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Showing content with the highest reputation on 06/24/21 in all areas

  1. 5 points
    Well said. Coupled with the ongoing communication failure I can only think of this dictionary entry as an accurate description of this patch: https://dictionary.cambridge.org/dictionary/english/cluster######
  2. 3 points
    Don't understand anything of that. I have watched a few of Zuel's streams, and found them entertaining. He does not make a secret of them, so someone not willing to appear may just log out. Where is privacy violated when someone posts her or his screenies, or transmits streams? Do you want to forbid streams e.g. about rifts as long as not every participant, the mobs included, has given written consent? Next: "things happening to stuff": Mind you, Zuel is mayor, if you become villager you consent that you may be booted anytime, and without guarantee to get all your stuff. So is Wurm. And a mayor footing the upkeep is of course even morally entitled to kick inactive players as they obstruct space he is paying for. Usually, the more valuable belongings of someone leaving or removed will be held for a time and handed out on return. I am sure Zuel does that too, but even if not, he is perfectly in his rights. So please stop spreading nonsense and FUD. If there were wrongdoings, file a ticket. If there was not unruly, but undue behaviour, specify and prove in ways the defendant may counter. What you are doing stinks slander.
  3. 3 points
    Not sure if anyone has suggested or asked. But is there any future plans on more or new building options? Roofs are limited as well as others, like walls and more. We need more if its possible.
  4. 3 points
    I don't think you could. Bugs would happen and they might have disastruous consequences. Consider what would happen to mines over time, specially people that have their dwarven - fortress - deeds set up. One of the selling points in wurm and in the trailer is "Make your mark upon the land" reinforced in different points in the video and wurm gameplay. Also I'd add that pre-terraformed abandoned spaces actually are a positive for the game. I've met many people who settled down in former deeds due to this singular quality, saving time on terraforming a bunch of dirt/ rock. And some places in Wurm have some insane terraforming in their past, hundreds if not thousand of hours put into them. Even their "ruins" quality gives wurm a unique history no other game has.
  5. 3 points
    We also intend to expand further on the construction features, adding both new building elements and decorative items and features. One of our desired features that we’ve been playing with are docks, which would allow you to create structures on water. On the decoration side, a popular suggestion (as well as something we want to see in the game) is hanging items on walls - we’ll be looking at how we can add that.
  6. 2 points
    Currently with shatter protection the order is woa, shatter protection, and then coc. This allows you to dispel woa, but not the coc. Change imbues to be listed first, allowing dispel of all casts BEFORE dispelling imbue.
  7. 2 points
    Hey Pepo hope you're having a good day. If you do have legitimate concerns about how I run my deed and stream with actual evidence then I would like to hear it. I can't do anything with what you've put on my forum here and from my perspective you are just gatekeeping and slandering my deed. You claim to have been apart of this deed or had some experience with it, but unless I hear exactly what that is then I can't make improvements for the future. Hope you understand my concerns about how you're handling this rather than just speaking directly to me about problems you have with me. Lets please take this to DMs and I look forward to clearing things up with you soon.
  8. 2 points
    Of course its easy to notice and anyone can make a statement but having the foals to back it up holds more weight than your cursing eveywhere
  9. 2 points
    Today was uneventful as I didn't have a lot of time in the lands of Wurm. I do have some exciting new piglets that have the potential to become prize winning entries in the next village fair. The way they've been breeding I may need to consider expanding the pig pen! Hopefully that's a good sign for when I take them to market. Legios is a bit backlogged on his brick making duties. He swears it will get done. His slow pace is holding up my plans for a market north of Lorewood. I'm eager to get started, but there is still a lot of terraforming and work to be done. Across this bridge is the land that we've claimed for Dragonwyck Market. It will have all manner of livestock as well as crafted goods and interesting items. Applications have already been submitted by several merchants who are eager to get in on this exciting new project. The bridge and river we've created here makes a lovely spot for fishing or just a relaxing boat ride. The small river is beautiful all year, but autumn is particularly magical.
  10. 2 points
  11. 2 points
    The idea is to be able to clean an unwanted trait off a breeding line when it occurs, not to clean up every horse - you then use your cleaned up horse to breed with, thus requiring you to selectively breed for the line you want over time. I'm also not suggesting it as a way of removing negative traits, we have Fo preists and rites that can do that already. If we go back to being able to breed custom lines, remove the added output traits, and higher AH lowers negative trait chances, we are back to where we were, but with the addition of a few desired traits, and a once or maybe twice a day ability to clean off an unwanted neutral trait would mean that high AH was not a punishment as you were given a way to deal with being thrown a curve ball occasionally as result of your skill. It would still be hard work to introduce a particular desired trait each time your AH raised to the point where your cap allowed another trait in, but you would at least not be so much at the mercy of the RNG when it adds something you don't want - you may not progress towards your target on a particular foal, but you would also not be forced to discard it due to the appearance of a trait you don't want.
  12. 2 points
    yeah the complete inability to custom build the horse lines you want is what is angering me the most right now, there is absolutely no inheritance of traits just a dominant category and a random spattering on top
  13. 2 points
    At 20 AH all bred animals show in the inspect window as being wild creatures. Breeding timers still completely and utterly broken. Hungry status is always not hungry, no matter the condition of animal. I am now up to 7 horses that have either been born with no names or have lost their names when aging up, and this is after culling a couple that were born with no names, no traits and no parents. Combat window UI focus still broken. Wild parents do not show up in inspect window. Untraited bison and untraited horses have exact same pulling power hitched. Bison have no bonus? "Mules are also as good as draft creatures as horses". - Incorrect, untraited mules are substantially faster than both horses and bison hitched (A pair of mules was around 3kph faster when hitched to a large cart, and in testing performed better than horses with the 2 twenty point draught traits, as they did not vary in speed with traits turning on and off). Easy on gear continues to be an utterly useless trait having zero effect on anything. The TLDR of the post by Yserin up above, and pretty much I think how almost everyone feels, is that this whole update is a god awful mess, and people are so frustrated with it they are struggling to explain how they feel without being vitriolic. I started and stopped this post multiple times as it just started to get that way, and I was trying to make it constructive. For the sake of making different appearing horses (both new appearances of which are exceedingly ugly is the general opinion I have seen expressed) you have completely reworked a system that had some flaws that could have been addressed mostly by doing what was done this patch to decrease negative traits. The fact that bonus abilities for higher AH simply don't work at the moment is an added insult. With this round of horse breeding now coming out on non PvP, I see the negatives are gone, but still when breeding a horse with 3 speed traits to one with 4 speed traits, I more often than not drop to either 2 speed traits or 2 + the mostly useless water trait, making them slower, and a bunch of traits that nobody wants. Horse coat colours are still seemingly random. Without having been mentioned anywhere, it also seems that speed and draught traits have been made mutually exclusive. Nothing born with a speed pool has ANY draught traits and vice versa. Now that the also unmentioned negative effects of speed traits on hitched speeds has been removed, I'd literally prefer to be able to breed for the three working speed traits and a couple of draught again... but even at 100 AH, the fact that useful traits have gone from effectively costing 10 AH each up to 15 or 20 in most cases, would make this impossible even if I could. The idea of breeding to a dominant pool and just randoming the rest has got to be about the worst of it, there is no longer any skill involved in attempting to breed a custom line, just mash two dominant pools of the same type together and hope for the rng to do something good with the remainder, and 20 odd useless traits far outweighing useful ones. Frankly, it just plain sucks. Things I believe need doing: Get rid of output traits on animals to which they don't apply Get rid of speed and draught traits on animals to which they don't apply. Rebalance point cost back to where 10 points equals a useful trait. Go back to both parents contributing to breeding outcomes - if both parents have a matching trait, it is greatly favored to pass on over introducing new ones. If one parent has a trait and the other doesn't it 50/50's which one is passed on. At very high AH, give an abililty to once a day remove an unwanted trait from 1 horse, thus removing the inherent penalty of simply getting traits you don't want as a result of your having high AH skill. The higher AH having a reduced chance of negative was long suggested in forum threads, it's a pity it took this mess for it to be introduced, but that at least was a step in the right direction. Trying to have patience with this, but the frustration level is so high that I have gone from enjoying the game, to having to stop and take breaks to unclench my jaw and stop grinding my teeth.
  14. 2 points
    I'm adding a nautical compass to my wishlist. Just because we can just disembark and wait, doesn't mean we should have to. (thank you Idlamn for the idea!)
  15. 1 point
    Some random guide i wrote up because the actual info around for grinding is laughable at best outside of like 2 good guides and some newbies might actually think thats correct This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it. Types of grinding Imping - Use high ql tools and imp one item to the sweet spot (skill x .77 +23), this will give double sized ticks when you are imping above it. If you can get someone with higher skill to give you something imped this high OR can create it high ql by default, it's a huge help. If you're imping it by yourself, you'll get about 60% ticks or so double sized when imping at this point, if you have a friend with much higher skill (or a single imbued tool) keep it slightly higher than this point 100% of ticks will be double sized. Do not let timer length go over 15 seconds when sweet spot imping as this will ruin gains. You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping. CoC skillgain only effects thing being used, not parent skill. So if like you're doing fine carp vs carp, imping mallet you'd get 100% carp, but imping rope tool you'd get 100% fine carp 100% carp normally, with 100 coc it'd be mallet 200% carp vs rope tools 100% carp 200% fine carp. Sweet spot changes this to 400% vs 100%/400%. It's anywhere from 25-100% more overall skill to grind with the sub-skills than the parent skills, so if you're planning to grind both to a certain point it's more efficient to grind the sub-skill first. If you cannot make the materials required to sweet spot imp, you want to imp things that are around 15-0 under your skill, depnding on your tool ql. Tool ql equal to skill you'd want 10ql under. Use the grinder to find out the perfect spot. Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain. Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach). By default these grind much slower than other skills due to the 33% skillgain on creation/continiung. Best skillgain is around 75% attach chance for continuing, same as creation, if you use equal ql mats to what you used to create it then that's the continue chance. Alcohol increases diff but is too much actions for little benefit here imho Creating houses is fine skillgain for masonry/carp but doesn't come close to sweet spot imping. Random skills that might not be obvious/don't deserve their own paragraph Nat subs - the potency of the cover (part 1 x part 2's potency) is the diff of the item. Coalmaking - CoC kindling + logs is best, making actual piles is worse. Firemaking - unfinished torches with CoC Tar. (thanks ping) Milling - Anything till like 70, corn after that Paving - imp catseye Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off. Prayer - Faith gives a bonus to skillgain so want 100 faith. Exorcism - Low ql altars, a priest to heal you coz you will get wounds that can kill you. Ql of item you have activated is used as the tool. Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp. Meditating - Start with like a 40ql rug and drop it over time to 1ql at 60 skill, don't meditate on special tiles as they'll mess with skillgain. you can get 11 at least a month before the timer for it if you're meditating 9x a day. Shipbuilding - small tackles are impable, 6.5kg, fit in inventory and can be bsb'd if you need to save logs, but a rare ship is a valuable thing you can sell for a sleep bonus fund so either are good. Cooking/baking/beverages/whatever uses cooking system - you want diff of thing being made to be as close as possible to 10 under your skill. Alcohol increases diff. Best way to grind is to get lots of forges/ovens/whatever, fill hundreds/thousands of items to be made, light them all at once and if using alcohol get yourself to good spot. turn on sleep bonus right as the ticks start flowing in. 30+ diff meals give the biggest skill tick size, anything less than that is smaller ( 1 toast which is 10 diff, has 1/3 the tick size of a 30 diff meal). Meat+veg for HFC, fruit bread for baking, spearmint tea for beverages. Shield bashing - you have to hit the shield bash for skillgain, if the bash does damage you chance to get another tick that's double sized until 50 skill. Low body control and starving mobs are easier to shield bash (most passive mobs, trolls have really low BC, can combine shield bashing training with pen shield training), so best way to grind in pve would be to pen a troll in a cave and keep it starving but not dead, as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists. First aid - Bigger wounds - higher diff healing. should be 75% of bandages to actually heal for best skillgain, haven't tested in a while. Wounds on your hands lower your effective first aid skill which means you can use lower diff to grind. Repairing - Mallet to 50, Ring to 70, Large saddle seat to 85, chain jacket to 100 ( beaut med rugs are better 90+ but dont form piles, chain jackets are much easier to manage but you need a lot more of them). Lava is your best way of damaging to grind, 24 hours on lava gives 96 dmg so its a daily grind thing. Fishing - you want to balance fish diff vs skill+rod ql+ things on rod. Huge tick for hooking fish, small ticks every few seconds while it's hooked. When you get message that it's hooked, turn on sleep bonus then click to hook it, then turn off sleep bonus after it's caught/swims away. Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy. Fish nets work until like 40 or so then gains drop off hard. Spear fishing is very good for grinding, but requires you to be watching the game, compared to using a fishing rod which you can set up a wurmassistant notification for when a fish is hooked. Farming - 1ql rake, potato/cotton/wemp/rye from 1-70, oats/pumpkin/cucumber/reed/barley/carrots 60-100. wheat from 70, cabbage/corn from 85. Garlic with 80+ skill 90+ql rake is good gains too but you need more land to make up for fast rake times. Anything harvested with scythe uses coc/woa for harvesting, all other plants dont coz they use hand to harvest. seed ql+farming skill = plant speed. Forestry - Harvest is best, pick sprouts if nothing is season Gardening - imp trellis Animal taming - (assuming venerable no traits) pig till 40, black bear till 65, cave bug till 75, unicorn till 95, hell horse till 100. You can combine this with other grinds like mining (queue up bunch of mining actions, when you start a mining action, do a tame, they'll both happen at the same time I think this got removed) or shield training+shield bashing. You can try all 3 at the same time if you want your apm to resemble a pro starcraft match. Animal husbandry - shearing sheep is great gains if you have lots of sheep, otherwise groom everything. Metallurgy - Brass/bronze till 60ish then electrum. Low ql lumps are a necessity. Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing Plate armor smithing - can imp scale which uses leather, or iron plate. Lockpicking - lock ql = diff, assuming you're using 80+ql lockpicks lock ql near lockpicking skill will do well for everything past 50, otherwise calc it in the grinder. You can coc/botd the lockpicks but you'll break hundreds of them grinding. Lib basically gets free favor so if you have a good channeling lib botd all the picks Treb/catapault - Put treb/cata at base of dirtwall, wall on top of dirtwall, shoot 0.1kg lumps, lump lands on dirt wall next to you or inside building, pick it up. Winches is diff for cata, counterweight in treb is diff (25 rock shards = 25 diff) Thatching - imp thatch roof Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves). Chest wounds reduce effective climbing skill which can make it easier to grind. Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, you want average frag ql of a stack of 100 to be around 25 or so for best skillgain. Around a 40ql brush at 90 skill was good for me, but that might not be good for you if you have more/less disbanded deeds in area than me. lowish ql chisel to do restoration afterwards each time you get a message in the middle of an investigate action that gives a chance for skill same as finding a fragment so much faster to skill up on disbanded deeds Weapon skills - Weapon skill is based on damage dealt, and is capped at around 50% of the enemies health dealt in a single blow, so tanky mobs that you glance a lot against aren't good for skillgain whereas squishy mobs are. You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill. Venom is the superior grinding enchant as it removes glance entirely means you hit more often which means more skill more characteristics more affinity chances. BT increases damage+skillgain but often takes you well over the 50% cap on skillgain, FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling, ED is just bad and people make fun of you for having ED. LT is a contender for best skilling weapon if you're not that strong or there is a lot of mobs in the area that your natural health regeneration can not keep up with. A good skiller would be WoA (nimb if it's a 3 second swing weapon) - Venom/LT - CoC - MS. Good ql armor and weapons, a fast horse+geared up and high Web armor casts on your armor are all massive boosts to how much skill/hour you can get hunting, if anyone tells you WA doesn't work in pve or that you should use aosp in any form inside wurm online thats not a horse barding /ignore them. Shield skills - Shield skill gained is based on damage blocked, so blocking stronger mobs = more skill. Pen training you're limited to 15 minutes per mob until skillgain stops, this resets after 4 hours of not fighting the mob. Your CR vs theirs is chance for skill tick, so there's lots of variables so you'll have to play around with it yourself to find the best way. Ideally you want something you can tank for the full 15 minutes without healing, and if you're pen training, catch some angry/greenish trolls or hell scorps for high level. Use around a 80ql shield starting out, and once you get to 90ish skill drop it down to 40ql. For grinding mobs, you want things with strong slow attacks, as you can only get shield skill ticks so often. Ideally you want to just get to 60-70ish by hunting in normal fighting and not worry about shield training until you can tank trolls/scorps for extended periods. If you get in a fight and target something else you won't attack but you can still shield bash, you can also repair your shield and cotton yourself, as long as you don't queue actions, if you do you have to leave combat to fix it. Make sure you're not in the influence of your god, this will absolutely trash the skillgain calculations by putting your shield blocking difficulties into the negatives, build another gods altar at your shield training pit if needed. Sindusk goes into depth about shield blocking if you want to calculate gains properly https://docs.google.com/document/d/1DcmhFgG98O6H2tteBtDehhRcn9cdWAD0lQvIdFA69iU/edit#heading=h.rhkeoj4xtjhx Make sure you're half a tile away from the mob, if you're too close you won't get skill for blocking. You have to face the mob to block. If you need to drop your CR you can either ride a horse and have the horse face away from the mob but you face it (cr uses horses rotation, blocking uses yours) or make a nice dropshaft into the ocean to sit in. Gathering skills - using a 1ql Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway. Digging - Digging is special in the fact that 5 slope - 1 diff so you can grind to 100 digging on moss clay even dirt if you're digging at the base of dirtwalls but for this we'll assume it's flat ground coz its easier. Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory. Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff. Woodcutting - Chopping down diff is based on tree age, cutting up is based on tree type. Most common tree types are 2-10 diff, walnut 15 willow 18 oak 20, so 1-80 you can either cut down+chop up everything with a 1ql hatchet, or cut down with a high ql hatchet, load like 60 felled trees into a wagon/have dedicated storage boats for felled trees, turn on sleep bonus and go to town with a 1ql hatchet and crates nearby to chuck all the low ql logs into for coalmaking grinds or fuel or whatever. After 80 You either want to grow a huge walnut forest (takes irl months to grow to overaged) or have a fo priest wild growth oaks trees (if you're wild growth-ing you can have them all packed together, they only kill nearby trees when they age up naturally), takes like 15 casts or so to take an area to overgrown trees, chop em all down, chuck into a wagon, turn on sleep bonus and go to town with 1ql hatchet. I'd recommend getting yourself a nice wound to grind with, as getting trees to grind with is pretty hard at this point. You can also go around deforesting everything still, but skillgain for WC drops hard after 80 skill if you're cutting down birch/pine/whatever. Channeling Best way to grind at high levels is to give yourself a neck bruise wound and freeze it with a 6 healing cover, easy to get in a spar. neck wound lowers your effective channelling so you can grind with lower difficulty spells indefinitely, just get a 50-60 wound (each 7.6 damage reduces effective channeling by 10%, so a 50 wound is 65% skill reduction) frozen on neck and cast light token/opulence/morning fog until you hit your desired skill. If you're using this way you need to either sacc on a link or only sacc 49 favor at a time because saccing 50+ favor full heals you. If you don't want to grind with the wound the normal way is in the spoiler. Butchering For butchering the animal, diff for meat is parts already butchered x 3, so the first one butchered is 0 diff, the next is 3 diff, one after that 6 diff, and so forth. Around a 15 diff mark is where you'd want to balance your knife ql for. Use CoC+WoA/BOTD and be full health+stam as the butcher/filet time does not effect skillgain, only how many things you butcher. For fileting, diff = damage, so ideally you want to lava the meat to high damage and counter that with a high ql knife for really fast butcher actions. From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting. Pre-fsb meat can be 0.6-1.2kg whereas fsb'd meat is 0.3kg so you'll get way more use out of your time fileting meat before you fsb it ( a 1.2kg meat gives 4 butchering tick chances, a 0.3kg meat gives 1). Characteristics Characteristics work similar to channeling, you want the diff to be 10-25 under your characteristics, say you were mining rock (2 diff), you had 90 str, 50 mind logic, 20 stamina. You'd get a str tick on 1.55% of mines, a mind logic on 34% of mines, and a stamina on 53% of mines. Each characteristic does its check seperately so having super high str won't impact your stamina gain for example, but if they were that far apart you wouldn't be able to grind both at the same time effectively. For imping, the diff is equal to the ql of the thing being imped ( imping 90ql tool = 90 diff = no characteristic gain for pretty much anyone). For Melee weapons, its equal to the weapon skill (90 huge axe skill = 90 diff str check = barely any characteristic gain again). CoC does not effect characteristics, i dont care if you heard in ca help that it does because it doesn't. Best way to grind each characteristic, other ways are almost always slower/require too much input Body Strength - Woodcutting to 40(will give 2x strength 1x stam ticks when using a hatchet, but hard to use this effectively past 40), mining/digging from there Body Stamina - mining/digging always, woodcutting is equal with them up to 40 Body Control - Archery or Longsword+shield shield training in pen(requires your attention but great gains), Archaeology(afkable) Mind logic - Panfilling, Mining/digging Mind speed - Shield training, Hunting Soul strength - Mining Soul Depth - Panfilling, Farming Grinding wounds You can freeze wounds so that they never improve/worsen might have to examine wound if you dont have high first aid its around 6-10 depending on fat layers to freeze a bad or severe, depending on your fat layers and if you're fo or not you might have to do some trial and error. Frozen wound = stamina doesn't go up past that point = longer timers = less materials used, good for things like restoration, metallurgy or anything really if you're a path of power boi. Lava gives pretty consistent wounds as does jumping off a dirt wall, so they're a good place to start one. when you're finished and want the wound gone just sacc a rare/like 50 favor worth of things and the wound will instantly heal. Wounds in certain spots reduce your effective skill, so for example, if you're 70 body strength, and have a 60 wound on your lower back you can mine rock/cut down trees for great body strength/hour. Lower back or top of back = body strength, crotch = body control, face = mind speed Rare spamming/Imping rare For rare spamming, you want as many alts as you can handle, ideally premium to get supremes as well (Premium has 0 effect on rare rolls but 4x as likely to get a supreme roll). Personally when i did it i'd run 9, as 9 64kg lumps fit in a size runed forge. Mine heaps of ore, smelt and combine it and chuck the 64kg lumps into a wagon so you can just drop new combined lumps into the forge as you use them instead of having to mess around with backpacks etc. Once you've got that set up, light your forge and heat up the lumps, while they're heating up set up your accounts in an organised fashion so you don't have to mess around with alt tabbing or anything like that to see the create button in the craft window. Set up a Wurmassistant notification for "Action Queue" With a 25 second notification delay on your first account in the lineup, with a 30 second rare window (20s default, sacrifice 5 valrei items or a bunch of decent ql cordage to get +10 on village bonus) this will make sure you hit the majority of windows while not being wasteful with materials once you factor in the craft timer. During the craft, try not to mess around ingame with your inventory, right clicking things etc as that can use rare windows, https://forum.wurmonline.com/index.php?/topic/183756-rarity-windows-get-consumed-by-actions-that-dont-go-through You can expect about 1 rare per 2 hours, and 1 supreme per 24 hours, per account, assuming you have 100% create chance (takes about 30-35 skill with a 90ql tool for most tools you'd want to spam). 9 Accounts would get about 4.5 rares an hour and a supreme every 3 hours on average, for example. For imping rare, put a tin vyn rune on it and imp with super high ql tools every 25 seconds, same wurmassistant thing as before. Because the imp needs to be successful, lower skill will make this easier (imping 20ql with 20 skill 90ql tool is like 75-80% success rate depending on parent skills etc, 90 for all is 51% chance). If you only want a rare and don't care about supreme, a non-premium account is best for this due to them being capped at 20 skill, therefore never leaving the perfect spot for imping rare. Otherwise, on an alt, give them high ql no enchant tools, freeze a wound at like 60 dmg for longer timers and imp away. On a successful imp with a rare window, it's 1/5 chance to go rare and 1/25 chance to go supreme (so for a 50% successful imp rate, would be 1/10 and 1/50 for example), compared to creations 100% for rare and 1/12 for supreme. Again, don't mess around with the client while imping or before imping as per that post above. if you comment below just to argue rethink life
  16. 1 point
    This is a slightly odd post, but I figured it's worth a try! I recently returned to the game after a break of some time, and discovered that my beloved black sheeps had all died. I had thought I had a ewe cared for, but sadly poor Truffle is no more. I spent about 5 years breeding up my herd so I was rather upset to discover them all gone. Now I have sold a few to people over the years, but I can't remember who to! Did I sell you any sheep? Do you have any of their descendants left? If so I'd love to buy some and have some members of my old line back. Thank-ewe! (Reposted cos I posted in the wrong place before!)
  17. 1 point
  18. 1 point
    I feel like a lot could be achieved with just adding dying and new textures for things. New and better wooden wall textures, floors and ladders of different wood types so they actually look good with the furniture or stone walls. Ovens, fireplaces and forges of different stone types like sandstone or pottery brick. But more things would be nice, of course.
  19. 1 point
    Use blessed buoy's to secure canals, give them a 5x5 area of effect. No decay (on the buoy) and can only be removed once a player raises them above water level. I never intended this to be a fast process. A plateau made with 250k dirt would take years to completely revert back, but within a year that giant cube would look more like a flat top hill. Another player can always reclaim it and with minimum work make it a deed again. BUT if no one else likes the spot it eventually reverts back instead of being an eye sore forever.
  20. 1 point
    Do we need to see the marks left by every single player that has passed through the game though? A lot of people try the game for a few weeks or months, make a big mess of the land and then leave forever. What about something similar to catseyes that could be made to preserve areas that are considered important? I picture an item similar to the base of a waystone maybe. It could be easy to make, and imped to a higher quality to protect a wider area, and planted like a sign. It protects from natural decay only, no effect on player actions. Examining the ground within range could say something like "This area is protected from the forces of nature". It could decay like a normal item but maybe at a reduced rate, and if it eventually crumbles to dust the protection would disappear with it. This would make it very easy to protect an off-deed space from land restoration indefinitely, as long as people care to protect it. If nobody can be bothered to repair the stone for the entire length of time before it decays (months and months), that's a pretty good indicator that nobody cares anymore and the land can begin returning to a more natural state.
  21. 1 point
    "Hi Fighters (and Priests), this is your Dragon speaking. I'm about to die. As a result my scaly skin will be distributed equally among you. I have X kg of scales so you should all get X /players kg of scale. Goodbye cruel world." +1
  22. 1 point
    One concern with an erosion algorithm is where does it stop? where do you draw the line and say, that's enough smoothing, that's enough dirt in the valleys and holes and those slopes are now not too steep, so stop. Smoothing must stop at some point between whatever eyesore the player left, and completely flat land, and where this point should be is largely a matter of personal taste. Reverting to the original map seems soul destroying for those that spent many hours and endured many deaths trying to conquer steep slopes, deep ravines and other unpassable areas. How exactly did they 'leave their mark' when everything returns as if they had not been there? Everything players have dug and built on the server they did for a reason. How can we make an algorithm discern the difference between an unwanted hole or a long forgotten quarry, as opposed to a useful old canal or other communication link? Flagging tiles and features for preservation according to how often they are used may not be enough. Just because an old pathway, embankment, cutting or tunnel is seldom used, it does not mean it is not a vital access route for the person that occasionally uses it.
  23. 1 point
    Well, if the mechanic is slow and more importantly limited, as has been suggested elsewhere, then there would be some movement, but certainly not enough to clog up travel routes. How steep do you mean by "the steeper tiles"? You say there is no longer any cliff on deed; does that mean there is still a cliff, but elsewhere and made of dirt, or does it mean that there are instead slopes? I don't speak for others, but in the mechanism as I envision it any kind of infrastructure would stop it completely. Personally, I would say at least a full tile of "empty" (nothing but grass, steppe etc) should be a requirement for a corner to be "tick" on an erosion roll.
  24. 1 point
    It's added to the bug list now, thank you for keeping me updated
  25. 1 point
    Actually many owners of scale/drake sets lend them to friends and acquaintances for the journal, just a matter of minutes, or a few copper for mail sent back and forth. So no real obstacle. And well, unique mat armour looks cool, nice to have, though I disagree that all others are looking bad. That they are bit harder to get is part of the attraction, too.
  26. 1 point
    didn't make it to cele, gonna try get this rift
  27. 1 point
    Just as an update of one of the horses I have been monitoring: 40 foals born now and none of them have had tough bugger, that's a whopping 0% inheritance rate from the mother or the father. I don't think I can have any more damning evidence than this that the process is only taking the dominant pool and randomising that and then throwing other random from any pool thereafter, some of which are more heavily weighted than others. Obviously the one im looking for isn't in that heavily weighted list.
  28. 1 point
  29. 1 point
    On the subject of land restoration you may be interested in this post where Sindusk describes a Wurm Unlimited mod that achieves slow slope erosion. Unfortunately the animated gif that shows it in action has gone but there are before and after pictures to see the effect.
  30. 1 point
    hi looking to order low ql skilling for the following: 90+coc water clay clay shaper spatula carving knife cooking knife chisel cod: tianxia
  31. 1 point
    it's weird to be not a skill related mechanic but a path ability with one day cooldown.. no other skill have this harsh limitation whole split to have skill-related nonsense and dependency to priest is broken a lot of things in AH still do not take AH skill level and scale to it half the information in inspect animal window is still questionably working or bugged at times, some lose parent information when they are next to them.. other are hungry but not showing, other can breed in window but actually wont, other are in cooldown and shouldn't but - actually can breed.. unsure if some of the odd ready to gather resource messages are cleared now, or the odd traits that just cant be useful in any way at all on the creature they are on; dominant skills transfering from only 1 parent seem off and in my experience it's mostly speed, on creatures where that shouldn't be dominant trait at all skilling up high is questionably useful, it's mostly allowing you to achieve higher point sup to your skill, but does not guarantee it at all we're not talking about need to trade skills and services but only one way dependency here, what does a fo priest need from AH skilled character? a lot of things in this patch that is whole content update is just a total untested mess that barely works and do not feel like wurm world bound rules, I expected finally freedom from fos.. but no we have bigger dependency to it than ever, and with the major expansion of 'good' traits that can transfer around but are absolutely useless.. we have more reasons to slaughter and re-roll if you claim there's some balance.. I do not see it
  32. 1 point
    I didn't say they didn't change the wagons and carts. I said there seem to be no change to what animals are best and how good they all are compared to each other. Wagon and carts being nerfed in general has nothing to do with that and (as far as I can deduce) the purpose of this thread is to find out what hitching animals to use.
  33. 1 point
    Please give us the old breeding system back. With 80 plus AH i am only getting 4-6 traits from 7 traited animals (mostly junk traits), Color is not being passed on, nor traits of parents. This latest crop after update has been the poorest crop of foals I have had since I had 20 AH. PLEASE fix this mess.
  34. 1 point
    That is one of my thoughts .. but it kills sandbox experience in a way.... But this is the only way to have proper experience in this game nowdays if we can see how things happen otherwise.. rng sucks.. people suck, exploring nonstop people suck, you just get 0 chance to have excitement in the game if there's somebody crawling the area 2x-3x-..etc faster than you, how can you find a champion for better loot*(if that ever becomes a mechanic in the future), how can you ever see a f**** dragon or other unique or have some epic fight with semi-unique for or no special loot.. if it's all found by spells, pendulums, wu-code analyzing or just plain but common map pings by people looking for the epic loot? We maybe need instances.. because of this.. but that's another topic... We might need a new mechanic with loot only visible by YOU, and YOU alone.. no carts with alts to see different things... just YOU exploring on horse/cart/wagon/boat.. have a hint on the map.. be 'epic chest', unique, elite, champion or whatever of the sort.. but content specifically for you to experience, it could be bound to whatever lore if it's adopted as a mechanic.. but I do not believe the devs believe we need this.. yet I do not see a better way to find things, sadly with certain existing play models we hardly get to experience more fair distribution of loot for 1 or another reason, being gear/players/time/spells. Just a thought.
  35. 1 point
  36. 1 point
    1. A grey base model of all meditation and floor rugs which allow us to dye them. Been asking since 2017. 2. Dresses for characters. Some of us are girls. Some of us aren't. Some would like more customization than facial hair. Don't gender lock it, but please add some dresses. 3. Full size versions of the Miner, Digger, Axeman, and swordsman statuettes added to the Archaeology Skill. The item exists for the starter/tutorial area, so please incorporate that for everyone to liven up our villages a bit more. 4. The ability to put more books on empty bookshelves. Seriously, they're sad looking when "full". We want libraries. Some of us have found really cool things to do with these books, and we want it to be visually appealing as well. 5. A fleshed out taxidermy system which allows us to display some of our proud kills and lucky finds. 6. A Ferryman object which expands the Wagoner system to cross servers with deliveries. This object would be placed at shorelines with access to server borders (not inland lakes, must be salt water) as a connection to the highway system which allows shipping routes to be picked up and ferried to the other servers. On the other side it would be picked up by an idle public wagoner and continue it's journey. 7. The ability to sell containers (non-sealed) that are full on merchants. This would allow armor sets, satchels of small items such as seeds or sprouts, and other items to be sold on merchants in bulk without disrupting the integrity of the deed permissions. Heck even bartenders would be an option with this selling mugs of ale. 8. While we are at it, let us dress our merchants. Liven up those merchant deeds and give some interest to the few NPCs we have. 9. The ability to dye the Canopy Bed. We can dye the regular ones, but not the extra fancy? That seems silly. 10. A deck of playing cards and tarot cards made with papyrusmaking skill. These would open a mini game (like checkers) we can take on the road to pass time before rifts and other adventures. Tarot cards may forecast something interesting (giving a buff for +% chance of rare for period of time, or higher chance of encountering a troll for poor result) 11. Bone dice carved from skulls for games of chance. 12. More image options for shop signs. 13. The ability to relocate a deed token. 14. Let us craft a token-like item which allows us to withdraw from the bank when placed on a deed. This encourages market deeds and makes our own deeds more customizable. 15. Make going out and hunting away from our deeds more enticing. Give us new mobs, like a troll or goblin camp. Have there be items that we can collect from aggressive corpses, like pieces of new recipe variants. Make uncommon and rare or better crafting variants that are learned through hunting that give us a different-looking crafting option on items, like an armor stand that displays plate instead of studded leather. And finally, thank you for fulfilling my suggestion of traits for the production animals. It's been a challenge to try to get the right traits on my herd and has made tending the flock more interesting and exciting!
  37. 1 point
    They Are old Hell horses no Enchants were used for the purpose of testing but the Traits are ,(It has lightning movement, It has very strong leg muscles, It has fleeter movement than normal , ). Those were traits needed for Cart to gain speed of carts/wagons before the animal update Came out that's why I. said ill need retesting with New Draft horses and will be with bisons / hell horses due to that why have traits up all the time . those traits are not for comparing but that's what I have on hand right now those traits aren't draft so they have 0 impact on the load , the goal from the test was to see if Ql helps or not Probably With draft traits u will see a huge gap in speeds Between Load And QL. Traits are key here my Hh's docent have any draft traits Which help in vehicle speeds and Load. I know a friend got his cart to 35 km/h with the new traits . Patience is the key here
  38. 1 point
    -1 Time and time again people suggest unique slayings boil down to shitty participation events or point systems. A lot of time and effort is put into looking for and penning uniques. Those who do so, deserve to decide what they do with the unique. If someone wants to hold a public event, great! If someone wants to kill it privately in order to actually make progress toward a hide/scale set, great! Uniques are a resource, like everything else in wurm. Everyone has the ability to go out and look for them, and claim them should they want to.
  39. 1 point
    +1 While I agree with everyone that private slayings suck. They do exist and there are rules in place and I judge no one for following a system they did not create. The rule states that you are not allowed to crash slayings, and stealthing is an abuse of that rule. It could create paranoia in those who host private slayings. It's also a lot of work for GMs if hosts are paranoid and ask for an area to be sweeped when there might not even be people there. I think within this current system stealthing should not provide rewards on PvE. PvP should remain untouched as it's okay to steal from slayings.
  40. 1 point
    It is sad that three of the things I enjoyed most about Wurm Online (horses and breeding their functional offspring with great degree of consistency, carting around with nice speed, and the ability to safely use a wagon to haul heavy loads back to deed) were destroyedcall in one go.
  41. 1 point
    +1 on all that especially #13 - the ability to move your deed token
  42. 1 point
    Category : Wacky & Wild The "Wilted Sanctum" is a church/sanctuary built for the love of the forest, but with an aura of eeriness about it. A place for peace. Located at P25 on Harmony. Built with teamwork, & decorated with love.
  43. 1 point
    Category : Place of Business My entry is my market on Release called "Greenwood Market" I've always wanted to create a marketplace that's more than just some market stalls together. I wanted it to feel more real and have merchants show off their wares. It's been a labour of love for a long time and will continue to be so, I always love improving things or adding new items or merchants. It's a bit difficult to show off everything and all the details without posting a million screenshots, so do come visit the market (Release, N8) to see for yourselves all the bits I've missed Greenwood Market - N8 Release Kitchen area with merchants for beverages and cooking items Upstairs is a cosy seating area like an inn, where guests can enjoy some good company with food and drink and relax with a game of checkers On the other side of the building we have some merchants. Our Rift item merchant, dye merchant and the archaeology corner. Leaving the building you'll find the rare and special items merchants next door In the smithy building you can buy jewellery, gems, armour, weapon and blacksmithing items On the north side of the market you can find shipping and bulk items; as well as enchants and fishing Next to that you will find the merchant selling animal gear and the self help animal pens In the Tailors and Carpentry building you'll find merchants tending to your carpentry, leatherworking and cloth tailoring needs, together with one selling banners Thank you!
  44. 1 point
    Category : Wacky & Wild Ragequit Bridge - Cadence This is a 175 Tile long (700 meters, or 2,296.5 feet) , Seven Section Bridge w/ 6 man-made islands. Spans between R22 and R23 over Ragequit Sound in Southeast Cadence. Max Water Depth 205 Dirt. Four Colossus shown on the center section (Colossus of Rage, Colossus of Rant, Colossus of Rave, and Colossus of Bob). Full View From North Full View from South East Coast Access w/Chessboard
  45. 1 point
    Category: Cozy Ranches and Farms Sunny coast - cozy Harmony Stable of Nessime, Amanae and Gerelamie Our idea was to preserve the original beautiful landscape as much as possible! As well as a cedar forest and especially a wonderful oak tree in the center of the settlement
  46. 1 point
    Category: Wacky and wild? Church of Magranon, Rangers Haven, Xanadu
  47. 1 point
    Category: Places of Business Cluedo, Independence: - Playable Murder Mystery Board Game - Nine diorama rooms located within a "Mansion" Work Progress: - Game board is built, decorating remains - Outer "Mansion" construction about half way done - Streamlining game mechanics - Comments/ideas welcome via PM pls / thx ---------------------------------------------- Game board specs: Buildings - 1 marble, 4 Slate, 2 Rendered, 1 Stone, 1 Rounded stone, 1 Sandstone, 1 Pottery, 1 Timber Floorings used - 2 Marble, 2 Pottery, 2 Slate, 2 Sandstone, 1 Slate/Marble checkerboard ----------------------------------------------- The view looking north -------------------------------------------------------------------- Added images of the progress Pic of the original game board South half of the game board North half of the game board Kitchen and half of the Dining room Lounge and half the other half of the Dining Room
  48. 1 point
    Category: Wacky & Wild. Knightshade, Deliverance. genuinely wasn't sure which one to put forward. I included the lower pic because of the balancing act involved from using so many different mats. There are a few new worthy designs but they haven't been employed in WO yet. good luck all.
  49. 1 point
  50. 1 point
    I have just recently finished running a comparison test between myself (58 skill metallurgy) and Jonydowy (90 Skill Metallurgy) using slightly over 1k 75Ql Charcoal each and 99Ql Iron. Bear in mind, This Ql charc is about the best you can get and results from lower Ql charcoal will be a lot worse. Results are below: I would like to ask the Devs to look into Metallurgy and coal-making, The Metallurgy % of higher Ql steel is too low and coal piles do not scale correctly to skill level or Ql of mats used. To put this into perspective, To make 75Ql charc you have to put a lot of effort in to gain atleast 80-90 Coal-making, 90+ Woodcutting and 90+ Digging. Plus 90+ Mining is also required to get as high Ql Iron as possible to maximise your results. Then after all that effort you are then required to grind Metallurgy to 90 to receive what is very poor results. Also have to take into account that even at 99 Plate smithing with the 30% Passive armour smith bonus, A single set of plate takes between 50-70, 90+Ql steel lumps to Imp from 85Ql- 90+Ql and you can see from my results for the effort of making and running through 1k charcoal i would get enough for maybe 4 Plate Imps at my current Metallurgy level. I will be conducting one further test using 50ql Charcoal to highlight how poor the results are from Metallurgy and will add to this thread once completed.