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Showing content with the highest reputation on 20/10/21 in all areas

  1. 5 points
    The rune works, but it's hard to explain why, so here goes trying. Things that are not a light source do not use fuel. Instead, you're setting a temperature of the item to a value. Let's say 10,000. Each second the game ticks the temperature of the furnace, reducing it by a certain amount. There's a modifier that is applied to the number that is subtracted from temperature every second. The problem is that temperature is a whole number value, and this modifier is a floating point value. Once it's applied, the precision is removed and thus some of the bonus is removed. The net value here is that a forge indoors ticks down at the same rate as any rarity of forge, because it bottoms out at 1 point of temperature per second. Outdoors, a rare forge and a common forge will tick down differently with the common ticking down 2 temperature every second and the rare+ forge a 1. The rune works in a way because instead of trying to add another 10% modifier to this equation that's already bottomed out, it has a 10% chance to not tick down at all. I remember us having a hard time trying to communicate this in-game with the rune, because "reduce fuel usage rate by 10%" isn't the same as "have a 10% chance to not consume fuel", with the latter not true either given that forges don't technically use fuel to sustain heat. This basically means that rarity is "working as intended", only that the intent is much less of a bonus than what we would like. That said, I'll take a few moments to see if we can't get the bonus to be something more meaningful - like additional chances to not tick down temperature. That's about all we can really do with this unless we rewrite how they work, which is out of scope at this time. Edit: My tests were done with a 99QL forge, both common and rare. Inside and outside.
  2. 3 points
    Aha, there's actually a Math.max(1, ...) function going on here, which means the rune suffers from the same bottoming out as everything else. I'm working on some changes to this for our update on the 28th.
  3. 2 points
    Should allow you to regain stamina while floating in water (not moving) when you are dragging a raft (holding on to it, basically). This would give new players who don't have skills for rope making yet the ability to cross around mountains via water systems.
  4. 2 points
    This may have been mentioned before but it would be nice to have companion pets that tag-a-long with you as you move about Wurm. A pet you could pick from a variety of loyal creatures that you could purchase with marks or from a trader that can't be killed by guards or mobs and do not attack enemies but keep you company and entertain you during those long boring grinds. Just something to add a bit more life and activity to Wurm. Just a thought.
  5. 2 points
    A bit like switching on sleep bonus, but it should load the diceroll at the cost of increased fatigue. Increases action time length. Use to get a more predictable outcome on important actions. For most-simple example, when mining the last few hits on a tile-column, slow-down to get a flatter tile as the wall breaks.
  6. 2 points
    or... hear me out... just shut down epic already. everyone knows its coming so just do it
  7. 2 points
    Congrats on this, good lord I like the dedication here! What about ‘Aegis’? "The aegis, as stated in the Iliad, is a device carried by Athena and Zeus, variously interpreted as an animal skin or a shield and sometimes featuring the head of a Gorgon."
  8. 2 points
    Atleast its stable, but believe its mostly old players hanging in there. I do believe the biggest reason why wurm has problem to keep new players is lack of content. Wurm has the most in depth crafting system in any games ive played, but theres no content or logic behind most of it. My observation is that new players, that stays for more then a few days quit after they built their home, which is limited due to silver cost. Why do they quit? All thats left is pretty mutch skill grinding you wont get alot of use for. But at the same time this is just the way this game is, but dont think it attract many new players as many in here wish for. Having a player base so spread as it is atm makes most new player consider this a dead game, even tho i do understand why new servers was needed, its not good in the long run. Ive spent hundreds of hours to help new players getting over the rough starts but all tend to vanish after a short time. Crossing every body parts in hope for a good exploration update.
  9. 2 points
    This seems to be a very difficult and expensive suggestion. As for the benefit... um. How many PS5 owners would really be into Wurm? It doesn't seem like much of a crossover
  10. 1 point
    Distant Rendering for Wurm Unlimited Our team finally found enough time to implement distant rendering into the Wurm Unlimited client. Therefore, we created a mod that enables distant tree rendering and so implemented a feature that has been requested a lot for the last years. This mod requires Ago's client modloader that can be downloaded from GitHub: https://github.com/ago1024/WurmClientModLauncher/releases Simply put this mod into your Wurm Unlimited client mod folder like any other mod. This mod only works on servers that are using the server side mod that improves the distant terrain generation. Server side mod: (for server admins) The server side mod can be found at the following URL: https://gitlab.com/Dominikk/wu-sklotopolis-distantrendering-server/-/releases Requires Ago's server modloader from GitHub: https://github.com/ago1024/WurmServerModLauncher/releases Client side mod: (for every player) The client side mod can be found at the following URL: https://gitlab.com/Dominikk/wu-sklotopolis-client-distantrendering-pub/-/releases Please report any found problems as a GitLab issue, we will look into them. In case you find any problem please include as many details as possible and screenshots of the problem. You are using these mods at your own risk! You can use the command: render_distance <Number of tiles> in the console that can be opened by pressing the F1 key. This number can be changed on runtime and does not need a restart of the game. You also can set this number by typing the following command into the autorun.txt of the game config you are using: render_distance 400 (This will set your render distance to 400 on login and ignore the value in the properties file) The autorun.txt file is located at the following Windows directory: C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmLauncher\PlayerFiles\configs\default The last word in our case default is the name of the config you are using, you can change this config in the Settings of your Wurm Launcher. (Before you join a server) Known Issues and Limitations: The mod currently only works on servers that use the server side mod that improves distant terrain generation. If you crash with an OutOfMemory error either perform the OPTIONAL part below or reduce the render distance to like 400 or 500 in the properties file of the client mod. Every 125 tiles of movement there is a small lag spike on the client because the render origin is changed to shrink the vertices. Performance is good but not perfect small lag spikes can happen, I am testing with a Gefore GTX 1050Ti from 2017, getting around 50 FPS. Reduce the rendering range in the properties file if your FPS drop too low. This mod will not run on the old potatoe you bought as a PC 10 years ago (OPTIONAL) If you want to render really far This step is optional and solves a potential out of memory error. It only works on pretty decent hardware. Navigate to the root directory of the Wurm Unlimited Client (wurmlauncher) and check if you have the file "LaunchConfig.ini". Edit or create it and enter the following details: [Memory] InitialHeap=512m MaxHeapSize=8192m Screenshots
  11. 1 point
    Looking at the current state of weapons it has come to my attention that the pitchfork and torch are not usable as weapons (You can but it is just as good as slapping). Why would these be needed as weapons in the game? It would give just that extra bit of variety to weapons that we see being used. I can live out my rioting peasant dreams by running into the forest pitchfork and torch in hand taking care of business. What purpose would they serve weapon wise? Just suggestions for damage types devs know much better than me as to what would work :) The pitchfork attack type would be piercing like the spear, but, the amount of damage would be lower and with a fighting penalty like the sickle has. The torch attack type would be burn/crush (possibly just a roll on weather it burns or crushes?) This would also suffer a fighting penalty. Why would time be used on this suggestion? TBH, I don't expect it to happen, but, it really would just be nice since they are already in the game to just see them usable as emergency weapons.
  12. 1 point
    What we have at this moment: - Time - Type of mailbox - Arrival time [22:39:39] The items silently disappear from the spirit mansion. You expect them to arrive in less than ten minutes. What we need: - Time - Type of mailbox - Recipient (player)name (Bermz in this example) - Arrival time [22:39:39] The items silently disappear from the spirit mansion. You expect Bermz to receive the items in less than ten minutes. This way when people who auction/sell and mail the items, the one line we copy-paste to them to let buyers know the items are sent, will include their names. This will make it much easier to search for it in Wurm Assistant's chat/log finder and also acts as a great reminder for buyer/seller. EDIT: To have it complete, include the item(s) name in the line of string. This will cover everything a mail sender/recipient needs to know: - Time - The item(s) - Type of mailbox - Recipient (player)name (Bermz in this example) - Arrival time [22:39:39] The "Iron Axe, Rare" silently disappears from the spirit mansion. You expect Bermz to receive the items in less than ten minutes. Or in the case when multiple items are sent: [22:39:39] The "small nails(iron), ribbon(copper), great helm(iron)" silently disappear from the spirit mansion. You expect Bermz to receive the items in less than ten minutes.
  13. 1 point
    But the benefits were terrible. He didn't even have dental! So lets just kill him instead! FUNK is proud to present to you another slaying. This time of a Goblin Leader. A Goblin Leader has not been seen on NFI for quite some time, so this should be exciting!! In case you don't know, the blood from a Goblin Leader makes a mining imbue, However, so as not to overload the server like we did with the Red Dragon, I'm asking people to not go overboard on the number of Alts. Thank you. This slaying will happen on Friday Oct 22nd at 10:00pm EST. I"m releasing the location early, so people have time to get their alts set up...but again, PLEASE do not go overboard with alts. The location is around L-21. There is a wonky 1-tile path between two hills that runs roughly in a NE - ,SW direction that has guard towers on either end of it. The deed is just off the path, a few tiles from the guard tower on the SW end. I was scouting around, and found a MUCH easier way to get to the slaying sight. What you want to do it get to K/L 19 and head NE until you hit the main highway....or even just park right at the bridge at K-18. route to Dragon's roost. Just East of Dragons roost, at the bottom of the big hill is a waystone that has a flag for Pnuts Palace (515) and Cev's Deed (204). east from that waystone is a 1 tile path. take that path and follow it for quite a ways. the path ends briefly with a few tiles of tar right in front of you...go south east just a couple tiles and the path will continue and will go into a cave. follow the cave around and you'll find the path again on the other side. you're almost there!! Keep following the path until you see a guard tower. just past the guard tower on the top of the hill to the NW is the site!!
  14. 1 point
    Start: 40s Buyout: No Minimum Increase: 1s Anti-Snipe: 1 hour
  15. 1 point
    Nope, never gonna give it up, never gonna let the populace down. Never gonna run around and desert you. Allow rowboats to be loaded into ships, please.
  16. 1 point
    The FUNK team is proud to bring you yet another public slaying. This time of a Troll King. He was found by my good friend Indigoe, and is now being fattened up for slaughter! The blood from a Troll King makes a stone cutting imbue The slaying will take place at 9:00pm EST. More details will be coming soon. thank you and have fun!! Awe crap. 9:00pm EST WEDNESDAY. I really shouldn't do stuff like this when I"m tired Ok, so this location is REALLY shitty, but unfortunately I don't get to pick where they spawn. If you know where Cadence Buddhist Monastery used to be...that is where he is. If you don't know where that is...it's M-16 (the deed is still on the community map) The easiest way to get there is route to Goodmeadow. When you get there, you will see a mountain to the southish. Follow the ridgeline up (there are still pointing signs directing you to CBM) there is a path for most of the way. you will pass through 2 deeds....then a mailbox kinda in the middle of nowhere, and just past there is a decaying settlement....the remains of CBM. You can pitch tents there, it is way inside Local. the actual slay spot is just before there, down the side of the mountain. See you all there!!!
  17. 1 point
    These are the specific to reach the place with screens, it is a bit tricky to found u.u I parked my knarr on the shore where there was The Temple of Fo deed on the map, from my knarr follow the highway going south: Continue to follow the highway until you find this waystone, then still go south: Until you reach this sign: Go south few tiles then head south/east: Until you reach that sign: Follow the cobblestone path and you'll reach a deed called Dwag's peak: Follow the cobblestone path that continues south/west of it: Once you'll reach the end of the cobblestone path go just a bit south/west, you will see a guard tower: It is Eagle's nest deed, you have to go south of it, but be careful to te slopes: At the end of it you'll find a marble path going up; follow it until the end: At the end of the path you'll see a lonely mailbox: Now south/east, on the top of that mountain and from there you'll see the location
  18. 1 point
    Thank you - but really - for picking up logic issues like this. These are so awful to find/fix
  19. 1 point
  20. 1 point
  21. 1 point
    I'll buy it, where are you located? Tukodama - IGN
  22. 1 point
    hello thatch is mine proposition. ill be first person who will play on PS5 !
  23. 1 point
  24. 1 point
    Can you open up NFI to be able to portal to Epic? We need more bodies to kill all these unique's running around and just be more fun in general with some fresh players. Maybe the people from NFI that have never played on SFI would have fun on Epic from time to time. Keep the one way skill transfers going for now so they are battle ready until you figure out how to get cross server skill transfers working properly.
  25. 1 point
  26. 1 point
    I would like that so much more than having another spell. Gives another practical use for beverages to make it worth the effort, and it's intuitive that drinking alcohol would make actions slower/more difficult.
  27. 1 point
    I'd personally love to have drinking alcohol be more effective at changing the difficulty of actions as opposed to adding something else to put on a tool.
  28. 1 point
    Since taming grinding currently means shoving a ton of foods down the throats of animals, how about a moment of inspiration during taming turning the animal in to a non combat pet? You could tame all day and collect them all 😜
  29. 1 point
    Yes! Or maybe even Athena or Zeus, as the carrier of the shield.
  30. 1 point
    Not true. What it does is takes valuable and extremely limited time away from a very small group of developers in order to implement this suggestion. You don't seem to have convinced too many that this feature is needed, or even wanted, but there are many many suggestions that have a LOT of support from the community. One would hope and pray that the developers would not waste time on implementing unpopular suggestions in lieu of putting in the immensely popular ones. So yeah, all the people who would like to see, oh I don't know, diagonal fences and walls, or a massive expansion of decorating options, or being able to see the slope of a cave ceiling, all of those people would be hurt by implementing your idea.
  31. 1 point
    The hungry group in search of the wise wizard came upon the shores of a vast lake in the very midst of which was the tiny Island that housed the "Ye Old Language Academy" however, realizing it was to far a distance for even the best of swimmers, they began building a trusty knarr when suddenly...
  32. 1 point
    I already got mine last week, paid 20s for it
  33. 1 point
    -NeoWon -Invincible Wall
  34. 1 point
    And they need to shut down a few of the freedom servers if you ask me. its not a heathy playerbase for 25 servers, consdering 30% are alts.
  35. 1 point
    Tbh epic needs shut down, its sad but it's the truth. Chaos needs shut down as well, and NFI and SFI need merged together.
  36. 1 point
    So I managed to get things copied over to my database today, here are the monthly averages: Old - New 212 - 268 - July 219 - 276 - August 222 - 320 - September There is a slow and steady increase in the old cluster, and a big one in the new cluster (+44 is not just a blip I can wave off). The old cluster might just be normal churn, but it is up above 200 which is better than last years 195. I'd say we've reached stability of a sort; the growth might just be seasonal shift but we're not in as dire a position as we were last year on the old cluster. However, this position is a precarious one, wurm is definitely under-populated and will remain so for the foreseeable future unless more is done to consider casual players (i.e. those who get a couple of hours 1 day a week to play, and don't want to pay 16 euros for 8 days of play).
  37. 1 point
    Honestly the tamed-creatiure-being-targeted-first (or even at all) problem is what keeps all my many pets and companion animals safely in pens and keeps my taming skill exclusively for penning, not for actually enjoying them. I too would love a way to have companion animals (and mounts?) that, like horses, aren't a target for mobs and guards - we'd get so much more use and richness from taming were this the case.
  38. 1 point
    +1 Very annoying when flattening ceilings to find a spot that makes you have to flatten them all over again. Or, to the point you cannot reach the ceiling.
  39. 1 point
    There is now a tunnel that goes from Rainbow Lake to the West coast of Deli just next to Deliverance Harbor. The entire path supports large ships. No longer do the inner lakes near Greendog have to go north out the canals if one wants to travel west. The west side of rainbow lake is clay and so I have placed buoys marking the channel where you can cross without striking ground.
  40. 1 point
    It would be nice if we could have more characters when renaming decorations such as statues and lamps. They can be more useful for RP and general deed decorations. Would also be VERY nice if we could rename statues when we create them, So instead of Statue of Troll, it could be Statue of Stonesolid, or similar. I know we have the marks renaming item, but that adds your name to it in addition to the custom name.
  41. 1 point
    Sad you think this is bait, yet you try talk reason with darnok lol
  42. 1 point
    ... Ignoring the fact about the billions of dollar more budget that minecraft had and has compared to Wurm.
  43. 1 point
    I think it's due to the fact that "seasons" are just texture packs, so you'd need enchanted trees to have distinct textures loaded. I'd personally prefer to see seasonally variant enchanted grass...
  44. 1 point
    Game is based on Java. For that alone it will not ever come to PS5. Also, the compatibility control wise would not work either with PS5 so -1
  45. 1 point
    I don't know if the merge will ever come, and when, some people say it's close, i have personally no idea , but it seems to be the inevitable consequence of the ongoing population shrinking. So, what would be the biggest bad consequences of server merging that comes to my mind? - The fact that new players will be mixed with very old players with extremely high skills ---> this was and still is definitively a problem, but it's getting smaller every day, we are starting to have more and more people at 95-99 and even 100 skill every day even in NFI, so shouldn't be as harsh as it would have been a few months ago, so, the more time passes, the more we can take it. - The fact that the market will crush under the huge amount of rare/supreme tools that overflow the markets from several years in SFI(and some, like me, are just sleeping there, because they are actually playing in NFI now) ---> This is definitively a problem, what has always been nice about the NFI servers is the new and thriving economy based on the scarcity of rare/sup tools (also thanks to stealth-rare creation nerf) and of things in general. Ofc there are other things that would get hit really hard, like scale and imbue, but there's probably not much that can be done about that. Spoiler: an example of like 40% of my tools on SFI just laying around and waiting to overflow the market again, i have way more around in magical chests, double or triple supreme ones, etc. Rarity rework. Disclaimer: I know a good portion of the community is going to say things like "who cares about this, i never even had a rare pickaxe and i have 117 mining, and so on, but please keep in mind that not everyone shares your playstile, and most hardcore players i've met have at least a few supreme tools even on NFI and probably care to have more. So, what could be a way to artificially and easily "extend" the longevity of the game wtihout going back to the "dead market" of SFI where everyone already has everything? Adding another layer of rarity for example. But what's the point of doing that if fantastics are already basically impossible to obtain? (i doubt most of even 10years-long hardcore players even ever had a single fantastic tool.) To give the idea, in case people din't know it, the odds for obtaining a rare/surepeme/fantastic with improving/creation are something like this: 1/~10/~6500+ So yeah, besides fantastic bones, getting a single fantastic tool isn't a once in a lifetime thing, it's more like a "once in 75 lifetimes" thing, and i feel like that's what most of people fail to perceive. Once you get all the supreme tools that you want you are basically done, equipment wise, there's basically no way you'll ever get or even have a chance to buy on auction the next tier of it. My ideas are: - Change the odds from 1/~10/~6500+ to something like 1/8/64/512, Adding a new layer of rarity in the process, i mean you'll still have to craft an average of 64 rare tools to see a fantastic, it's not like they're going to freely drop from the sky, it's just basically adding even a possibility to see them, the only way to see a fantastic right now is getting one of the "generated" or spawned rewards (the only fantastic i ever got myself was a rift ada lump), maybe a bone, or like go to the new starter towns where someone tought it was a good idea to just spawn a fantastic colossus there (seriously, why, lol) - Also please remove the ability for non-premium to even create rares, or reduce it dramatically, to at least reduce multiaccount abuse, at least require premium to have some sort of money sink. - Probably tune-back the stealth-creation nerf after doing those changes, as it's probably more punishing on regular random players than on raremaking experts, and the market would be able to take it with the new rarity tier(s) (edit:)- According to the de-nerfing of rare creation, we could buff-up improves to always turn the item to rare+(same odds for higher tiers) on inspiration when the improve succedes, this would bring it in line with "old" rare creation chances and would reward the "random uncaring player" more, as creation spamming is always something you do on purpose to create rare, while imping is often done by people just as a normal playstile. I could potentially expand a lot on the idea, on the numbers/effects of the new tier/ even rework the old ones, but i'm waiting for at least some positive feedback before doing that, and i'm honestly not expecting a lot. Am i posting this for my own gain? I am looking forward to someone pointing this out, and i am definitively someone that made and still makes tons of rares and supremes in game, in fact that's exactly why i'm so interested in the subject. Please keep in mind that i already have way more silvers that i know how to spend, and with RMT gone the only really thing i care about is enjoying the game and get some "gear progression" in it. Being one of the few people that actually has a fantastic tool(and a good one) it would become way less precious, all my supreme tools i worked so hard for wouldn't be the "technical endgame" anymore. and i would almost be back to square one, gear-wise. But that's exactly what i'm looking for: more challenge, longer pve endgame, which is the same reason why i moved to NFI despite having basically reached endgame on SFI. --------------------- I will probably edit and add more things to this thread in the near future.
  46. 1 point
    Sometimes i think is someone there at all reading Suggestions & Ideas ? I think if it takes 20 mins to add to the game why shouldn't it be done, take a day just to add a few small updates as this to the code would be cool.. Just like dying wagons +1
  47. 1 point
    Here is a bit more on this, with towing thrown in as well. None of this should be hard. There are mechanisms for loading and dragging/leading/hitching. This hardly seems to even count as development.
  48. 1 point
    what does NOT having the option ultimately achieve?
  49. 1 point
    Because the rowboat is smaller and therefore more reasonable for loading on a ship. The caravel would be big enough for the small sailboat, but why build a mechanic for only one of the ship classes? Navigating shallows Helping newbies relocate with their boat Selling a boat with only one round-trip Buying a boat with only one round-trip Getting rowboats all packed away out of sight, but still available at need/want. EDIT: added Recover your ship when you die at sea; row out, board your ship, load the rowboat, go home all happy. (Of course, if you already have a rowboat loaded this could be problematic - unless you can tow one). Drop off lifeboats or "pontoon" boats.
  50. 1 point
    That's primarily it, traditionally only large port towns had a vast dock system that could accept large ships. Smaller villages would see captain anchoring offshore and then rowing in smaller vessels to shore. The mechanic is already built in, as you can load rowboats to ship transporters.... all I'm asking is to check that field for letting use load cargo to ships too. It's just too simple and possibly easy an idea to ignore.
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