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Showing content with the highest reputation on 07/03/21 in all areas

  1. 5 points
    Goblin Skull Lamps thoughts?
  2. 3 points
    Yes please! Wouldnt mind table lamps w/ candles either!
  3. 2 points
    I love the dioptra as one of the few 'scientific' tools that exists in Wurm and keep wishing it did just a few more things when used to reckon location from Sol or one of the moons. Rough reckoning is the lowest level of skill, and perhaps one or more of these could be unlocked with a skill or dioptra quality: When the celestial body in question will set - "Valrei will set in 3 hours and 48 minutes." Azimuth and altitude for the celstial body in question - "Valrei is 36 degrees above the horizon, bearing 225 degrees." Height above sea level for nearest tile corner - dirts would be ideal for planning, but even a rough reckoning - "You are at least 400 dirts above sea level" would be useful Reveal your location on the map more accurately - "You reckon you are within 2 map squares of M17" Reveal your location on the map down to the square - "You reckon you are in map square N18" Reveal your location within the map square - "You reckon you are in the northwest corner of map square N18" Dead reckoning - "You are standing on x1117, y1223 at a height of 431 dirts. #1 and 2 are pure flavor and fun for those of us ofan astronomical persuasion. The rest would be useful things to know at various times - especially while traveling or building a mission structure. Many people determine location using map dumps already, so why not provide an in-game mechanism to get that same information? Stay with me, because I'm going to try and shoot some of the obvious holes in this idea: Since bridge building already creates an incentive to have a high quality dioptra, it might not make sense to also tie these abilities to dioptra quality. There's not a great skill to tie it to - Nature? An extra perk of the slow Mind Logic grind? Height above sea level is already available with a partner holding a range pole in the water Makes it more difficult to get really lost. I know I've always been grateful on strange islands for folks that the map square to the name of their guard towers or lighthouses and getting lost is always an adventure, sometimes fatally so.
  4. 2 points
    I'm probably going to look very foolish if this is already possible, but it would be nice to have an event tab that only logs important events, such as receiving money, receiving mail, running out of upkeep, premium expiring, getting banned for calling Retro a piece of ######, etc, without all the other crap about walking past a bee hive or standing too far away from a container etc.
  5. 2 points
    Yeah, that's precisely what gave the wrong impression. Turning Wurm into non-target where you have to actually attack something in physical space using collision is what I was originally implying would be unrealistic. I still stand by that statement. However, it sounds like your intention was much closer to grounded in reality, so I apologize if it felt like I was attacking your post without reason. Transforming Wurm Online's combat closer to what actually works in MMO's is exactly what I'd like to see as well. We could spend hours debating the finer details of what to define Wurm's current combat system as. Turn-based attached to real time? Tab targeting without the ability to tab? There's a lot of different ways to describe it... which is exactly part of the problem. It needs to have a clear design and meta-game. Right now, it's a very passive system which doesn't require nor encourage user input during combat. I'd like to see something that allows players to have some agency over their combat experience, and I think that's what you're asking for as well.
  6. 2 points
    also these should look more like
  7. 2 points
  8. 2 points
    March 6th, 2021 at 01:00 GMT Gud'day Folks, Last September I was doing putting in a CE Hwy up the Green Ring Express to protect all of the bless street lamps in there from decay damage and I got held up by a Deed overhead somewhere who's perimeter infringed on the Green Ring tunnel So I needed the help of the GM's to get the CE's thru the perimeter of an abandoned deed that over lapped the Green Ring from above (player had planted the deed and then gone AFK for a Very LONG time). But all the GM's were tied up with the launch of the Northern Isles so I got slightly bored and decided to see where the deed "up above was" and... ... of course idle hands are the work of the devil ... and that led to making some improvements to the Dragon Fang Western Trail are and to Green Ring Way which partly circles around the Green Ring of Dragon Fang Mountain. http://prntscr.com/10e22e8 1st was the installation of a Guard Tower to give protection travellers exiting the upper Green Ring Express exit and Xagru's Mountain Top Safety Hut. http://prntscr.com/10e23ey Next came a fenced Safety Area open to all for folks to drop their tents in. http://prntscr.com/10e26bq With the help of Oakmaiden, the SW part of Green Ring way was twinned to two wide and another Guard Tower put in. http://prntscr.com/10e28cy and Oakmaiden also leveled up the cliff edge around Xagru's Mountain Safety Hut, and she put in Safety Hedges. http://prntscr.com/10e253h As the old Western path was a tad steep to say the least... http://prntscr.com/10e28zf Hugh decided to put in a 20 slope road up to the base of The Climb http://prntscr.com/10e2a3d which was "twinned" and Cats Eyed. http://prntscr.com/10e2ahu this new road ended up at where The Climb used to be but was no more. http://prntscr.com/10e2d4l ... so I planted Dragon Climbers Base Camp and put in yet another Guard Tower. http://prntscr.com/10e2dri of course it was rough living at the beginning... (grin) http://prntscr.com/10e2elf but there is now a Public Inn with free beds http://prntscr.com/10e2f7p which also doubles as a nice 11 story scenic view tower. http://prntscr.com/10e2hcm The Spiral Inn from up on the mountain side http://prntscr.com/10e2inf View of SW Indy from Dragon Climbers Base Camp http://prntscr.com/10e2jd1 View of NNW Indy from Dragon Climbers Base Camp So if you want to climb Dragon Fang, just do Find Route to Dragon Climbers Base Camp and you will soon be on your way. Or just come up and Enjoy the View!!! Warmest regards, HughMongus Cartographer of Indy
  9. 1 point
    Hi, we'd like to invite you all onto the test server to check out the combat overhaul that has been in the works for a while now. With this combat update, the defensive and attack stances have been separated, special moves have been overhauled, and the visual feedback has been increased to a point where for most casual PvE combat, it should no longer be necessary to follow the combat log. At the same time we did not want to overload the player with information, so certain less relevant information such as glances or parries will stay in the combat log (but you will be able to follow those easily by sound effects) Auto fight has been reworked to fit the new combat mechanics, and it will now attempt to switch both the attack and defence stances when it makes sense to do so. However, it will be significantly slower than changing the stances yourself. The AI of the creatures will also use the new auto fight mechanics, but the swiftness of their reactions to your stances will depend on their strength and skills. Public testing access Changelog Things to look out for during testing We’re looking forward to your feedback from testing the combat overhaul. Other than general feedback, this is what we’d like to hear more about: Accuracy of the displayed creature difficulty - green should be easy, red skull should mean it’s not a fight you can win. When you find a case when it’s not at all accurate, please report it here with details of your skills, equipment and what the creature is. (also, the creature’s condition) The effectiveness of using auto fight (compared to not using it) Any other visual feedback that would be useful, or information that could still be moved out of the combat log into a better place PvP related balance concerns Please note that the details of this are still up to change and the general balance will definitely be tweaked. See you on the test server!
  10. 1 point
    Combat Overhaul public testing If you haven’t tried it out yet, make sure to go on the test server and check out the combat changes. With the intention of making the combat more interactive and readable, we’ve changed up a lot - the stance mechanics, special moves, and we gave it all a lot of visual feedback to keep your eyes away from the combat log, and all on the action. Here’s some more details on it! What about content? It's been a while since we've released larger content updates, but rest assured, we are working on some exciting things! The combat update, which we expect to go live as soon as the public testing concludes, is only the beginning. Following the roadmap we released last October, we have two larger content updates coming in the near future: First is an improvement on animal keeping mechanics, slated for this spring (so not too far off!) Second will be an exploration themed update, planned to be released this summer. Exploring the lands will be significantly more interesting and rewarding. It'll happen around Wurm's 15th anniversary, so watch out for anniversary events around the same time! We’ll release some more details as we approach the release of those updates. For a refresher on the roadmap, see below: Old UI client While we’ve always mentioned the old UI client would be going away, it’s only now that we have features coming in that won’t be able to support it anymore for future changes. You should expect the old UI client to be removed sometime between a month and two months from now. There have been many improvements to the new UI since it was released, the most recent of which addresses the issue of it being too bulky - a new “Text scale” option was added, in addition to “UI Scale” that was there previously - make sure to play with that if you haven’t yet. (Setting UI Scale to something low, yet text scale to something higher, allows you to make the UI look less bulky while maintaining readable text) If that doesn’t solve all your new UI worries, please make sure to note them in the appropriate feedback thread, so that we can have another pass of issue fixing on it before the old one is no longer available. Community Manager Role As you might have noticed, with Retrograde’s announcement, the role of Community Relations Coordinator, and related assistant roles, have been changed to simple “Community Manager”. While it’s mostly semantics so far, the intention of this change is to have a less hierarchical structure that can just focus on the developer-player communication and other aspects of community relations, as well as make the position more suited to be occupied by more than a single person at once if such a need arises. For now though, please welcome DemonaNightshade as our new Community Manager! Please go easy on her, at least until she’s hooked in for good Hopefully she’ll be handling the next news posts, and I can go back to the code basement. Meadhalla Make sure to check out Stanlee’s upcoming event, Meadhalla. Puns not optional! That's it from me this week - thanks for your attention, and keep on Wurming!
  11. 1 point
    Changing the PC to whispering only harms the community. No one can correct people from telling someone the wrong price, nor can anyone else see the prices from day to day. This hinders people from safe guarding others from then jacking up the price and then selling them as a profit. or lowing the price then buying up the good at a lower price. this to me is VERY counter productive on the market system and the game as a whole. The Market system itself is spotty at best, these new changes makes it even harder to sell things. please rethink your demand on sending us to PMs. Gin~
  12. 1 point
    Thanks Smokes! But I already have that piece unfortunately
  13. 1 point
    When typing in chat, hitting the Escape key removes your cursor from the text field, allowing you to use keybinds again immediately. For the sake of consistency and usability, Escape should always function this way when the cursor is in a text field (the two most important contexts, in my view, being inventory filtering and the crafting recipe window). When you’re filtering items in inventory/bsb/crate, or searching recipes in the crafting recipes window, the Escape key currently clears whatever you’ve typed into the text field, but leaves the cursor in the field itself. If you then try to use a keybind (which I invariably do), you instead end up typing in the text field. To start using keybinds again, you have to switch to the mouse and click on something in order to get the cursor out of the text field, then go back to the keyboard. This process is cumbersome, and runs counter to user expectations of how the Escape key will function. Hitting Escape should *always* allow you to use keybinds again immediately, eliminating the need to switch from keyboard to mouse and back again. If users need to clear text from a text field, they can do so easily enough with the Delete key (which is a more familiar and therefore more intuitive choice anyway). Having essentially the same functionality assigned to two separate keys is redundant and unnecessary. And the fact that Escape produces completely different effects in separate (yet similar) contexts does not make sense from a usability standpoint. Thanks for all your work, and for considering my suggestion.
  14. 1 point
    Congratulations, Wicked. It's in the mail.
  15. 1 point
    yes If you dont want to make a new tab for PC, that dont need to be moderated then this: PC - Price Check, used when you are not sure on the cost of an item or service. When replying to a PC, respond only with a brief message. Do not use this command for discussions. will help us all
  16. 1 point
    Astronomy and Geography can be tied together as long as you know the current time. Using dioptras to find out your location on the map would be akin to using a sextant at sea (or we can just be crazy and add a new item to be used on both sea and land...). +1 (maybe with some limits on the dead accuracy of 7. )
  17. 1 point
    Current: Would a change to the Trade Chat Etiquette similar to this help? Thank you all for the feedback!
  18. 1 point
    Why not, more decoration, so +1
  19. 1 point
    TLDR: Wurm is already using / supporting an active, real-time combat system. I do not want to transform, change, or completely re-engineer that system. An active, real-time combat system can end up looking like a very wide variety of things - not all of which are fast ("twitch") or punishing (Souls-like). Wurm is already positioned within the core features of this type of combat system - using long timers and slow pacing to emphasis the tactical over the twitch and the opportunity to use strategy to overwhelm an enemy instead of button mashing. That is fantastic. I had hoped the "overhaul" would further develop and promote these key features, in addition to implementing UI changes to make combat feel more accessible. There are many contemporary examples of different ways combat features have been implemented to pick and chose from, or inspire. There are many specific suggestions and requests in this thread as well as the other Wurm subforums for exactly which features or mechanics Wurmians would like to see built up in the future. Why were these things not already part of this overhaul? I am mystified, and a bit disappointed. PS - give love to dual wielding and bows a LOT of 'blah blah blah" from me is behind this spoiler. If you don't see a problem or see something you feel you need to engage with... go ahead and skip the blah blah blah below. ✌🏼️💜🌱 EDIT!! - I think I've figured out why I gave the impression that I'm trying to push Wurm towards twitch combat - I kept saying "non target". I'm very sorry, I misspoke there. I'd like to blame BDO bc that's the other game I've been playing recently when not on Wurm, and it has a non target combat system. But it's more honestly just a total brain fart on my part. 😅🤷🏻‍♀️ I don't know how I would describe Wurm's targeting concept. "Ecclectic" maybe? I've played hard tab-target games like WoW, and soft target games or games with hybrid systems (ESO or GW2, maybe?), and completely non target games like, I dunno, Crowfall. (I'm writing this off-the-cuff). I find Wurm's targeting hard to describe because there is a difference between targeting for actions (like cutting down a tree or destroying a wall) and targeting for combat (which pops your target's portrait up & unfolds the combat menu)... and all of that is at also distinct from the targeting required when using a bow & arrows. I'm not looking at Wurm and wanting FPS, looter/shooter, or twitch based non-target combat. Not at all. If Wurm were to implement a non-target system, I would hypothesize a system more like Tera, BDO, or GW2. The sort of system that allows for my hatchet swinging at a tree to do damage to the bear that just ran up & got between me and the tree, even tho I didn't have it targeted for combat yet. That kind of thing. Not the reticle-aiming twitch-reflex kind of non target combat system in shooters & battlegrounds - those games are an entirely different genre from Wurm, and I'll be happy for them to stay waaaaaay over there, away from me. I'm very sorry for my mistake in using a term without being more clear about how I was envisioning it being implemented within Wurm.
  20. 1 point
  21. 1 point
    This is a front view of my deed - work in progress, maybe 10% designed so far!
  22. 1 point
    Hi Gawain, Thank you for your request and the map section indicating the location of your deed. We will have you on the map for the next update. Hi Keneth, Thank you for the request to have your deed included on the Albia Community and the map detail showing where you are. We will have your deed on the map for the next update Skyefox Co-Administrator of the Albia Roads map of Indy
  23. 1 point
    Hello, I am the Mayor of Fort Jerris. I would like to please add my deed to the map. The coordinates are at 52x 47y
  24. 1 point
    most pc's are complete garbage with people that are buying telling you its cheap, people selling saying its expensive and clueless people saying everything inbetween. less biased arguments in trade chat is fine if you want a real pc for a nonbulk item do an auction
  25. 1 point
    If someone wants to respond to a PC with the correct price there's nothing that stops them from doing that - And if they only respond to pricechecks to correct others that give an "incorrect" estimate I don't think they have the best interest of the person asking in mind anyway. I absolutely understand what you're saying and where you're coming from, but the PC conversations in trade chat often drag on for ages and derail into arguments about what a correct price is and what jagoffs the others are and this and that. It's been an issue for a very long time and I'm glad it's been addressed. And again: Anyone is free to give an estimate with the @ tag, and if someone doesn't want to give a pricecheck unless they feel they need to correct someone else they probably don't have the "correct price" as top priority, but rather the need to be "right" or a need to hype up their own prices.
  26. 1 point
    Purchased 80ql Steel Plate. Very pleased with the timely delivery and the product.
  27. 1 point
    It's quite unrealistic to expect Wurm to transform into a real-time action combat system, the likes of Mount & Blade or Mordhau (since those are, in my opinion, the most exceptional melee combat systems in games these days). Wurm Online would suffer trying to implement that due to the servers being in a central location and the playerbase being worldwide. In order to achieve decent real-time performance in Wurm, you would need to split the playerbase into regional clusters (EU, NA, AUS, etc.) in order to mitigate the severe latency. Trying to play Mordhau on 150-200 ping is misery, and transforming Wurm into that would be highly detrimental to anyone not within reasonable distance to the servers. Beyond that, Wurm's current system actually has the benefit of being mostly immune to latency. Since there is very little "twitch" combat mechanics, the system makes it so players with horrendous ping are still able to play the combat with reasonable success. Believe it or not, there's quite a few people who actually like the way that they can simply stand infront of a creature and wait for it to die. And by all means, if the player is strong enough or has the equipment to do so, then that should be fine! There's nothing wrong with that! Combat currently functions in a way that is akin to a turn-based tactics game. You take your turn every X seconds based on your weapon, swinging at the opponent. In turn, the opponent also takes their turn every X seconds, taking a swing at you. Everything that occurs is mostly under-the-hood and not easily understood by players without reading a 20 page document detailing all the variables that go into combat rating, flanking bonus, glance rates, and similar. To the untrained eye, you just keep swinging at eachother until one character runs out of health. Now, in my opinion, the real goal of a combat overhaul would be to refine the current combat system to one that is more akin to modern MMORPG's, while maintaining it's high fantasy identity. This would also need to be designed in such a way that it would be mostly immune to the ping problems, and simply extend/enhance what already exists instead of replacing it outright. What would that look like? Simply put, it would be a hybrid of conventional MMORPG and Turn-based Tactics games. A list of inspirations like the following: World of Warcraft/Final Fantasy Tactics Star Wars: The Old Republic/Tactics Ogre Final Fantasy XIV/Disgaea To try and illustrate further, I'll try to make some comparisons: Stamina in Wurm would work like Mana in other games. Special moves would costs a certain amount of stamina to use, with more powerful ones costing more stamina. Certain actions might give the ability to drain or restore stamina during combat. Each weapon archetype (axes, knives, swords) would have their own set of special moves, and a "mechanic" designed around them. This is akin to classes in standard MMORPG's. Some examples: Knives might work off a combo system, where some special moves would grant combo points that can then be expended on powerful high-damage special moves. This designates a style of assassination & pure damage. Swords might have a riposte mechanic, where special moves would prepare a counter-attack when your opponent attacks you, further refining it's style as a defensive weapon. Axes might utilize a rage mechanic, where special moves or taking damage would count towards rage. Rage built would naturally increase damage taken, but also increase damage dealt. You could use special moves to maintain maximum rage, or expend it on moves to deal more damage. This refines axes as a highly offensive option, while still maintaining some defense if played towards it. Special moves would be designed with chaining/combos in mind, using the mechanics above. All of this achieves the goals marked above. Players can ignore special moves entirely, and continue with the back-and-forth swinging to determine outcome of combat. Additionally, with several seconds cooldown on special moves, it's not heavily ping-reliant. Players can safely use special moves at a mild delay and not see a significant decrease in combat efficiency. Finally, it would leverage the UI improvements made perfectly, allowing the new mechanics to be shown in the templates above the characters instead of relying on the status bar or event logs. In all, the above system could be designed and implemented in a couple months. Most of the tools required to create it already exist, and the UI improvements made would complement it exceptionally well. I doubt anyone would be mad with having new tools to play with, especially since they can ignore it altogether if they so desire. That said, I feel the need to echo above concerns that it's just underwhelming. Steam launch was 8 months ago and so far we've got the pending favor and the upcoming minor combat update to show for it. The fact that it does not touch on dual wield or the difference between priests and non-priests in combat is shocking. To a lesser extent, the fact it doesn't add new weapons (warhammer for PvE?), armour, or simply add any new content at all to the combat system is also surprising. No balance tweaks on existing weapons and armour is additionally disappointing. I originally stopped playing in November, thinking to myself "I'm going to wait until the combat overhaul to dig my teeth back into the game and figure out the new combat." With the current patch notes, I have to say I'm not excited for it at all, and don't see myself returning as a result of this update.
  28. 1 point
    i noticed a distinct lack of music instruments in a game about creating items and learning to fool around with them (yoyos anyone?) how about some classical medieval instruments for us to play with? using the fine carpentry skill we can carve: Lute body, strung with tailoring or ropemaking skill. Flute. used single, or several combined with string or wemp fiber for panflute. Harp body, strung with tailoring or ropemaking. Drum body, with hide streched over it using leatherworking. finally, once created you can perform with each instrument, gaining music skill, and possibly even skill in each instrument type. higher skill allows for better playing. lower skill causes more bad music and screw ups. much like early puppetry or yoyo skill, you'll do more messing up then playing for awhile. to take it even further, we can have the number keys represent notes once you have an instrument ether equipped or highlighted. pushing a number will attempt to play that note on the instrument. low skill will cause off key or wrong notes. high skill will allow people to play songs in game. multiple players masters different instruments could put on concerts, or form entire medieval symphonies!
  29. 1 point
    +1 to more champ or normal mob recipe drops with static characteristic half or full coverage recipes, meaning .. regardless of what your base number is.. you get same affinity buff on any character, makes a truly unique recipe.. easy to learn and so on.. not like current scuffed system with need to use 3rd party software calculator to make a meal for x affinity.
  30. 1 point
    I like the discovering of new recipes, but I have to agree that they are completely useless. So making discovery of recipes more usefull would get a +1 from me. However, measuring is a tedious business as it is and does not add to the fun for me. The fact that you can get all good nutirtion, CCFP and affinities just with meals or pizza makes the other recipes pretty useless. It would be nice to get extra skill gain by discovering recipes, especially because they take more effort that just creating yet another pizza Perhaps give titles for getting 100, 500, 1000 etc recipes. Or give people some good ql cooking or kitchen deco item for dicovering x recipes. Something non tradeable so you would have to earn it. Like a chefs hat for 100 recipes, a 99 copper frying pan for 500 recipes etc.
  31. 1 point
    yes, yes, yes, and for corpses in boat. my hint's this: rafts. loads of rafts
  32. 1 point
    I was hoping this WOULDN'T be a overhaul as i love wurm pvp combat but i welcome more visual feed back instead of text and the changes don't seem to be anything drastic away from what we know wurm combat involves so as I read some dissapointment from the otherside I'd just like to say there is a side that likes that part.
  33. 1 point
    Speaking as a packrat I'll +1 this.
  34. 1 point
    ok i actually just found this post and was talking about this same issue in ca help about corpse volume for how many can fit on a ship. if the actual volume was displayed it would make calculations for putting items into containers that are based off volume not weight able to actually be calculated. i give a huge +1 to this suggestion and i hope it gets looked at for a future update.
  35. 1 point
    We were just having some fun All in jest, can't be all serious all the time!
  36. 1 point
    Beautiful Shot of some of the surrounding area of my deed. 2/7/2021 Couple of my tower guards helping me fight off a huge anaconda 😮 2/7/2021 as I create a road to a tar pit for easier access, I take a look back at the beautiful scenery 2/9/2021 the light behind me hitting my head almost gives an angelic appearance :). 2/9/2021 had to do a double take on that beautiful view 2/9/2021 updated shot of my deed "Hilltop Abode" 2/9/2021 updated shot of my deed "Hilltop Abode" 2/9/2021 the bulls are a big help in hauling stuff 2/9/2021 ummm what the heck is happening here? sheep calf hybrid? lol 2/9/2021 just a lone guard standing out in a sea of sand 2/9/2021
  37. 1 point
  38. 1 point
    the indy maps thta gets updated often mght help you find a place https://drive.google.com/file/d/1EbliOmfbWcK1zhD4t4iYU-Dc18eEr7ZB/view https://drive.google.com/file/d/1VXUlm1dnPAy4mcp7-thzVoPcrJaN4Rv8/view Welcome to indy .)
  39. 1 point
    HI fellow people of Independence! Quick Question: Does this mountainous area (circled in red highlighter below) - NE of Dragon Fang - have a name of its own? If not, I have a couple possible suggestions below, and would be interested if one is liked enough to name the area on the community map? I dunno how mountains and steppes and geographical features go about getting named, and by whom. If there is no previously established name... I might suggest something like one of the following - Inner Colossal Belt Valyrian Highlands Grand Mountain Range / Grand Mountain Belt / Grand Mountains Northeast Highlands / North Central Highlands / Grand Steppe Highlands / etc [local deed name] Belt / [local deed name] Highlands / [local deed name] Range (local deed examples: Lorath, Heartsease, Green Shadow, Hermit's, Heaven, Golden Pearls, ...?) What do y'all think?? (Personally, of the above, I kinda like Valyrian Highlands, or one of the "Grand Mountains" options maybe)
  40. 1 point
    Oh hell yeah, i was so disappointed when i found out that there are no instruments at all. Imagine the future community events this can bring! People could make music nights, concerts ect. Overall this is an amazing idea and i hope that this will end up appearing in game.
  41. 1 point
    I agree. Several spots, like the road and the tunnel system is named "Valyrian". I think its a great name that represents the hidden veins and treasures in that mountain area.
  42. 1 point
    Honestly, I kinda really agree. Especially since deeds can come and go. For me, the one exception might be with the "Valyrian Highlands" name - since that was less about the deed using the Valyrian name, but instead inspired by the Valyrian Steel Expressway, the tunnel road that goes through the center of that area; and, I believe, will likely last much longer than any one particular deed
  43. 1 point
    I too, think Valyrian Highlands sounds a great name for it!
  44. 1 point
  45. 1 point
  46. 1 point
  47. 1 point
    +1. more decorations and options to do stuff cant hurt. also...mini bonzai to decorate ... who could say no to that?
  48. 1 point
  49. 1 point
    Wurm islands are big Rome style pizzas floating on water for some strange reason of the mighty Wogic... You will face the wrath of The Three if you question the Truth!
  50. 1 point
    That view! But there's a disturbing curvature to the horizon at that height. You'd almost think that Wurm isn't flat ...
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