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Showing content with the highest reputation on 26/05/21 in Posts

  1. 12 points
    The Animal Update is here! Patch notes: New: Added Donkeys and Mules Donkeys and mules are intended to be effective F2P mounts that don’t require 20+ skill to ride Donkeys can be bred between themselves, mules can’t be bred. Mules come from breeding female horses with male donkeys. Mules are also as good as draft creatures as horses. New: Added new Animal Feeding System New farm tile: Hay Drying Tile can be made using a scythe on grass. Tile productivity is affected by weather and seasons. Harvesting will produce either hay or mixed grass. Yield can be increased by using a pitchfork. on the tile New Items: Pitchfork Hay Hay Bundle (Thatching) Hay Stack (Thatching) Hay Bundles and Hay can be loaded into saddlebags to keep horses fed on the road (PVE Only). Animal Behaviour Changes: Animals will now eat out of containers that cannot be locked. Animals will animate travelling to the food source and eating. Animals hitched to a hitching post will now prioritize eating out of their trough rather than grazing on the floor. New item Pet Bowl: Can be renamed to display the name of the animal on it, Animals will prioritise eating out of this. The Feeding Trough can now be created as a separate item to the hitching post. New: Added a new fluffier sheep model to help show when sheep are ready to be shorn New: Introduced new body shapes for horses. Horse body shape depends on the horse’s trait set. New: Added an option to ‘Inspect animal’ to bred creatures This displays all traits of a creature that you can see with your Animal Husbandry skill, but it also displays the categories of the traits you can’t normally see With higher skill, you’ll be able to see other details in the Inspect animal window, such as time until a creature can be bred again, time until a creature can be groomed again, or whether a creature is hungry, or age of the creature New: Traits now have categories, the majority category on a creature excluding negative and miscellaneous traits will influence how traits are passed on greatly preferring to pass on its majority to its child. Dominant category is picked from either the mother or the father randomly. The categories are Speed: These traits will increase the speed of a creature when riding on them. Draft: These traits will increase a creature’s carry weight, it will also now act as speed traits when hitched and give a very similar speed bonus to having the speed traits. Combat: These traits increase how tough a creature can be, and how well it can fight. Negative: These traits all have negative effects that are generally unwanted. Output: These traits increase things like butchering output, milk quality/quantity. Misc: These traits don’t fit any other category. If both parents have no traits all categories of traits receive a bonus to seed the initial traits Traits have point values now which influence their chance to pass on and how many traits. Players are now capped at Animal Husbandry level worth of points for creatures they have bred. Inbreeding will now cause the max point value to be divided by 1.5 There is still a cap of 10 traits per creature (this does not include traits like “bred in captivity”) Old “5-speed” horses will be the same as they were before the update, and will go the same base speed. The draft traits only increase the weight a creature can carry before it slows down, so players shouldn’t see much difference in the new 3-speed trait horses compared to what’s called 5-speeds now. Creatures will now remember who their birth parents are even after they have departed the server. Breeding time will now shorten based on your animal husbandry level instead of being random. New: Vehicle Changes Vehicles now slow down as they gain load. The vehicle itself does not add to the weight of itself only its contents this allows cart speeds to stay consistent with before unloaded. Weight of the vehicle is split evenly between all the haulers. Empty carts will continue to go the same speed, only loaded carts will see any reduction. A vehicle’s quality helps offset the weight in a vehicle, this effect starts at above 30 quality and will reduce the weight penalty up to 3x at 100 quality. The weight of the user’s inventory counts onto the vehicle’s weight now. Having all draft traits will give a speed bonus instead of speed traits when a creature is hitched. Players shouldn’t notice much difference outside wagons loaded up with tons of materials. Newly Added and Changed Traits It has very strong leg muscles (changed): movement speed bonus (speed) It has keen senses (changed) to "It seems accustomed to water": moves faster in shallow waters (speed) It seems immortal: Will never die as if cared for (Misc, Rare) It seems extremely tame: Aggressive animals become passive (Misc, Rare) It seems stronger than normal: carry weight bonus (Draft, Rare) It seems more nimble than normal: increased max ridable slope (Draft, Rare) It gives more resources: Increases output of resources such as wool and milk (Output) It seems more friendly: Easier to tame (Combat) It seems prize winning: Gives better products when butchered (Output) It looks plump and ready to butcher: Gives more products when butchered (Output) It seems to pick stuff up: Chance to dig something up when eating, drops items on the ground (Output) It has strong legs: Carry weight bonus (Draft) It seems to be a graceful eater: Less chance to reduce the growth stage of a tile when eating (Misc) It is easy on it’s gear: Equipped gear takes less damage (Draft) It looks extremely sick: Has a very slim chance to pass away when it recieves a hunger tick (Negative) It looks shabby and frail:Reduces output of resources such as milk and wool (negative) It seems to dislike steep terrain: Decreases ridable slope (Negative) It has a chance to produce twins: Chance to birth twins (Misc, Rare) It seems vibrant: Increases output of resources (Output) It has a slow metabolism: eats half as much as a normal animal (Misc) It looks more friendly than normal: Less likely to be attacked by aggressive creatures when tame (Combat) It is especially loyal: keeps loyalty to its tamer longer, loses less when taking damage (Combat) It looks stationary: will stay put as if saddled (Misc) It is unbelievably fast: always on speed bonus similar to hell horses (Speed, Rare) It has very good genes: increased amount and quality of resources like milk and wool (Output, Rare) New: Added a yellow warning message to Summon Soul accept question advising to use caution when accepting New: Added the ability to “kick” Epic Portals and PvP Portals. This will transition the portal between the two states of showing visual particles and not showing visual particles. New: Added a new item: Hay Bed This bed gives 75% of the sleep bonus a regular bed gives Uses mixed grass and a plank to create Change: You are now able to hand-pick grass using the right click menu Change: Added a new title for 100 Pottery. Congrats to Deppen! Change: 70 Soul Depth title is now “Spirited” Change: Bison spawns have been altered and the maximum bison cap has been increased Change: Improved the message given when moving items from a boat hold to inventory Bugfix: Boats will now show correctly as sunken when below quality 10 Bugfix: Capitals will now always be set as the influence chain start when it is swapped Bugfix: Cavalier Helmet can now be improved. Bugfix: Corrected a grammar issue when building an arched wall Bugfix: Corrected event messages when tile has 100 items on it and you are creating an item that drops on the floor Bugfix: Corrected a spelling error in the Switch Diety Window Bugfix: Corrected a spelling error within the journal (Slay 50 Champion Creatures) Bugfix: Correction of message text when meditating (Indifferences/Differences) Bugfix: Cost column in Marks Shop will now sort correctly Bugfix: Event message when praying at the Altar of Three will now show your correct deity Bugfix: Fixed a grammar error when entering an Epic Portal after being in combat Bugfix: Fixed a grammar error where “The” was repeated in event message ( The The venerable sly green dragon hatchling smashes the plain stone wall) Bugfix: Fixed a grammar error in the message shown when transferring bulk items Bugfix: Fixed raid window issues When a village is drained two or more times in a row, it will now display a message in Village Info letting you know how many in a row it has been Raid windows can no longer be changed until two days after a settlement is drained, the same time chain drains fall off Raid windows can no longer be changed during the window, even with no enemies nearby. Bugfix: Fixed some singular/plural errors on event message when harvesting Bugfix: Fixed a pluralization for event message when dropping Apples Bugfix: Lag on Golden Valley should now be fixed Bugfix: Locate Soul spell should no longer cause server lag when being cast Bugfix: Players can no longer cast Summon Soul on themselves Bugfix: Prevented planting of items on another player’s deed without having permissions set Bugfix: Removed an extra space in event message when triggering pole traps Bugfix: Open option on vehicles will now only show in right click menu when you are close enough to open them Bugfix: Sea creatures will now spawn correctly on Defiance Bugfix: Valrei creatures will now spawn on Defiance during campaigns Bugfix: Trowels will now correctly take damage when building fences Bugfix: Vynora priests can now plant flowerbeds Bugfix: You can no longer make slopes over 20 on a highway through leveling Bugfix: You can no longer remove highway pavement on a rock tile without disturbing catseyes Client changes: New: Added an in-game Wurmpedia window The in-game Wurmpedia can be brought up by using the context menu Wurmpedia option, or by using the Wurmpedia button in the UI menus Note: This may not be compatible on all systems from the start, and we look forward to hearing feedback about the functionality. Linux compatible launcher update enabling the in-game browser will launch soon after this update is live. Note: The in-game Wurmpedia is not compatible with the client on MacOS at this point. New: Added a closed eye icon to the combat window to show when focus is not available New: Added the ability to disable the pulsating chat tabs via the UI tab in Settings Bugfix: Closing IRC chat window will no longer close all chat tabs Bugfix: Front horseshoes will now show correctly Bugfix: Hover on Skill Tracker will now align correctly Bugfix: New achievement unlocked text will no longer overlap with achievement name Bugfix: Containers in the toolbelt will now properly show item count Bugfix: Selected items will now show the item count in non-inventory container windows Bugfix: The Spell List window will now expand correctly Bugfix: Using a keybinds on mine doors will now work correctly on all door types Change: The game launcher has been compiled for better compatibility on more Linux systems, and a .deb installer for the Wurm Online launcher will be added to our website soon. Note: Most of these changes are new UI only. Note: With this update, we also announce that the old UI client will be replaced with the new UI client fully in a month – on June 28th the old UI will no longer be accessible. Note: We are also approaching some limitations in regards to our usage of JNLP, so while we aren’t announcing the date of the end of support for the legacy .jnlp launcher yet, we encourage everyone to make sure they are on the regular, default native launcher as we will be forced to stop supporting JNLP once we move beyond Java 8.
  2. 8 points
    Servers are still down. I'm sad, because I was looking forward to crafting a pitchfork and grabbing an ass.
  3. 6 points
    so you need 70 ah to breed the same 5s horses you were breeding pre-patch (you still need draft traits on horses as they increase the amount you can have in inventory before slowing down)? seems a bit rough
  4. 5 points
    Since the last update I am not able to place items on objects anymore. Tried to place a grooming brush on an altar and got this: You start to place a grooming brush. After left clicking, the brush stays in my inventory. Tried this on an altar, bar table and an empty shelf, none of those let me place items on them. By the looks of it, I am not able to place anything at all besides on the ground. Confirmed by two alliance members too!
  5. 4 points
    With the inbreeding stuff, will Bisons now get names so we actually know which are their parents, and thus which Bisons are siblings, etc? Some question for the other animals as well. Sounds like a must have, otherwise it will just say that the parent is Venerable Bison, when you might have dozens of those...
  6. 4 points
    Blah, my cart went from 38 km/h to 29 km/h and only goes back to 31 with Draft Hell Horses....thats a pretty big change! This is with an empty cart No gear on HH except for horse shoes (8x rare with 90-105 woa) My total inventory weight was 31 I don't see how this is a good thing.
  7. 3 points
    In game wurmpedia window is really cool. Can you add tabs please? ❤️ Edit: Additionally, make it so the window saves what you are doing instead of reverting back to home.
  8. 3 points
    Greatest hing in the update is the ability to kick out the light bulb from the portals Jokes aside, seems to be a great update at first sight - with the surprise additions included! The old 5 speed horses count as 80 total trait points but if I add up the traits it should be 70... the bred in captivity supposed to by 0, right?
  9. 3 points
    Honestly, needing 70+ AH is probably the way it always should have been. 50 skill to be at the top of the game was just silly. What I don't like is seeing the big slow down folks are reporting. We should be getting faster than we were at 50, not magically seeing everything drop to a crawl. Most of what people do is on carts and wagons, so seeing them gimp down so much is really frustrating. Maybe do a gradual speed depreciation over the next few months, to allow folks to skill back up and replace their stock of draft animals? Either that or make the base speed for draft in the new system somewhat comparable to our current speed carts and wagons, then as we skill up and breed up the new traits, we gain even more speed improvements? Is there anyone playing that would object to going faster than we used to after reaching high AH and perfect breeds?
  10. 3 points
    While I'm happy for pretty much everything in the update I am really glad for this - thank you Also, whoever decided to add this in this manner rather than some settings toggle is awesome: If it could have a player animation to go with it @Saroman I'd spend silly amounts of time just kicking the things. It didn't bother or affect me in anyway before now, though I know it did for some people. This could be my new form of entertaining my remaining brain cell when there isn't a yule goat handy to pat. Yes, I am strange.
  11. 3 points
    Thanks for all the hard work team.
  12. 3 points
  13. 2 points
    Welcome To Yassi Carpentry. I'am Specialized In Fine Carpentry To provide Top Quality Items With Top Quality Services. Current Skill Status : Fine Carpentry - 99.999 Carpentry - 99.990 Services. Goods. Bulk Container Unit - 1.5s . Empty BeeHive - Price Equal to imp Prices up. Chicken Coop - 50c For Creation QL . Larder - 1s . Canopy Bed - 1.5s Wagons - 2.5s (+1s For Arch Woods) . In Game Contact ( MoTeC ) Recommendations : Get Your Sharp Weapons From : (Inactive) A Libila Priest With 99+ Channeling & Benediction Get you're BoTD Casts . The Finest Black smith out there on NFI . Thank you.
  14. 2 points
    While fighting mobs after the update and trying to use focus, the following happens: - Pre-patch, when I engage in combat with one creature, then target another creature, I could continue to focus against the second creature (this mainly worked when you had 2 focus and after switching targets you would lose 1 level of focus ending up on level 1 focus and then you could keep focusing from that point), that is no longer working (focus on 2nd target after switching doesn't work) - My focus level is locking at 3 and will not go any higher, my fight skill is 50 (focus lock at 3) - and by locking i mean the "eye" closes and is unclickable. I made sure to check my stamina and it was fine, i even did 2 special moves after this occurred. Either this is intentional and was left out of patch notes, or its a serious (combat breaking even) bug.
  15. 2 points
    I got a few positive responses on some of my suggestions in the latest VI-post, so here's one of them copy pasted with some possible modifications: Please allow people who are not mayor to rename branded animals via the permissions feature. Possibly as a deed permission. There are breeders who name their branded animals like "FM, CM" which can be very helpful. The fact that only a mayor can do so can be very frustrating for a villager who is doing the AH stuff and things on the deed. You shouldn't need to call your mayor over every time you want to rename newborn foals, in my opinion.
  16. 2 points
    This is an auction of a rare large cart, which adds some extra speed. Wood type: Walnut Quality: 79.8 (which actually is relevant now after the AH/vehicle changes! Who would've thought!?) Trade: Pick up. I might be able to deliver it for an extra fee, depending on where you live, but would prefer not to. Pick up at M20 cadence, reachable by knarr. Rune: Tin rune of vynora (quite useless at this point. Easily replaced with a speed rune). Starting bid: 5 s Increment (minimum): 1 s Reserve: No. Buyout: No buyout. I don't know what I'd set it at. Sniper Protection:1 hour Private Bids: not accepted. If you don't have a forum account, then feel free to pm me with a bid and I'll post it here as a comment, but I will include your name.
  17. 2 points
    -1. Teleportation already exists thru karma. No need to make the game easier than its already become. I always travel a day or two prior.
  18. 2 points
    I've completed 100 rifts on one avatar and 95 on two others, and always in top 3, whenever I check anyways. It's simple, kill mobs for more points. Do it like this: 1. Invest in AoSP armour, a frost prot ring, fire prot ring, glacial necklace and Frostbrand weapon and LT weapon. Use Frostbrand whenever above 75%. Use LT when below 75%. 2. Fight in aggressive mode for maximum damage output and stay focused especially on the mages and ogres. 3. Do not rush into a group thinking it's like WoW and you'll receive the points because the mobs aggro'd you first. It doesn't work like that if kiting a train of mobs and have to leave the rift area to lose them. Instead, hang back and let them spread out a bit. Don't take on more than you can handle. If you have to run out for emergency healing, you'll lose potential points. 4. Join a group of players and burn down the same creature as quickly as possible. If there is a big group with many creatures and it's obvious that people are targeting different ones, then yes, target those around you for a second or two in melee range, but focus down the one with the lowest health and always switch to the next one with the lowest health. 5. Order of priority (weakest to strongest mob) is beasts, (summoners and casters), jackals, mages, then ogres. If the group has targeted and seriously wounded a stronger target with other weaker targets present, switch to the stronger target and help finish it off, then seek out the next lowest health mob, or if none then the weakest mob. 6. The majority of the time, the group will become overwhelmed at times, especially if fighting close to the beam while spawning. If being targeted, health is dropping, and the situation seems dire, don't hesitate to retreat to the outer edge. Find another person or small group that has also retreated and start working on outer mobs in priority order. Work you way back towards other groups. The goal is to kill mobs without being targeted so you can spend time killing rather than retreating and bandaging. The best place to do this is in the outer edges inside the rift area where there are fewer mobs. I know that sounds counter-intuitive, but when you are not actively killing, you are effectively losing potential points. 7. Occasionally, a low health summoner or caster will have teleported away and may be standing by itself. If deemed safe from pulling stronger mobs, rush in and finish it off, then ride away. These are usually fast easy kills, but can be tricky to pull off sometimes if other mobs are around. Look for those opportunities. 8. Burn hearts. You gain 1 point each and they are the easiest way to gain points. I butcher corpses and collect hearts for the next upcoming rift. That way I don't have to waste time butchering during the rift and can immediately start burning.
  19. 2 points
    Congratulations to everyone who were not able to weed out Keen Senses from their horses lol.
  20. 2 points
    Hmmmmm isnt this why we got a test server ???????? So stuff can get live there and show if it works ??????
  21. 2 points
    whens the server coming back up
  22. 2 points
    It's todaaaay!!!! I'm so excited
  23. 2 points
    Actually, my understanding for these crusades on alts is running thin if it ever existed. What exactly didn't you understand on sandbox game? If you do not like alts, do not create them. And after marks points, a regular subscriber can be swimming in LMCs, unless wastes all on tomes or what.
  24. 2 points
    Building some racks and stuff to keep the deed in order. View from the top of the Caravel. We have pink lights now WEEH! Plan for the first castle-like house that's planned for underground.
  25. 2 points
    Perhaps a spirit templar that is more archery focused. That would be cool!
  26. 2 points
    For PVE only, Can we add an alternative spirit templar, one that does more damage and has better armor. Maybe have it cost a little bit more. It could have a different model, Something that is different from the normal spirit templar. There isn't a particular need for it, but it would offer some fun flavor for people's deeds that are in high threat areas that need more deed defenses, but don't want to just hire more templars or build more towers.
  27. 2 points
    would be cool if archer towers actually functioned, too.
  28. 2 points
    In my neck of the woods on celebration we used to have bison\unicorns and then none. Now unicorns are back but not bison. For a while we had lots of cows and sheep and now they are getting harder to find. I don't think the problem is with the amount of non aggro spawns because let me tell you everything gets killed and if that were the case some bison etc would eventually spawn in. I think the problem is they just are not spawning in period. It seems like some non aggro mobs get higher priority. I think the fix would be to allocate a percentage of the pool to each type of non aggro mob. This ensures something of each type will always spawn in somewhere on the server. Myself I will not say I will never breed cows, sheep and bison in the future to play around with the new traits but my preference is to just grab some replacements from the wild for the few of each i do keep for milk/wool. Even when hunting I have been known to groom, milk, shear before I kill em!!
  29. 1 point
    I would first and foremost like to thank @jackjonesfor giving us all the Xanadu Community Map which we've used for the last 4-5 years. His map system is also one of the founding blocks of the newer maps developed by @Yagaand @Substr. Thank you Jack, we miss you. Jack has been preoccupied with RL issues the last year or two, and as such has not had time to help maintain the map and upload the new map dumps. So, I have been working with @Yagaover the past few days to provide a new Xanadu Community Map. @Yagaand @Substr have developed a system which they implemented for the Deliverance server initially and which we have now updated for Xanadu. New Xanadu Community Map Features 1. Map coordinates The map offers a common type of map grid (as an optional overlay), using the same denotation as the in-game map (for example "E 24"). However, to place and find locations in a much more detailed way the new map is based on "tile coordinates" (x, y), making it possible to narrow down locations to a single tile on the server! This allows us to place deeds and landmarks much more precisely than before. (Map coordinates are explained in the next post.) 2. Zoom The map provides various zoom levels, allowing you to zoom in from a view of the entire server to close-ups of single deeds. 3. Layers Deeds, Tunnels, Canals, Bridges etc. are actually map layers which can be toggled on and off. You can also choose among two map types (Terrain, Topographical). Note that the Isometric map is not available on this map due to the extreme distortion of tile location caused by mountains and other terrain, thereby preventing an accurate placement of deeds, tunnels, bridges, etc. 4. Finding settlements The map offers an easy-to-use search function for deeds. 5. Selecting locations and copy coordinates You are able to select any point on the map and save the coordinates for future use. Colours and Symbols Map Information This new map has been reproduced based on the previous map data and as such some elements may not be 100% accurate since we are using a completely different system. To this point, if you notice anything missing or in the wrong place in terms of settlements (deeds), highways, tunnels, canals and landmarks, please post in the thread below using the Adding Data guidelines provided. In particular, Tunnels and canals are handled a bit differently on this new map. There are Tunnels - which are foot traffic only, there are Canals - which are boat traffic only, and there are Tunnel+Canals - which allow passage of both boat and foot traffic. Please post in the thread below any discrepancies you see so we can get these accurate. Also, those tunnels that are knarr-depth only will need to be named as such, as that data-driven designation is not supported in the new map. Adding Data Please post in this thread to report new or changed data. (Do not send PMs, either on the forum or in-game! Do not use Discord to add data either!) Please use tile coordinates (x, y) to report new map data. (Hover your mouse pointer over the location you wish to report, click once to see the coordinates in the "Selected" field, copy the coordinates.) Deeds: Please report the settlement name and the coordinates of the settlement token. Example: "Serendipity Bay [1650, 1384]" Highways: Please report the coordinates of all points describing the highway (start, "corners", end). Please use this format: "[[5229,2327],[5543,2328],[5547,2332],[5577,2332],[5588,2321],[5614,2321],[5623,2312],[5684,2313],[5692,2321],[5790,2321]]" which is the actual coordinates of the highway that stretches across G20. Tunnels, Canals, Bridges: Use the start and end coordinates. These elements can also be given a name. Please only add fully completed Tunnels, Canals and Bridges. Fully completed tunnels are those with both walls reinforced along the entire length, all veins in the roadway/canal gone and with the floors mined down to their final depth. Other: You can also report guard towers, mission structures, and special named landmarks (like names of lakes and mountains, as long as those names are agreed upon among the local community.) Note that Xanadu is an Opt-In map, meaning that you must ask to have your deed posted on the map. We encourage you to do so as the more deeds that are shown on the map the easier it is for people to find their location when they're out exploring and lost , or when they're trying to come pick up that cool whatchamacallit that you offered for sale or check out your totally awesome deed. However, only a Mayor or an authorized villager can request that a deed be added. THANKS! I'd like to thank @Yagafor his very fast help in setting up this map and for him offering to host the actual map and input files. Also, I'd like to again thank @jackjonesand all of the previous Xanadu Community Map editors, without whom this new map wouldn't have been possible. New Xanadu Community Map
  30. 1 point
    Current Problem Rift Participation Points should be awarded based on effort put in. Currently the system doesn't care about your skill or however much effort you put into fighting. The BEST way for someone to gain participation points is to go around spam targeting mobs in melee range in order to get a "tag". Then when the mob dies with your tag on it you get points. Imagine being an elite fighter around 90 fighting skill killing mob by mob and getting less points than someone who just started the game and isn't actually helping take on the rift. It's even worse for those that thought defensive fighting would be useful. Proposed Point System Points would instead be based upon the combination of Damage Dealt, Damage Healed, and Damage Mitigated. This benefits all forms of fighters and encourages more participation towards actually closing the rift and becoming a better fighter. All fighters who put work in will walk out with more reward and feel more achieved. Also, with damage mitigated providing points it would encourage tanks use their skills like taunting which would now have a major benefit. Additional thoughts These are some other things that might benefit from having points, but are not the main focus of this thread. Sacrificing hearts (I've heard it's currently 1), Butchering, and Burying. These would encourage ending waves quicker, and cleaning up the field. Potentially something good for those not too skilled in fighting. For those that wish to help this post grow and get more discussion PLEASE spread it to others. If you want change to happen in this game we need to band together and create a louder voice. Also, PLEASE provide reasoning as to why you support or oppose this idea.
  31. 1 point
    Auction for Rare Strange Bone Start Bid: 50s Increments: 1s Buyout: 65s Sniper Protection: 1 Hour Any Questions please message Pnut in game.
  32. 1 point
    Register Now for the Steam Open World Sale A Sale and Celebration of Infinite Exploration, May 27-31 https://store.steampowered.com/news/group/4145017/view/3119280855634041741 The Steam Open World Sale is a multi-day event celebrating games featuring the popular open world mechanic. The sale will highlight many sub-genres and styles of open world games and while featuring livestreams of participating Steam games. We welcome all eligible titles to join in the celebration. Dates May 27 - 31, 10am Pacific 2021 Eligibility Participating games must be: associated with a Steamworks developer account in good standing tagged Open World or Open World Survival Craft released on Steam on or before May 27th 2021 at 10am Pacific offered to Steam customers at a discount (unless Free to Play) for the duration of the event Registration & Discounts To register your game in this event, please fill out the form below before May 27th at 8:00am Pacific. Once registered, we will send further instructions regarding discounts. Please note that a discount is required for participation in this sale unless your title is otherwise Free to Play. Once registered, we will notify you when it is time to enter discounts for your participating games. https://partner.steamgames.com/optin/sale/open_world/
  33. 1 point
    Got the following runes for sale, feel free to respond to this post, or either PM me on forums or in game (Kasumi) if you are interested in any of them For more information about runes please see the wurmpedia page : https://www.wurmpedia.com/index.php/Runes Pricing : Stock : A small rune created from resources on Jackal and infused with the spirit of Libila. It can be attached to any item and will gather resources at a higher quality level (10%). A small rune created from resources on Jackal and infused with the spirit of Jackal. It will activate the refresh effect one time. A small rune created from resources on Jackal and infused with the spirit of Magranon. It can be attached to any item and will increase size (5%) and increase vehicle speed (5%). A small rune created from resources on Jackal and infused with the spirit of Vynora. It can be attached to wooden items and will increase the chance of increasing rarity when improved (10%). A small rune created from resources on Jackal and infused with the spirit of Fo. It can be attached to any item and will have a chance to increase the effect of tending a field or harvesting a tree or bush (10%). A small rune created from resources on Jackal and infused with the spirit of Magranon. It will activate the mole senses effect one time. A small rune created from resources on Jackal and infused with the spirit of Libila. It can be attached to wooden items and will reduce weight (10%). A small rune created from resources on Jackal and infused with the spirit of Libila. It can be attached to stone, leather, cloth and pottery items and will reduce weight (10%). A small rune created from resources on Jackal and infused with the spirit of Fo. It can be attached to stone, leather, cloth and pottery items and will reduce fuel usage rate (10%). A small rune created from resources on Jackal and infused with the spirit of Vynora. It can be used on stone, leather, cloth and pottery items and will activate the mend effect one time. A small rune created from resources on Jackal and infused with the spirit of Fo. It will activate the charm animal effect one time.
  34. 1 point
    Firstly, thanks to everyone who took part! - The data is freely available here (https://forum.wurmonline.com/index.php?/topic/184223-priest-poll-alts-and-mains-take-part-in-the-great-priest-census/#comments) Before we delve into things, we offer a "critique"; this sample would be hard pressed to call truly "random". It is definitely skiewed towards forum players, who may have more investment in the game, and as such the number of "alts" a regular player has is likely to be somewhat lower. There is also the consideration to be made that many of the forum users appear to favour the SFI (further arguing that there is skew in the sample) and, as such, we will not be offering observations on NFI (the rules there may be VERY different). The definition for "main" and "alt" was left subjectively to the user, and as such, we also leave these vague. In general, we are assuming users identified their "main" character as the one they are primarily active upon, and consider to be most advanced. We'll begin with a simple statistic which, for the SFI at least, will be hard to argue against. If we take the total premium respondants for the SFI (95), we note that only 12 identify a priest as their main, the remainder consider a crafter as a main. In essence less than 12.64% of the population play a priest main. Trying to identify WHY this is the case is beyond the scope of this study, but it certainly infers a future study (done by those with access to more varied data than the author) should be undertaken. Clearly, there is content within the game that does not hold up on its own for some reason! The next statistic is somewhat debatable, but it is worth mentioning because of its implication to population. As many of you know, the data I present each month is based purely on player count and offers no correction for alts. Given that our sample is large, the central limit theorem tells us that the means of such samples from the population would be normally distributed IF THE SAMPLES WERE RANDOM. In this instance, it is debatable if this is the case, as mentioned above, so the reader is advised to take the following with a stern pinch of salt. A 95% confidence interval for the number of toons played by any player (on both clusters) amounts to the following interval (2.845499155,3.435750845). Now, this heavily suggests that a lot of players play more than 1 toon, and even at its most charitable (taking the lowest bound) assuming 2.8 toons per player would not be unreasonable. If we assumed that every time a player was logged in, all their alts were logged in, we'd be overstepping our bounds. However, assuming that roughly half their alts are logged in on average would not be too much of a stretch, and thus dividing observed populations by 1.4 might be a reasonable decision to correct for alts. Further data is needed, but is beyond the reach of this study. Finally, we offer the last (also to be taken with a pinch of salt) statistic. Namely that we can be 95% certain that (on SFI) the average number of priest alts a player has lies somewhere between 1.21 and 1.78. This forces us to ask the question, would making priests more viable as mains be in the interests of wurm online at all? If we assume that, should priests became viable mains, some players would drop their priest alt, this could be substantial loss of income for Wurm Online. Thus, is it really a good idea to de-alt priests? Again, this really begs more questions than it answers, but it certainly suggests a viable hypothesis as to why priests have generally been ignored/nerfed by the developers over the years.
  35. 1 point
    Looks like "Place" is not working when trying to place an item on top of something.. [23:55:02] You start to place some fireworks. Then nothing happens. Tried to place on a bed, on an empty low bookshelf, even the same item that I just took from them. Works onto the floor.
  36. 1 point
    Gud'afternoon DaletheGood, Wednesday, May 26th, 2021 at 12:50 GMT Skyefox and I have been very busy in RL for the past month, and thus we have not had a chance to offer our congratulations on your taking on the task of managing the Xanadu Community map. Two Thumbs Up for making it an Opt In map where deeds are concerned. Protecting the wishes of hermits and people who do not want there deeds on a map is a very good move for any cartographer. If we may offer a suggestion, an upgrade to your Adding Data section in the 1st post ? ... only permit Mayors to submit their own deeds for Addition to the map. We know from experience that some explorers out there want to Add to a Community Map any deed they come across in their travels. By making it only so the owner (ie Mayor usually) can make the Add request, this will prevent some overly enthusiast folks from submitting Deeds they find, who's owners do not want there deeds to be on the community map. Congrats again on joining the ranks of Cartographers and Keepers of a Community Map. Warmest regards, Hughmongus and Skyefox Co-Administrator's - The Albia Roads Map of Indy and the Albia Cats Eyes Highways Map of Indy Co-Leader's of The Albia Consortium on Indy
  37. 1 point
    This update is great And please use it to advertise with on steam. Add a line at the bottom of the game capsule mentioning the animal husbandry overhaul. That always makes me check out games again.
  38. 1 point
    Um, I've never used the terminal... How do I navigate in there? Okay found it. This is what it says: Number of options: 10 Native libs: -Djava.library.path=/home/USERNAME/wurm-launcher:/home/USERNAME/wurm-launcher/jcef-natives:/home/USERNAME/wurm-launcher/linux64/runtime/lib/amd64Create java VM! java.library.path: /home/USERNAME/wurm-launcher:/home/USERNAME/wurm-launcher/jcef-natives:/home/USERNAME/wurm-launcher/linux64/runtime/lib/amd64 java.class.path: /home/USERNAME/wurm-launcher/client_live.jar sun.java.command:null OS: Linux LaunchProcess: failed to execvp: /home/USERNAME/wurm-launcher/jcef-natives/jcef_helper LaunchProcess: failed to execvp: /home/USERNAME/wurm-launcher/jcef-natives/jcef_helper [0526/194542.574684:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 1 time(s) [0526/194542.575025:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 2 time(s) [0526/194542.575292:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 3 time(s) [0526/194542.575574:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 4 time(s) [0526/194542.575834:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 5 time(s) [0526/194542.576077:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 6 time(s) [0526/194542.576352:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 7 time(s) [0526/194542.578063:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 8 time(s) [0526/194542.578558:WARNING:gpu_process_host.cc(1266)] The GPU process has crashed 9 time(s) [0526/194542.578582:FATAL:gpu_data_manager_impl_private.cc(445)] GPU process isn't usable. Goodbye. Trace/Breakpoint ausgelöst (Speicherabzug geschrieben)
  39. 1 point
    What I think they are saying is that BEFORE there were already 2 draft traits (carry more and strong body). Your 5-speed horses were actually 3-speed horses when you were riding them. So if they have 3 speed traits now, they have the same speed except for how much those individual traits may have been nerfed.
  40. 1 point
    So then the question is - What is a Superhorse?
  41. 1 point
    any clue how long we are down this time?
  42. 1 point
    Disappointed by the lack of pheasant action.
  43. 1 point
    Awesome! Now we just need lambs that hop
  44. 1 point
    For the sake of the game. Could you please make it clear Madnath if you're memeing or if you'd really like that kind of change. >.< AFAIK it is not lost when leaving the rift area. You can tag all of the mobs and then chill in the healing pen whilst others kill them. I'm fairly sure seen several players doing this. I do know for a FACT as well that if you bring a rift creature outside the rift zone and kill it you'll still get a point, so I do believe tags are not lost just because you left the zone.
  45. 1 point
    While I can see you put a lot of thought into this, I just don't think there are ever going to be lots of freely roaming horses or bison, no matter how high they make the spawn rate. And the other suggestions will only perpetuate the leading away or killing ones found in the wild. Either for their hides or (leading away) a source for buffalo milk. Additionally, with the requirement to kill 20,000 animals and obtain 90 fight skill to complete that book/section of the journal, wild horses and bison will never last long in the wild. The miscarriage idea would make me hate breeding. As it is, the original birth expectancy can be up to 11 days and sometimes server restarts (i assume this is what does it) changes my timers, so it might be 14 or 15 real life days total before a baby is born. To have it then randomly miscarry due to server population, which is outside my control, would be extremely disappointing. After years of breeding, when I am expecting new foals, looking for them is the first thing I do every day when I log in. If people can't find bison or horses (or cows/sheep/etc), I suggest asking someone who has a pair to breed a pair for them. I have happily done this many times with many types of animals including bison (always for free). I understand finding your own in the wild is "more fun", but it might be better to focus on it giving people the opportunity to interact with other players.
  46. 1 point
    Maybe add a quick-search button to see what recipes items are used in. Fits in nicely to the right of the emote button. Saves us from opening the crafting recipes window and manually typing out the name, selecting material to see what items are used in. Noobie friendly, etc
  47. 1 point
    +1 Or even add other benefits to the other colors to balance it. I hate how molten and ebony are the meta, so it makes other colors less valuable.
  48. 1 point
    The only thing I could think of is to get a large cart imped really high and get your horse hitched to that and hope that the cart won't decay until you return. If your break will be for 5 years, then rip.
  49. 1 point
    I have a highly controversial idea: let's see how the new system works before we complain any more.
  50. 1 point
    As you know, I currently collect player data on both the north and south clusters, I'm also a huge advocate of priest gameplay. However, I sat down after my post this morning and realised that I'm making a lot of assumptions, are priest alts really rampant, or do they just FEEL like that? So, here's the poll. I'd be grateful if folks could help spread it beyond the forum audience, ask their alliance members and other players they know to take part. I'm hoping it can shed some light on player habits (it might also let me make slightly better estimates of PLAYER counts rather than CHARACTER counts). The responses are anonymous, in case you want to hide your wurm addiciton, the data will be used in an anonymised fashion.
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