every 3 hours on average, for example. For imping rare, put a tin vyn rune on it and imp with super high ql tools every 25 seconds, same wurmassistant thing as before. Because the imp needs to be successful, lower skill will make this easier (imping 20ql with 20 skill 90ql tool is like 75-80% success rate depending on parent skills etc, 90 for all is 51% chance). If you only want a rare and don't care about supreme, a non-premium account is best for this due to them being capped at 20 skill, therefore never leaving the perfect spot for imping rare. Otherwise, on an alt, give them high ql no enchant tools, freeze a wound at like 60 dmg for longer timers and imp away. On a successful imp with a rare window, it's 1/5 chance to go rare and 1/25 chance to go supreme (so for a 50% successful imp rate, would be 1/10 and 1/50 for example), compared to creations 100% for rare and 1/12 for supreme. Again, don't mess around with the client while imping or before imping as per that post above.
  13. 1 point
    Redbeard's Stables Where "negative traits" isn't even in our vocabulary! (Updated 09/20/20) 2 Speeds: Black, male, (CM, SB), Falconwarrior - 3s SOLD Brown, Gold, (CM, FM), Briskice - 3s Brown, male, (FM, SL), Rocklars - 3s Skewbald Pinto, male, (CM, FM), Greystrong - 3s SOLD Skewbald Pinto, male, (FM, SB), Hardgallant - 3s SOLD 1 Speeds: Black, male, (SB), Runfancy - 1.5s SOLD Black, male, (SB), Sadjack - 1.5s SOLD Black, male, (SB, KS), Silverwild - 1.5s SOLD Black, male, (SB, SH, CS), Starkrage - 1.5s SOLD Gold, male, (FM, CS), Wildhoney - 1.5s SOLD Piebald Pinto, male, (FM, SH), Clipwart - 1.5s SOLD Skewbald Pinto, male, (FM, SH, TB), Rainnorth - 1.5s SOLD White, male, (FM), Dancehard - 1.5s SOLD **Prices reflect pickup on site. Delivery can be arranged to any server for a fee **All horses in foal stage unless otherwise specified Trait Legend Find out what each trait does here! These horses don't fit your needs?: Check out Carbon <- Link to her thread
  14. 1 point
    Ok seriously, what's been going on? Does anyone remember how nights used to be actually dark and you needed a light source? I'm talking about: And today at 8pm wurm time: 9pm Wurm time, no light source on character: What happened? Even WoW nights are darker than this! They seriously need to be darker. My fondest memories of Wurm are when it was dark and you had to plan your journey, and gameplay, and wander carefully at night, you definietly neede to bring a lantern with you. Meanwhile i haven't used a lantern in almost a decade because it has become so bright
  15. 1 point
    Issue: Can't close the settlement size window using the red X in the corner. Title of effected window, Settlement Size (opened from the manage -> settlement -> resize). Expected Outcome: Clicking on the Red X in the top right corner to close the window. Current Outcome: Clicking directly on the Red X does nothing, Double click minimizes window. Current Settings that may effect the issue: Gui Scale set to 90% Dark Gui Skin enabled *note* Clicking cancel does still close the window atleast
  16. 1 point
    The drag feature in the new ui allows dragging everything including the items that can't be lifted by the char due to weight capacity. This results in items dragged to cart/ships which can't be taken out by the character.
  17. 1 point
    We would need to mine the various moons to calculate their density.
  18. 1 point
    Friendly bump for the people that stole our gold coin provided us with excellent services! Highly recommended for anyone in need of HoTA/Banners or other goods that they provide. Reliable and easy to communicate with.
  19. 1 point
    Only if I can have a decoration of a map to put up against the wall too! Interesting idea for sure though in all seriousness. Wouldn't mind seeing this added into the game instead of needing to alt-tab to look at the community map, could just have an ingame variant!
  20. 1 point
    At least, you became bit more modest. 9 months ago circa, you spoke about a "model", now it is a "hypothesis". The "model" predicted under 200 players by end of the (last) year. In fact, old servers' population has proven fairly resilient and has even gone up significantly since. And if I am not wrong, you and a few others also predicted an exodus and bleeding out of the old servers because of the steam launch. Now the doomsaying concentrates on a lesser influx into the old server cluster. I do not say that the situation is ideal, but there are over 300 players online at a time on the old servers during weekends (granted, not every time of the day), which is a lot for the summer season compared to 2017/18, not to speak about 2019 when the situation indeed looked critical sometimes. There are other signs, rift participation for example. In 2019, rifts with less than 5 participants occurred fairly often, now there are not few rifts with 40+ players. The average time for completion significantly dropped. There are ways more active players on the old cluster than a year before. I am not sure about the retention of the large numbers of new players, but there will be quite some certainly. And it is well possible that more of them consider the old cluster with its developped infrastructure, especially since the visibility of Wurm has greatly improved, not only on steam, but also on Twitch and youtube. And reviews are getting more and more positive, the revenge reviews of disgruntled former players are buried under real experience reports, some of them critical but constructive anyway. But as said, admitting to have been wrong is not so easy. Edit: One word about Epic. Generally, I find that Epic still has potential, especially for avowed carebears who do not want to spill their hard won affinities to gankers, and therefore avoid Chaos. The main obstacle for some, maybe casual PvP fun on Epic for Freedomers is the lack of skill retransfer. I still hope the devs find a formula which is fair taking in account shorter timers etc. but does not render all Epic efforts useless.
  21. 1 point
    I know that you already know this, Brash - but in case anyone is interested: https://harmony.wurmonline.com/mrtg/villages.html Growth has definitely slowed, but not stopped or started to shrink. That supports the anecdotal idea that many folks are just relocating.
  22. 1 point
    Suggestions for a cartography skill -- we can always use more suugestions on it though! The more often it is suggested, the better the chances of getting it ingame! Plus new details and specific game mechanics help give others good ideas like these! And ... welcome to the forums! Always good to see new faces here!
  23. 1 point
    5hr self-entitlement for everyone!
  24. 1 point
    here you go http://www.wurmonline.com/server-status/
  25. 1 point
    I play on this Deed as my new Toon Leordin. Very good Mayor, really helpful and friendly. Would recommend to new comer and vets alike.
  26. 1 point
    DREAMVILLE - RECRUITMENT New and old players are very much welcome to join! In need of active folk in order to create a fun environment! Dreamville is located on Harmony at M21 on the map near the coast Brand new deed with plenty of space (13x13), with more room for expansion I hope to answer any questions a new player may have Hoping to create a friendly atmosphere for all type of players Premium account is not required but recommended before joining EU TIME ZONE REQUIRED As we expand, basic tools, weapons, armour, fast horses, will be provided to citizen once we have a stable on-deed economy We have basic materials nearby - clay, iron, water, sand, moss, tar Contact me through the forums or in-game by, /tell Nosus Looking forward to seeing you in-game! o/ Active players on deed: 4
  27. 1 point
    http://wurmonline.com/status/
  28. 1 point
  29. 1 point
    My first language is gibberish. can we have dedicated chat in gibberish?
  30. 1 point
    Thats great, I'll let you know and send everything asap when its ready Thank you ♥ (Oh and btw the rugs are 25's ql, not 30)
  31. 1 point
    Come on I cannot be the onlly one taking pictures. Here is Jackal rising
  32. 1 point
  33. 1 point
    Meh. I bought premium with in-game silver when I had enough for at least a couple of months and a small deed, too. In the last few weeks I have made more than 10 silver mostly through selling off stuff I have crafted. Apart from a couple of made-to-order items they were all things I would have made anyway, either for my own use or to skillbuild. To be clear, I have made quite reasonable inroads into reliable ingame income through crafting and I have not a single skill over 50. I did start down the "make and sell bulk materials" paradigm, but never sold any and still have support beams and stone bricks galore. I just simply never felt the need to try to sell them. I got an offer of playing Igor for a neighbour, but never took them up on it. Yes, you can deed without premium. You can't invite others to join your village, but you can deed. One idea I had for a deed was to find some lonely stretch of highway and build an inn, renting beds for the night. I never worked out the maths too particularly, but I figured the population density was a bit low to carry it off. An inn on Harmony would probably do a brisk business at the moment, as long as the rates work out cheaper than buying powders. The point is, there are niches galore and labouring is only one of them. I even thought of going about painting people's houses for them, as long as they are happy with neon green houses.
  34. 1 point
    No it hasn't, It was changed 4 years ago and made absolute trash. @Skatyna Who are you? lol. Having played this game for 15 years I know how to skill up an account from scratch. This change isn't for my benefit, it is for everyones benefit as the current system is broken and has been since it was changed. If you knew anything about grinding shield skill at all, you'd know you don't want a high quality shield ever to grind it.
  35. 1 point
    honestly, if they want to prevent pentraining but have this sort of system, just have pentraining only viable to be used until 20 skill similar to how some weaponskills can be grinded until 20 by chopping trees, and then have pentraining not give any gains past 20 sure, it was silly in the past where you'd need to sit afk for a few days until 70/90 shield skill but this in no way is any better.
  36. 1 point
    you're on the old servers though right? it's totally not the same skillgain between the old servers and the new, it feels comically broken or something atm on the steam servers
  37. 1 point
    Eirwengale, thanks for a great and quick job. I'll be sure to be in touch again when something else comes up I need help with!
  38. 1 point
    Buying 5 or 10s to place a deed instead of buying premium first is a valid option. In fact, it wouldn't surprise me if most players starting a deed on Harmony/Melody did just that. I know I did as I wanted to place my deed ASAP. lol
  39. 1 point
    My friend in game is f2p but has a deed by making Bulk and foraging. Never spent a penny of real life cash, comes from a poor place and cant justify spending on a computer game, so plays free games. Now I think the middle ground from what has been suggested is to improve the small cart and maybe we need a new mount the donkey slower than a horse but faster than a cow, can pull small cart simples
  40. 1 point
    The steam client doesn't lock you out of using the original client alongside it at the same time. Besides that more revenue ends up with the WO team if you buy from the WO shop, while less ends up with them when buying through Steam, as Steam takes a pretty large cut. So the steam client being less appealing is fine. But all of that is besides the point. There's no way to prevent people from using more than one client at the same time. Make the client detect if another is already running? I'll just throw up a VM and run the client in that. Lock it to one client per IP address? Well, that's going to suck if multiple members in a family all play Wurm from the same house, and I'll just bypass it with a VM+VPN anyway. Ban the practice? Again sucks if multiple members in a family all play Wurm, not very fair to say the least. Whatever technical obstacle you can think of, people with the necessary knowhow will find a way around it, putting them at a massive advantage over everybody else. So coming at it from the fairness point, you'd only be making things worse like that, not better. Purely from the fairness point the only right approach would be to make running multiple accounts through the steam client possible.
  41. 1 point
    Then people who don't/can't use steam are at a disadvantage as everyone else. Do or don't doesn't matter really.. But i think as long as players are paying real money to devs to have their alt army.. then devs will likely let it continue. Personally i dont see the issue with it.. but i'm quite awkward.
  42. 1 point
    I've not seen Fog this bad since Spivey Point! <<<< film ref right there lol LONG LIVE THALL!!!!!!
  43. 1 point
    On the map size, Xanadu has always had severe lag because of the size of the server, while in the past Independence has handled 1200 with less lag (but yes, a little short on space). Also they were not *sure* how many people would show up. So an Indy sized map initially, with back up plans for additional maps the size of Deli/Exodus/Release etc , made the most sense. Which is kind of what they did, releasing the smaller server Melody a bit later. They are probably going to need a third mp the size of melody as well, as even mid week we are getting plenty of people and Harmony is still over populated. Not to argue with your frustrations, but the initial map size was appropriate if followed up with additional maps as it became clear space was crowded. The whole messup with login through Golden Valley and the tutorial, is another story. They did try to fix that as soon as they could, but I have no idea WHAT they were thinking.... I have to disagree with that. I walked four hours from spawn to get the the absolutely most remote spot I could find on the map. Luckily I was there early and got a great spot, but I see people wandering past hourly looking for space, many have been walking a lot more than four hours as places they passed were all full. Not next to spawn, not 35 minutes from spawn, hours from spawn. Pretty much the main coastline areas are filled with people. There are a few little areas I have spotted still open. If you are passing by boat, the tokens are often hidden by trees and since the deeds are not fully developed yet, you wouldn't really see them on a sail-by. So just sailing around does not give an accurate picture at all. I still get lag any time Harmony passes 800 population, which is pretty much all of the time. Melody is also usually pretty full with 300-450 (which is a lot for a celebration-sized island). In addition, both maps NEED to have large wilderness areas preserved so that players can explore and truly get the Wurm experience of man vs nature. Simply because there may be areas you CAN put more deeds, does not mean you should be filling all of those up. Some of the more remote inland areas still have space but that is actually as it should be, this is a "wilderness" map, not a freaking suburban housing development. A goal of 650-750 population for Harmony and 250-350 for Melody would be ideal, but both maps are well past that almost all the time, even midweek and off hour. I think another small Melody-sized server is both needed AND quite appropriate. As you can see we have new people leaving already for lack of an enjoyable gaming experience. We had 11,000 people put Wurm on their wishlist, most won't stay naturally since Wurm is a fairly niche game, but how many more of those 11k do we plan to lose simply by not being ready for them?
  44. 1 point
    As has been said already, it's worth at least trying to talk to the tent owner, especially if there's evidence that they've been there a while (pen, fields, terraforming, etc). Although the servers can sometimes feel a bit crowded, there is plenty of space on all of them, so just go a little further before you drop your deed, and a bit of playing nice and not ruining someone else's experience really doesn't cost you anything.
  45. 1 point
    ok paintings mod has been updated to v5.0, same link as in second post on this topic. https://1drv.ms/u/s!AjnBltNOSFjChAjOjPzE1LceGOMU?e=bXDjdp Previous landscape and portrait paintings can still be made by a GM but can no longer be crafted by players. Stained glass hasn't changed in any way. There are 2 new items added to game, framed portrait and framed landscape, both items can be crafted by players. The wood material used to create the items affects the look of the frame. There is a new action on both items which is used to change the image the item is showing. watch the videos for usage previous video was aimed at players, this next video is for server admins. please post comments and suggestions.
  46. 1 point
    little video as an update, still tweaking a few things here and there before I post the updated mod on here. In the video you can see the usage from a players side of things. I will make a video from server admins side at some stage soon.
  47. 1 point
    @Norhiinspired me to be less lazy, so doing some more work on paintings. a nice wooden frame. currently the frame can be dyed, the white area around image can also be dyed separately to frame. changing the image file ie landscape10.png changes only the actual image and has no affect on the frame or border. My current train of thought is to just have 1 model/item for landscape and have an action to change the image. This may not seem realistic or logical but at the same time this is a game after all, a fantasy world and doesn't always need to reflect reality.
  48. 1 point
    That's no reason for people in poor countries to not be able to play the game. I can get behind silver not being regionally priced, since that would wreck the economy, but so what if a few people abuse a VPN to get cheaper premium time? The vast majority of players are moral or stupid enough to do the right thing. Any income lost to people abusing the system would be made up for by the increased number of people who can now afford premium, and we'd all have a better experience with more players.
  49. 1 point
    Have these silly things, if you're at all interested. Not sure they qualify, but use as you will.
  50. 1 point
    Would be cool to dig up fragments for chests, chairs, armor stands, larders, wardrobes, tables, canopy beds, shield and axe/sword displays, rugs, et etc. Have these with unique skins so they wouldn't look like what we have currently. Thought this would be a cool up date to archaeology, and add in some cool variety for the collectors on WURM. Thoughts?
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up