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  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
    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!)
  16. 1 point
    I'm back for more I'd like the following 3 for 99c starter skillers please Steel if available Oakenwood Mallet Oakenwood Grooming Brush Scissors Trowel Metal Brush File Hammer Saw Carving Knife Stone Chisel Sickle Rake send to StriderLongshanks
  17. 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.
  18. 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.
  19. 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.
  20. 1 point
    This is exactly why I dismissed the idea of EROSION. The dirt is not lost, it is basically put back. Where ever you dug the dirt from originally (as long as it's not a deeded location) would slowly rise, adding a few dirts per month while a few dirts a month vanish from the location that was built and abandoned. This does not need to be used on all servers. Xan is HUGE and not even beginning to be trashed from settlements. There are many small servers that barely have any locations left that haven't been terraformed is some way. I expected BOTH of these ides to work together. CANT change the land till the decay is finished. Roads you add something like the catseyes to to keep them from early decay. Canals .......no idea but i'm sure they could add something to keep them from reverting. If you think about it we already have this happening, caveins, you just add supports to stop it.
  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
  25. 1 point
    Don't see why we couldn't expand the current system to perhaps satisfy both worlds. We can keep uniques as they are right now, aka finder decides what to do, unique slaying or private and... We can add a few new mechanics to satisfy those that don't want to rely on luck or if they are online in the first place to find uniques. Examples: 1. Journal goal reward next tier = dragon egg / drake egg. 2. Dragon eggs could be earned by modifying the mission system on Freedom so they can give rewards purchasable with karma? 200 000 karma for an egg? Or something. 3. Add a personal journal goal for each player, tier 9 or 10 that involves the following skills : tracking, animal taming, nature, where as a player you can "track down" a dragon and find its lair. Upon finding its lair, a pop up window can appear and a dragon will spawn afterwards. The catch is, once slain, its scales will only drop for the player that spawned it, as well as its body can only be picked up by said player. This will encourage a more helpful mentality amongst the players to help each other out with each other's goals. This way we can have both the current RNG spawning system we have and both a meritocratic one, whereas a player's personal effort in his own time can be rewarding in the end. I don't see why these two types of approaches would be mutually exclusive. Also it wouldn't be a "gamed" system since getting to tier 8-9 or w/e the higher journal tiers are called, is something that could be done by spamming alts. As for missions, it would revitalize the current mission system as well.
  26. 1 point
    It's added to the bug list now, thank you for keeping me updated
  27. 1 point
    No it is more like some saying that those who hunt for treasure and find it should share it around and it is a problem if they don't while others are saying that those who hunt for treasure and find it should get to decide for themselves whether to keep it or share it. I have no dog in this fight. I don't hunt uniques, and I haven't been to a public slaying - because I just don't care enough about that aspect of Wurm.
  28. 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.
  29. 1 point
    didn't make it to cele, gonna try get this rift
  30. 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.
  31. 1 point
    Huge -1 to this idea. Like i've said before, if you want to change what I worked to create via terraforming, then put in the time and effort that I did to create it. I've transformed several large areas, including the entire Lake Woebegone, into something I liked. In the case of the lake, it was a parking lot of pavement, so I put in countless days removing the pavement, terraforming, removed 2 land bridges across the lake, dredged it down to a level that will hopefully deter future parking lot kings from filling it in, put in a canal, surface mined 10's of thousands of shards, etc. 90% of that was off-deed, and you want to have it automatically revert to whatever flatness you think it should be? GTFOOHWTBS! Go put in the work to change the landscape to your liking, and quit being lazy and expecting the devs to do the work for you with some code.
  32. 1 point
  33. 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.
  34. 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
  35. 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.
  36. 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.
  37. 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.
  38. 1 point
  39. 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!
  40. 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
  41. 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.
  42. 1 point
    My creature.class is messed up so I can't pull up the exact line, but in Creature.class if (p != null && p.getInventory() != null && p.isWithinDistanceTo(this, 300.0F) && p.isPaying()) replace with if (p != null && p.getInventory() != null && p.isWithinDistanceTo(this, 300.0F) && p.isPaying() && (!p.isStealth() || p.isOnPvPServer())) with some quick testing on Test because I'm not a coder by any stretch of the imagination, and bam, that's the dev time edit: all this in less time than it'd take a GM to investigate a single report, I'd bet
  43. 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.
  44. 1 point
    I guess belated damage control technically counts as "communication"... Many valid issues were raised before release and completely ignored. I would like to echo others here, and make certain that blame is not cast on you personally. Clearly you were not given relevant information in a timely fashion by your superiors, which just puts you in an awful position. The hardcore nerfs to cart/wagon speed weren't even mentioned in advance, no attempts to gather feedback were made. Instead misinformation was and is being being spread, like saying that former 5speeds will "only be a tad slower" after the patch. I think I am not only speaking for myself when I ask that you inform us about your future plans in as much detail as possible. I don't want to be surprised by another hotfix that invalidates all the effort put into breeding since the patch, but frankly with how everything has been handled so far this seems a real risk. More open communication is needed! You have turned you playerbase into beta testers with this patch, which is why I stopped subbing with real money. I don't believe in paying for the priviledge to beta test someone else's poorly designed work.
  45. 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.
  46. 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
  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.
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