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Showing content with the highest reputation on 05/10/20 in all areas

  1. 17 points
    Hello all! As previously noted, we will be doing server migrations to Cloudnet today. The plan is to do three batches, two servers at a time. We will not be taking down any other servers except the ones being migrated. First batch: Deliverance Exodus Second batch: Release Chaos Third batch: Affliction Desertion We strongly recommend that you avoid mail and travel with the above mentioned servers until the migrations are complete. We will update this post and broadcast in-game with the status of the migrations. Expected downtime for each batch is about 1-1.5 hours. STATUS UPDATES Mon Oct 05 14:49:58 CEST 2020: Starting shutdown of Deliverance and Exodus. Mon Oct 05 15:39:12 CEST 2020: Copying data over for Deliverance and Exodus. Mon Oct 05 16:19:25 CEST 2020: Final checks before bringing servers back online. Will be a little over the 1.5 hour mark when we're back. Mon Oct 05 16:41:55 CEST 2020: Deliverance and Exodus migrated successfully and back online. Mon Oct 05 17:21:10 CEST 2020: Chaos and Release offline, data is being migrated. Mon Oct 05 17:58:19 CEST 2020: Chaos and Release are migrated successfully and back online. Mon Oct 05 18:05:11 CEST 2020: Shutdowns started for the final two servers: Affliction and Desertion Mon Oct 05 18:55:55 CEST 2020: Migration underway for Affliction and Desertion. Mon Oct 05 19:14:37 CEST 2020: All servers online! Migrations complete!
  2. 6 points
    This is something that's long overdue, and should not be too difficult considering that bridges already exist. Piling This is a heavy, rounded, wooden pole that may be sunk into the water. A player can craft a Piling from a felled tree using a hatchet. The pilling will weigh ~90% of the weight of the tree, the remainder being turned into wood scraps. A piling may be painted using Tar. Up to four Tar will be needed, depending on the weight of the piling. Pilings can be stored in bulk storage containers. Unpainted pilings and painted pilings will be stored separately. A Piling can be Planted on a tile corner that is below sea level. The weight of the piling limits the depth at which it may be planted. At the upper limit, a 160kg piling may be planted in water 40 dirt deep. If a piling is bigger than needed, any excess wood will be left in the player's inventory in the form of a smaller piling. After planting, the piling will protrude above sea level to a height of about 15 dirt. After planting, a lantern may be attached to the piling. A planted piling will decay in one Wurm month to one year (depending on quality) if not tarred. A tarred piling will last ten times longer. Planted pilings may be repaired or improved using Tar. A tile corner with a piling planted cannot be terraformed. Pier This is a flat wooden deck, held up by pilings. Piers will sit 5 dirt above sea level. Containers and decorative items may be planted on piers. Floorboards may be made into a pier on any tile that has a piling planted on each corner. Floorboards may also be made into a pier ramp, on any tile that has pilings planted on two adjacent corners and two corners that are 5 dirt above sea level. A player in a boat may Disembark onto a pier. A player who is Climbing may climb onto a pier from the water. Piers decay at twice the rate of pilings.
  3. 6 points
    little change to the combat window hover over to help with some readability issues For Footing Height and footing aren't the same thing, you can have good height bad footing and vice versa and it'll show bad due to one of them being bad even if the other is good, but they are both represented by "footing" in the combat window, and the image looks like a height bonus, not a footing bonus, mildly confusing For distance Should show whether your target is facing you, and if you are facing your target. When fighting multiple people in pve, mobs often spin around on the spot and it can be hard to tell where they are actually facing, this would help alleviate that. Also a nice thing for pvp, where desync often has you facing the wrong way due to your target being a tile or two away from where they actually are on the server. its easy to not need this if you're already experienced with these things and know how to compensate for it, but for someone without the knowledge on these things the game telling you would help greatly.
  4. 4 points
    How do you propose to deal with whole alliances (or a single person with alts) locking you in and putting you on KoS on all of those deeds, leaving only 2 tiles between them which are easy to be made unpassable (e.g. slopes)? Main reason for the perimeter being implemented in the first place is to systemically stop people from doing exactly this. I would like to see a possibility to completely connect allied deeds but it does pose a risk of being abused. GMs can't be running around the world all day checking and ruling on situations like that. This is why perimeter exists, this is why highways were systemized as well.
  5. 4 points
  6. 2 points
    Spelling questionnaire is tough... Greetings Wurmians! As many of you may know we have our very own Twitch channel at https://twitch.tv/Wurmonlineofficial and we conduct community streams where I roam around, get lost, and waffle on for about an hour or two. The focus of this is building the Community aspect of the streams, as dev news isn't always possible, and live stream isn't always the most suitable place for it being revealed, so I want to focus these streams on other aspects of the game, and this is where you come in! Below is a form for you to submit your anonymous feedback about the streams, what you like, what you don't like, and what you would like to see more of! Feel free to fill it out in your own time and share your thoughts with us! https://forms.gle/QH7mvw4ntEfzf5edA Thank you for your time!
  7. 2 points
    It's possible that reducing the perimeter would just result in the same arguments playing out 1 tile from a deed instead of 5.
  8. 2 points
    I did calculations once a long time ago on distilling rates. Was xan at the time and stills suffer from lag a ton. Once went 3 days without a drop. But takes about 100 hours to do a barrel. Ql of still doesnt seem effect skill or distill ql that i could find using 20+ stills staggered in ql from 70 to 5ql. Distilled booze was normally around the ql of the input. Never checked to see if ql was skill locked. Burn time is affected by ql but mostly by less than or greater than 70ql on the still. Results in about 30 mins difference. Rare stills burn considerably longer ie a 50ql rare burns as long as a 70 and a 70 rare has maybe 30 mins on a 70 normal. You can get skill ticks from a still... just not often. At 91 skill i can get .01 if i burn 21 stills 8+ hours or atleast enough for the skill tracker to show .01 so .0055 atleast.
  9. 2 points
    We're going to continue working through it, the first lot of tweaks were far too aggressive, and we took a bigger step in the second lot. We have heatmaps of creatures and can view spawn rates, but I will say deserts don't instantly mean more mobs, just more visibility. Lots of people hunt them and respawning doesn't guarantee spawning in the same place
  10. 2 points
    Since shoulder pads are not dropped randomly at rifts no more but have to be purchased with rift points that severely decreased the amount of pads we can get, could we get an option to repair them? Its annoying to have damaged items that you are unable to repair. Also improving them could be added too. that would give a chance to turn them rare+ as once again, we do not get rare+ pads from the shop too.
  11. 2 points
    Paging madnath to a beverages thread... But I will try to answer this from memory, as my brewhouses and coal piles were often mistaken for mass gatherings of lava spiders on the surface... Quality of the still DOES NOT affect burn time appreciably, though it is not something I actively measured so i cant be sure. I know that I got 2 to 2.2 kg of distillate per burn cycle Rarity of the still SHIFTS the affinity by +1, +2, or +3 Quality of the output is NOT affected by the quality of the still Skill gain from distilling is going to depend on the difficulty of the liquor you are attempting to distill. Quality of the end product affects the affinity timer AND how potent it is, requiring less to get drunk. The best method I've found to distill mass quantities is to make multiple stills and place them in a circle - this part can be a bit of a pain, but you can fit 20 stills in a circle in a 2x2-ish area. The circle part becomes important later. Once you have set up your still circles, you will need to mark each quarter of your circle with a wooden sign. I normally labeled them with the number of the still they were in front of, so 1, 6, 11, and 16. Place a large crate in the middle of circle to store wood scrap. Now that setup is done, on to the method: make sure you have enough kindling to light all the stills, as well as enough fuel for a full burn (20kg of woodscrap/still - hence the large crate) Light all the stills in order and when you come back to the first one, fuel all the stills. Now you can go do something else for a couple of hours, but you should check back periodically and refuel them when you get the appropriate low fuel message. Keep in mind that the condenser can only hold 10kg of product, so you're going to want to be sure to pick up product for storage and aging to increase its quality. And that's it. I used to run 80 stills at once and the passive skill gain while they were working was pretty nice, but its a big chore to set them all up and keep checking on them to make sure they dont go out. a burn of 3 rotations (initial lighting and two refuels) would yield 6kg of product per still, or 120kg for the entire circle - enough to fill 2.5 small barrels.
  12. 2 points
    You would have to go back in time and suggest this in the past to have a chance of it being implemented by the time you need it. Wait, when are you from? Edit: ps if we had time travel, this is exactly the sort of thing it would get used for, tweaking games.
  13. 2 points
    i heard theyre gonna do a mobile port after the ouya port
  14. 1 point
    am i taking orders atm? Yes!. Welcome to Raycg's Masonry and Smithing co! New hot and fresh forges! Hello, i am offering my time to imp you forge to have it burn longer, do stone cutting work for you, make new blacksmithing tools to chant on or just use. For many that have seen this thread it has changed a lot and one day i hope to get everything back on it. but for now check out what i have up and posting here will help a lot! or you can send a PM over to me "Raycg" or "Ray" though im not on ray much but always worth a try. - Raycg Thanks Masonry - imping up to 95ql in some masonry items! Forge - 90ql = 1s 80ql = 50c and if you want a nice big shiny forge! 95ql = 3s Oven - 90ql = 1s 80ql = 50c Smelter - 90ql = 1s 80ql = 50c Kiln - 90ql = 1s 80ql = 50c Guard tower - can make for you for a charge of 5s. 90ql = 1s 80ql = 50c (50ql free) Pillars - 1s building 90ql = 2s 80ql = 1s 70ql = 50c (50ql free) Spirit cottage/Castle - 90ql = 1s 80ql = 50c Stone Cutting - imping up to 90ql! Mine door - 90ql = 50c 80ql = 30c 70ql=10c whetstones 90ql = 10c 80ql = 5c 70ql = 2c Grindstones - 90ql = 50c 80ql = 30c 70ql 10c Baking Stones - 90ql = 50c 80ql = 30c 70ql = 10c (pm me about bulk orders) 2k bricks = 40-50ql 1.5s Blacksmithing - imping up to 95ql! Blacksmithing Items - 95ql - 1.5s 90ql = 50c 80ql = 30c 70ql = 10c PM for personal tools Weapon smithing Weapons/Tools - 90ql 1s Jewelry Smithing JS Items - 90ql = 80c Plate Armour Smithing Iron Plate Set 90ql = 4.5s 85ql = 2.5s 80ql = 1.5s (no steel yet) (PM me about other metals) Scale set Imps 90ql = 3s 85ql = 2.5s 80ql = 1.5s Chain Armour Smithing Chain Set - 90ql = 8s 1 item = 80c Shield Smithing Shields (Metal & Wood) - 90ql = 50c 80ql = 30c 70ql = 10c My Preferred Enchanters Gog/Fogshark - A Really good friend of mine who has been keeping my tools up to date for years. Send him a message and ask what you would like. Thank you Gog! Kain - A new friend of mine that is really nice and gets things done quick. Go check out her store she offers many things! Click here to visit her store
  15. 1 point
    not sure if suggested, probably has been but if you raise your weapon subskills too high, you literally can't raise the parent skills (mauls, swords, polearms) at a certain point, because the difficulty is too high for a tick im suggesting you add a few weapons that train specifically those parent skills so we can raise them, as most of us are at 95+ in all subskills and stuck at like 50 parent skill something like crowbar does for clubs
  16. 1 point
    This is something many players have been asking: "Why can't I move my settlement token after the deed has been placed?" It looks like a useful and natural feature, especially since the token does not have to be in the geographical center of the settlement anymore, anyway. There can be many reasons for moving the token a few tiles after placing the deed: Fixing an accidental misplacing Redesigning the settlement layout Building new structures or removing old ones etc... Of course, some of the more sophisticated implications of this suggested feature would have to be considered, especially when it comes to PvP problems. And, of course, deed size limitations must be observed (the token cannot be moved closer to the deed border than 6 tiles away). So, after some thought and discussion, here is my suggestion: Give us the ability to move the settlement token within the allowed area, considering deed size limitations. To prevent abuse this feature should come with a cost (5s - 10s) and have a cooldown of 6 months.
  17. 1 point
    I also don't think original hota should be added. Would be nice to see a weekly event that promoted pvp on a larger scale, but original hota was bad and really defeats this whole "land control" style of gameplay like Chaos used to be. On chaos it meant that a good 85% of the map was useless to deed, hold and live in. Slap a hota in the middle as is, probably not so bad. Slap a hota in the middle and then decide a year from now you're going to allow PMKs, when the server has developed, and there's no room on the edge of hota, because the meta is just deed the edges, then you have a pretty stupid problem that's already happened before. Oh, but except instead of making established deeds almost not removable without overwhelming numbers, it's completely impossible without it.
  18. 1 point
    That's very kind Ekcin Thank you. I really appreciated your making that effort to come. When I saw that I was there alone just an hour before the rift I started to worry that my friend I were going to be the only ones there as my experience with past rifts were quite different. There were always players there hours before the rift started. Had I known that the dragon event was at the same time I would likely not have even gone to the rift but am glad that I did. I had a great time and appreciate all who came. Also it was my friends first rift and he really enjoyed it too so thanks again to all made it there. And I have to give special thanks to Alexeyst who was the first to get there and took on the entire first wave with just me and him. You rock dude!
  19. 1 point
    I think you want to reread the rules, because it doesn't say what you think it says. You are either ignoring important words, or inserting additional meaning that isn't in there. You've been here long enough, you should already know the answer to this. You don't own your perimeter. People trying to enforce their will, and doing it maliciously, will end up with them being stung by GM rulings. Or you can just use the rules as they already exist, and instead of trying to get the rules changed to make two deeds really really close, instead just join forces, share one deed together, and voila, no perimeter between you at all.
  20. 1 point
    No, that change would muddy the waters further. I agree that the current wording is a little hard to understand, but that line is solely about the ability/right of people to remove themselves from the highway, not to remove the highway from their deed. For best clarity, you'd want to make another list point, not add to that one. One of the lesser-known bits of the Highway system is that, with only a few key, specific exceptions, nobody can remove a Waystone except the person that put it there. And if it's in the middle of an active highway chain, you can't even remove it, you can only replace it with a Catseye. Imagine this chain: X-X-X-X-Y-X-X-X Xes are Catseyes, the Y is a Waystone, and this is an excerpt of a fully-activated Highway - there's more Catseyes on both ends of that. Other people can connect to that Waystone. Nobody can remove it except the person who placed it. If I choose to remove that Waystone, I have to replace it with a Catseye as a single action, I can't just take it out. AFAIK, that Waystone is completely indestructible, like the paved road underneath it. The Catseyes are destructible, but it's difficult to do when they're connected, and doing so without having an alternate route that keeps everyone "down-chain" from being disconnected is potentially a GM visit waiting to happen.
  21. 1 point
    Please explain. Kos is meant to stop specific people from entering your deed. I don't know what perimeter war is but i don't own my perimeter. I can disallow highways going through my deed but there is a safe strip of land which can't be controlled by a player and which enables highways to be built around those. You are wrong. You get a warning when you enter the perimeter. It only activates the guards when you enter the first tile of the deed (another reason for perimeter to exist).
  22. 1 point
    What that says is that you retain the right to remove yourself from the highway system, by removing the Waystone that identifies your presence. And then you can remove the catseye chain that connects your deed to the main Highway, because you're not changing the highway, you're just removing yourself from it. The key words there is that you can remove deactivated catseyes once you've removed the Waystone. You can't just remove an unbroken, active string of catseyes that happen to be on your deed willy-nilly. Someone who extends their deed and uses that extension to cut off a Highway without replacing it is a guaranteed GM call, and it will not go well for the Deed owner.
  23. 1 point
    ack.... that horrible thing about perimeters.... really... if you want to do a good thing, dev-team, then put a restriction onto the perimeters! as an example: only foraging and botanizing are allowed. nothing more! and only if you really want to expand your deed then you have the permission. okay... roadbuilding should be doable. but only the deed-owner should have the permission.
  24. 1 point
    Increase base perimeter to 50, if you won't be able to see what other person is doing he won't be your problem.
  25. 1 point
    He wants iron. He came to me first, but since i only do steel i sent him your way.
  26. 1 point
    I'm suggesting an additional spell be created for Libila, following the theme of other weapon enchants. Essentially, it would work exactly the same as frostbrand/firebrand, except the additional wound caused would be acid. The main reason i'm suggesting this is to provide symmetry across all the 4 gods for the symmetry they already have: Currently, 4 offensive and defensive jewelry enchants exist. Fire, frost, poison and acid. These enhance all damage of a certain type by a small percent, which can be increased by wearing even more of the jewelry. Fo has access to Toxin and Acid Protection. Vynora Glacial and Fire Protection. Mag Blaze and Frost Protection. Libila has access to Poison Protection, and Corrosion. This creates a strange situation, where the WL kingdoms have a +damage enchant that relates to weapon enchants they can provide (frostbrand, flaming aura, venom) as well as the defensive counterparts except for poison. On the flip side, Libila only has access to Corrosion, which increases the damage dealt of 2 (AFAIK) libila spells (one of which is fungus trap, which deals minimal damage to begin with). This can also apply to weapon imbues, but i think it's rather silly that they can only make use of the damage enchant if they can get an imbue- of which i'm not even sure if its possible to apply them (as skilling imbues cannot be used/applied currently) as of right now. Additionally, Libila has access to two damage based weapon enchants that overall don't add up perfectly to the WL counterparts: RT only adds up to 20% damage (from 30% for FA/FB, Venom notwithstanding) while causing the wound to have a harsher healing penalty (usually not important). BT can only be cast up to 1k initially, and anything past 7.5k must be gained from pvp, meaning a priest at best can only provide a weapon that deals 3.3% more damage, and purely from grinding on creatures, the weapon can only gain up to ~25% bonus damage. BT has a side-effect of have an (at 10k stacks, mind you) 10% chance of causing a wound to degrade 10x as fast as normal, which can be pretty deadly. (not to mention this requires quite a bit of time) On the other side, WL priests can gain up to 30% extra damage from their enchants (again, venom not withstanding- which has a weirder function of not doing more damage but having a strange glance mechanism). RT/BT do have an upside where they increase the RAW weapon damage, rather than applying a second wound- meaning they are better for hunting uniques with and gaining weapon skill; though i'm not sure if this is enough to make up for a big loss in damage and opportunity cost for other spells. BT has a significant advantage over WL kingdoms however, as it's the only weapon enchant that can be cast on bows. I think the change could happen in two ways: 1. Remove Rotting Touch and replace it with Corrosive Edge; a spell that adds up to 30% damage as an additional acid wound just like FA/FB. 2. Add Corrosive Edge in addition to Rotting Touch, but allow Magranon priests to cast Bloodthirst; providing a more 'round' circle of synergy. I'm more in favor of 1, as libila lacks a lot of the variability that all 3 WL gods have in terms of enchantments, and taking away a unique enchant for her while maintaining unique enchants for WL feels wrong; and i think having BT be the main 'increases raw damage' would reinforce its niche, while making RT less of a "pretty much universally worse enchant than FA/FB but it's what we get" Or you know just release the Wurm as another BL god and we can seperate spells between it and libila and have libila be a zombie/enchanty/healy god while Wurm does all the combat casting
  27. 1 point
    Prayer goal is a stupid waste of time. Monthes of spamming prayer button. It is not comparable with another goals for benediction. You cannot achieve it just playing the game. I thind devs shoud rework either goal or prayer skill itself.
  28. 1 point
    On the tool belt I saw that the almanac had a white number on it showing the reports in it. I'd like it if the halter rope (or reg. rope) showed the animals being led the same way. It would help if you missed the event saying the animal got off. Or if you forgot you were leading one! I usually use a wagon so it's out-of-sight, out-of-mind for me when leading animals. On the boat, it would be reassuring to know the horses were still on without having to turn around every so often.
  29. 1 point
  30. 1 point
    There are a lot of really bad and really weird suggestions here. Please share things you guys are thinking of changing.
  31. 1 point
    Currently climbing have very low (or even not existent) effects on character, here is a suggestion to make it more useful: Make max slope we can stand on, regain stamina and not fall down when standing on it or coming up depend on climbing skill, following rule "1 more slope every 5 skill" or something similar (so up to about 44 slope at 100 skill, 34 slope at 50) - I think this rule seems reasonable as it is rather hard to get to 50+ climbing.
  32. 1 point
    Good point, guess it's not possible today. Guess ill have to travel farthur into the future
  33. 1 point
    This entire guide illustrates how bad distilling is. A 20L distiller takes about two hours to process everything inside; I know wurm is all about things taking forever but this makes even less sense when time in game is orders of magnitude faster than time in real life. It'd be the equivalent of distilling something for days at a time, which is absurd.
  34. 1 point
    Another reason for display racks, we could show off the skins we have on items. I currently have an adorned pickaxe and a spiked club lying on my bed because I like the look of them and if I rack them all I see is the rack. Skins lose their value if we can't show them off.
  35. 1 point
  36. 1 point
    My friend and I did build a safe zone and cleared the area between the safe zone and the rift center of trees. Though admittedly I did not have any altars as I do not have a priest, I did have cotton, covers, food, and even water and wine for those who wanted it, all on an enchanted grass tile. Granted I was the only one who did this but it was enough I think for those who attended and I was quite welcoming of any who came late or not. And I and my friend did have fun and I like to think that the others did as well. Having said that yes it would have been nice to have others there beforehand to help and I do not agree with the practice of continually showing up late to leave all the work to others while still reaping the rewards. Yet one of the rewards is rift points and since I was only one of two who was there from beginning to end I certainly gained more than I expected which I was quite happy with.
  37. 1 point
    I dropped by your market a couple of days ago, and I just thought I would post to say how lovely it looked.
  38. 1 point
    A very special kind of "eclipse":
  39. 1 point
    If you like the game, don't quit. Villagers come and go, and there's more to the game than just being around other players. Ten is not a bad number for a village, especially if everyone is active.
  40. 1 point
    Or let us craft shoulder pads... and capes? I mean we can make ships and wagons and castles, but no simple armor parts, really?
  41. 1 point
    [18:51:04] As the Rite of Spring is completed, followers of Vynora may now receive a blessing!
  42. 1 point
    Let us mass transfer items from mass storage containers into non-mass storage containers like smelters, forges and such. Any tips on how to make this less painful atm are welcome, I'm doing drag, wait for pop up, enter. I've heard about shift dragging but that just adds 1 extra pop up for me and doesn't help at all. Sorry if this was posted already.
  43. 1 point
    This doesn't fix the issue of still having to drag 10+ times from a bulk container to fill a container like a smelter or wagon +1 for mass transferring from bulk storage to containers/inventories
  44. 1 point
    Newspring Island and archipelagos surrounding it. Taken on a cliffside @S12 with 10% stamina left..
  45. 1 point
    Some screenies from one of the public slayings on Release a while back Everything's normal, nothing strange to see here.... The adorable baby seal squad will kill you with cuteness
  46. 1 point
    can we get dev input im curious what the takeaway has been so far after 6 pgs @Darklords
  47. 1 point
    It is happening! 150-something Catseyes laid down, which is as far as the road's gotten so far. Still need more eyes, lots more eyes, before I can reach Sonata.
  48. 1 point
    Melody character name: Semperfiswife I play with my Husband Semperfi. Deed: Aftermath Location: Close to T17 Prior Wurm Experience: My husband and I play together on Melody in this Great Alliance we found through Discord's recruitments page. NO prior experience on Wurm. Looking forward to growing and progressing. Watching our alliance mates grow, and getting to explore the other areas of Melody as we grow.
  49. 1 point
  50. 1 point
    Getting back to the topic at hand, what improvements? Personally, I've been thinking about doing a mod for WU that would make improving an item a bit less boring and reliant on more than just a basic improve skill. I was designing up a system where you'd actually have specific types of damage to repair and specific actions to do. It would be more complicated than the current system, however I would augment the net gain to keep things in line. I just dislike the way it's "1,2,3,4,i,r" at the moment. Oh, why a WU mod? Because it's the perfect sandbox for developers too. I just lack the time to do it right now really. I can't justify working on a side project like that when I have Wurm-related work to do.
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