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Showing content with the highest reputation on 12/11/21 in all areas

  1. 6 points
    I don't see how the word Child is offensive.. there's not a lot a horse name can be used to promote something obscene as you are implying. In all my years of playing wurm I've never made a connection... honestly i think your just looking for things to complain about. Next itll be about how wurm promotes animal cruelty 🙄
  2. 5 points
    just kill the horse if the name upsets you lol
  3. 5 points
    I have too wonder MrKettle why you keep finding offensive meanings in names that contain child?
  4. 4 points
    Oh, for pity's sake. I'm the person who invited everyone to a Donkey Show at Qdlaty's place after the AH update, and even my mind didn't go there.
  5. 3 points
    Xanadu The Great Mystery! Welcome. Welcome, to Xanadu. You have chosen, or been chosen, to relocate to one of our finest remaining tourist destinations. I thought so much of Xanadu, that I elected to establish my Xanadu Department of Tourism, here, on the island, so thoughtfully provided by our benefactors. I am proud to call Xanadu my next slaying site. But first, a look at some of the popular tourist hotspots. Over the last few days I have been asking the populace of Xanadu what sites would make for good tourism, and I had no response each time. It thus falls upon me to highlight some, from my travels there. And so, welcome to Xanadu: The Great Mystery! We have: Vast mountain ranges for the intrepid mountain climbers! Big, big empties, perfect for pancake deeds! apologies to anyone there I don't know this area or what you've done with it Islands! You could put down a Wand of the Seas and it probably wouldn't even show on the map! These islands are probably as big as your home server! And of course, our very own site - the Xanadu Department of Tourism! (this is a link) Currently headed by a Black Dragon For any inquiries, please stop by our office before closing time: Please remember that this is our closing time, so for optimal results please arrive any time before then. We hope to see you on Xanadu The Great Mystery!
  6. 3 points
    I am going to start this off by saying I will not argue with anyone about this if you reply, last time people just went off about things that had nothing to do with this okay. Just take it out of the game, my first inappropriate horse name was Childfantasy now I got a Childlei, I get that some people might not be offended by that but I would really appreciate not having animals with ######philic names. You could argue the first one wasn't so bad but childlei is just a really bad look, and yes I get that the spelling is different but c'mon...
  7. 3 points
    What does "lei" mean? Other than that flower thing they give you at the airport in Hawaii.
  8. 3 points
    sorry if this has been asked for before, but while out exploring in game came across a round guard tower, got me thinking of how much possibility we would have if we could add curved walls in game, also with diagonal paths all over wurm a way for fences to follow the paths would be fantastic. I also thought that if there is a programming problem for curved walls for our buildings, couldn't we have preset add-ons to them, for example I have seen people build around guard towers and it looks fantastic at times, maybe some kind of modular add on to buildings?
  9. 3 points
    as title, checked my cares yesterday [2021-11-09] [03:01:19] You are caring for: Hell Scorpious, Hell Scorpious, Hell Scorpious went to untame my horse and noticed that i'm only caring for 2 hell scorps so i went and picked up a new one on my way home [2021-11-10] [08:57:55] You now care specially for the venerable hell scorpious, to ensure longevity. You may care for 0 more creatures. [2021-11-10] [09:11:00] You are caring for: Hell Scorpious, Hell Scorpious, Hell Scorpious went and checked the pens, sure enough one dead venerable cared for hell scorpious. [09:18:23] You slap at the corpse of venerable hell scorpious. was fed, cared for, in a locked pen, wasn't due to damage or starvation because it'd say so if it was
  10. 2 points
    To answer your question Zander, Uniques tunnel like players when trapped, searching for a way out. You aren't allowed to break them out directly, but there have been cases, even on NFI where someone facilitates the unique escaping on its own. It is then free game. You could also have the situation where the unique pen is not secure, it is at risk of breaking out on its own just as a nature of the area (lots of tunnels, etc). If it breaks out on its own, it is again free game. Maybe the folks around if you declared a week in advance will honor your claim, but maybe not.
  11. 2 points
  12. 2 points
    Can I ask a question? Seeing as you are using caves and deeds to lock these uniques away safely until the slaying starts, why the need for holding the location secret for so long? I'd love to be able to hop in my boat, sail over to the area, ride up and log out knowing i'm within 5 minutes or so of the slaying when I log back in, but with you all keeping locations secret that's not really as easy to do. Maybe i'm missing something here but it seems that using the systems in the game that you are using there is no real need to keep the locations secret for so long
  13. 2 points
    Imprinting Happens when a player takes any tameable young foal/young and tames it so much that it becomes bonded to them. Say, 100 taming actions * animals CR to bond an that animal. Owners Are the player who the bonded animal would belong to. Each owner can have 1 bonded animal at a time Call for their bonded animal to attack their target, even the passive ones. Bound animals Are neutral to the world (everyone/thing) even if they are naturally hostile. A hell horse for example would no longer attack their owner nor would they attack other targets unless permitted by their attack mode. Are governed by attack and movement modes. Have an inspect window detailing their combat related skill levels Provide a passive buff differing upon animal type. Have an active ability differing upon animal type. Do not require additional taming. Will lose bond if hit by their owner. Attack modes Will determine how the bound animal will respond to other animals/players. Aggressive Will attack all targets within normal attack range Defensive Will attack all hostile creatures within normal attack range Neutral Will not attack, unless attacked first. Passive Will not attack, even if attacked. Movement modes Will dictate how the bound animal can move. Follow Will follow owner, like leading with a rope only you don't need a rope. Bound animal will not chase targets Go here Will move to the designated tile as command by the owner, upto 1 tile * CR? Guard Will be stationary unless a target enters their normal aggro range, they can give chase upto 1 tile * CR? Patrol Will move between two guard points upto 2 tiles * CR, unless a target enters their normal aggro range, they can give chase upto 1 tile * CR? Attack Will attempt to follow and attack their owners target when the command is issued. Passive buffs Buffs will be based on the bonded creatures type, rat, dog, etc. Buffs will be passive and active throughout the existence of the bonded animal whilst within 3 tiles of their owner. Example: Dog - Will periodically scan the area for special monsters, champions, traitors and avatars? and alert the owner with an event message informing them of direction and distance. Active abilities Are actions an owner can perform on/with/through their bonded animal in various methods. Example: Crocodile - Owner can use an ability called 'Fish' whilst the croc is in/near water. The croc will maybe catch a rng fish, or a boot. Skill Each animal type will have its own skill that players can unlock and level up. These skills will be sub skills of the taming skill and require the player to obtain levels of taming skill to unlock higher tiers of animals relative to their combat ratings.
  14. 1 point
    I'm sure this has been visited repeatedly, but here goes: Hunting is lacking the excitement of discovery. There's a thrill when you kill a humanoid and get a recipe. That same thrill and hope could be applied to other creatures through Wurm in small ways in order to create a greater level of excitement around killing creatures. Yes, this also introduces TAXIDERMY, a skill that should be a new subset of tailoring. This involves several changes, I'll separate into spoilers so this doesn't just look like a wall of text. Random Drops Lore and Skill Journals with Alternative Crafting Recipes Taxidermy
  15. 1 point
    I have created another map generator, building on the work of Budda and Eitr, this time writing it in Java FX. I've added a few new features and fixed a number of bugs (probably added a few as well). New features: - Ability to randomly seed specific regions that you define. - Changed actions files to XML format to make it easier to make changes directly. - A little more streamlined interface. - A few other minor things. Fixes: - Fixed the problem where maps weren't completely saved until you exited the program. - Fixed flower seeding. - Fixed biome UNDO that didn't always remove the last biome completely. - Fixed the biome growth directions. - Probably a few others. You can see the documentation and installation instructions at: https://bsuttondc.us/apps/wMapGen/docs/index.html The installation uses a Java Launcher application (that I also wrote) that keeps the program updated to the latest version. Note: You do not need to have Java installed on your computer to run this. It has its own trimmed down Java code embedded.
  16. 1 point
    Like many people I've been experimenting with caffeinated beverages since the recent patch. These are my fully subjective, partially speculative, non-peer-reviewed conclusions. There are two things you're looking for in a caffeine buff: Duration and Power. When you drink coffee or tea, you get a caffeine buff. If you hover over the buff icon, you'll see the duration of the buff timer. The timer is governed by the QL of the beverage you just drunk, and seems to be pretty linear. You get 3 minutes buff for every 10 QL of the beverage, up to a presumed maximum of 30 minutes. A 10 QL coffee gives 3 minutes buff, a 90 QL drink gives 27 minutes. These values hold true whether you drink the weakest beverage (legacy camellia-based tea) or the strongest (kahvesi). The quantity doesn't matter. You also see something like this: ~1.1x sleep bonus usage while boosting skillgain ~1.1x fatigue consumption rate while using sleep bonus 1.3x alcohol decay rate 10 Power The values of the first three lines are governed by the fourth. The Power is on a scale of 1 to 100. The "sleep bonus usage while boosting skillgain" value ranges from ~1.1x at 1 Power to ~2x at 100 Power. The "fatigue consumption rate while using sleep bonus" and "alcohol decay rate" values range from ~1.1x at 1 Power to ~4x at 100 Power. I assume the "~" means there's some rounding going on behind the scenes. The Power you get depends on a) what type of drink you drink and b) how much or how many times you drink it. We know from DemonaNightshade that the caffeinated beverages in order of strength are: legacy tea, white tea, yellow tea, Oolong tea, green tea, black tea, cafe au lait, black coffee, fortified coffee, and kahvesi. Each type of beverage seems to have a Power-per-sip value, from about 1 for legacy tea to 10 for kahvesi. I haven't exhaustively tested every type, but I haven't seen anything yet to dissuade me from this view. You can increase the Power of your buff by either drinking more volume of the beverage, or taking more sips. If you take the volume route, your power will go up by the beverage's base per-sip value for every 200g (0.20kg) you drink. If you start drinking at 0% water, you'll only be able to drink a maximum of 2.20kg, or 11 sips, before you're too bloated to drink any more. So to get to 100 Power in one big gulp you'll need to be drinking one of the stronger beverage types. However, and here's the first dirty brown secret of caffeine as implemented right now, drinking just 1g, as measured in a measuring jug, counts as a sip. So, if you drink 1g of kahvesi 10 times in a row, you get to 100 Power, saving yourself 2.10kg of drink at the cost of a couple minutes measuring out 10x 1g sips. A full 45kg barrel will get your buff to 100 Power 4,500 times. At 100ql and 30 minutes per buff, that's 2,250 hours or 93.75 days of buff per barrel. But you can also get to 100 Power by sipping at the weaker coffees and teas. I hit 100 Power by drinking 1g of black tea, which has a 2.3 Power-per-sip, 44 times in a row. Here's the second dirty brown secret of caffeine: Drinking 1g of coffee is also sufficient to get you your daily 10 minutes of extra sleep bonus. So if all you care about is your daily extra sleep bonus and you start sipping at a 45kg barrel (which has 45,000 sips in it) today, you won''t run out of coffee until Friday, January 22, 2145, which is almost 124 years from now. You, your kids, your grandkids, and your great grandkids will get a total of 450,000 minutes (312.5 days) of extra sleep bonus. And finally, the third dirty brown secret of caffeine: You can mix and match your bevs to get both the maximum timer possible and the maximum Power possible with the fewest number of sips at the lowest possible cost. Simply drink 1g of low-quality kahvesi 9 times, then top up the timer by drinking 1g of the highest-quality kahvesi you can get. You'll get close to the 30-minute maximum duration at the maximum of 100 Power. As I said at the top, these are all my first impressions based on non-exhaustive, non-peer-reviewed experimentation. Your mileage may differ. I welcome comments and arguments. EDIT -- From the Nov 16 patch notes "Bugfix: Using 1g sips of caffeine will no longer refresh the buff entirely." https://www.wurmonline.com/2021/11/16/patch-notes-16-nov-2021/
  17. 1 point
    Hello Fellow Wurms of Harmony Scout #1 has completed his mission on Melody and has now arrived in your lands to explore and visit your deeds and pinch any ideas or grand designs that we like.... Ahem... i mean publish pictures of said ideas and sights for all to see and admire..... ahem.... *cough*... (Oh we added sights and admire nice, i see the writer is improving) Anyway we hope to see more of your lands, if our Scout does not perish from being eaten, trapped, falling off cliffs or alas drowning. All hazards a Scout has been thoroughly trained to run away from. Scout 1 even more so after improving from the lessons learned from the previous three Scouts. You can see their demise ... ahem adventures on our Twitch or YouTube channel We will announce our presence in Freedom with a Cheery hello o/ before each stream. We do understand that not everyone wants to interact in our travels and that’s all ok. Feel free to send the Scout a pm just advise so if you do not want to. Our general rule is if our wave is not answered we will leave you alone and pass on thru. But I do hope that if we do meet you will say hello. If we don’t respond immediately it could be that we are experiencing a life threatening situation or frantically *ahem* tactically running away. Anyway we hope you enjoy these as much as our dedicated Scouts do and we hope you will join us. Book 1 1 - 15 Episodes Wurm Year 1105 to 1110 (Although i dont think we actually finished) Scout Deaths Zero Book 2 (We will be back) We will be posting our adventures here in due course. Josuha Calvert Mayor of Thallspring
  18. 1 point
    Bugfix: Fixed a text error in the message when using pliers on a stone brick door Bugfix: Fixed spelling inconsistencies with the word ‘untame’ Bugfix: Corrected a text error in archaeology event message Bugfix: Fixed a spelling error with the word ‘unruly’ Bugfix: Fixed guards stopping before reaching their target when called Bugfix: Guards will only need to be called once, and will leave mines to come help Bugfix: Item damage will no longer occur at the very start of actions Bugfix: Led creatures will no longer get stuck in mine entrances Bugfix: Veins with greater than 10k ore will no longer be possible Bugfix: You will now get an event message when trying to build fences with the incorrect item in the crafting window Bugfix: Fixed mule and donkey foal sounds Bugfix: Tree harvesting using a sickle will now scale the timer correctly considering rarity, quality, and enchantments on the sickle Bugfix: Rifts on PvP servers will now start at the correct time Bugfix: It is no longer possible to alter the height of a corner shared by a building wall using the Flatten and Level commands Bugfix: Fixed issues with the “chance to produce twins” trait.Creatures born with this trait will always be female, so that they can take advantage of it. Existing males with the trait will be changed to females. Creatures with this trait can now properly give birth to male offspring Twins will now be given different names from each other Bugfix: Corrupt animals can now eat grass on PvE servers Bugfix: Stopped the ‘Discard’ action from using fatigue Bugfix: Artifacts can no longer be renamed using magical ink Bugfix: Fixed grammar errors when using ‘it’s’ and ‘its’ Bugfix: Messages from ignored players won’t show in new chats Bugfix: Animals will no longer eat food from different floors in a building Bugfix: Donkeys will now be able to pull carts and wagons Bugfix: Passengers disembarking vehicles onto bridges should no longer be launched into the air Bugfix: Fixed a bug preventing players from getting points totaling up to exactly their animal husbandry level when breeding creatures Bugfix: Added rarity colour to the text for rare traits in the Inspect Animal window Bugfix: Fixed a crash happening when logging out Bugfix: Fixed a sizing issue within the Inspect Animal window Bugfix: Young animals will no longer show as being milkable within the Inspect Animal window Bugfix: Sheep model will now show the correct stage when ready for shearing and when shorn Bugfix: Links in the launcher are now fixed Bugfix: Flame light source will now be in the correct position Change: Sons of Nogump will no longer steal the following items:Rare items Unimprovable items Items greater than 95ql Artifacts No-drop items Royal items Unique items Coins Gift items Change: Unfinished items will now turn into finished items in the same location they sat at, and will no longer drop in front of the player upon completion Change: Pregnancy timers have been reworked:The time until an animal gives birth is now far more precise and ticks down more reliably. Pregnancy time estimates now have variable accuracy and precision, based on Animal Husbandry skill. Your character’s estimate will be inaccurate by a random amount, like before, but now will become more accurate with skill, reaching 100% accuracy at 90 skill. The estimate is rounded to the nearest day at low skill, the nearest hour at 50-80 skill, and the nearest minute at 80+ skill. Pregnancy time estimates will now be shown when breeding the creature and in the Inspect Animal window, in addition to examining the creature. Pregnancy times on Defiance and Elevation are still significantly shorter than other servers. Change: Improved event messages when equipping and taking items from creatures. Change: Examine creature message improvementsExamining a creature will show non-trait-related details such as hunger and resource availability even if the creature has no traits Examine messages will now use pronouns related to the creature’s sex more consistently. Some messages have been consolidated into the same line to cut down on clutter. Change: Resources within the Inspect Animal window will now show separate lines for milking and shearing Change: Added the ability to untame creatures using the right click menu Change: Small anvils are now usable on the ground Change: Only uniques can bash walls now Change: Increased rename limits from 20 characters to 32 (for player added descriptions) Change: A player’s number of fat layers now has less impact on the weight carried by a mounted or hitched creature Change: Items that are no-drop on death will now show “Deathkept” and/or “Starter” on tooltip hover Change: Improved hay tile creation timer for new players Change: Brass oil lamp now has an updated model New: Halloween Event New: Coffee, tea, and cocoa drinks added. You can find the seeds through foraging. New: Added the ability to stop leading creatures by right clicking the rope New: UI additions to help players know why they may be walking slowlyWhen < 10% stamina, the stamina bar will flash When < 50% stamina and in water, the stamina bar will flash red When moving with climbing toggled, the climb button will flash When moving when weighed down at 25% or 5% speed, the heaviest item in the inventory will flash for several seconds Each of these changes can be turned off by going to the Settings menu, navigating to the UI tab, and scrolling halfway down. New: Reed seeds can now be planted in shallow water to create natural reed tiles. They require a depth of 29 dirts or less, on tiles with a slope of 20 or less. New: Creatures can now be hitched to hitching posts regardless of their body strength. This opens up many more creatures to being hitchable New: Gems that have favor stored in them will now display ‘Radiant’ in front of the name, in order to distinguish them more easily from non-vesseled gems New: Items with skins applied will now show the name of the skin when examined New: Players can now fillet meat and fish when riding an animal or embarked on a vehicle New: Added key binding compatibility for spyglass “spy” and pendulum “use” actions New: Egg laying creatures can now lay eggs on additional tile types including:Enchanted grass, moss, steppe, lawn, normal bushes, and enchanted bushes Mycelium, mycelium lawn, and mycelium bushes when corrupted by a Libila priest New: When sending mail, the event message stating the time until arrival will also display the recipient’s name New: Added a title for 100 Weaponsmithing. Congratulations Nineol!!! New: Tweaks to FurnacesRarity adds a chance to skip cooldown ticks. 10%, 15%, and 20% respectively for rare, supreme, and fantastic furnaces Added an event message for when fire is fading in a furnace Ovens will now burn as long as forges Fire state will now be visible for ovens, forges, and stills New: Added 3 new ways to call the guardsRight-click the attacker > Attacks > Call Guards Right-click the guard > Draft Guard Right-click the tower > Call Guards New: You can now leave a village that you are a citizen of (not a mayor) by right clicking your body/inventory/settlement token and going to Manage > Settlement > Leave Your Village. In addition, players can no longer be invited to a village via right-click if they are currently in a village, and must first leave their village (just like /vinvite) New: Added Waybread as a starter food item. This is no-drop/no-trade. New: Improved crafting weight requirement information when creating itemsAdded an event message showing the amount needed for an item Added weight required to Crafting Recipe window Added a back button the Crafting Recipe window New: Tweaks to FountainsDecorative fountains will become Wall Fountains and be functional Fountains will only display the water flowing model if they have a liquid inside When examining fountains, you will see an event message saying whether the fountain is filling with water because it is on a water source or not New: Added an option to disable the in-game Wurmpedia window New: Added a client option ‘High Transparency Water’ under the graphics tab. This should make underwater animals easier to see New: Speed penalties from a player’s currently equipped armor will now show when hovering over the equipment weight icon in the character window New: Status effects that have an accompanying spell effect will now show the power when hovering over them
  19. 1 point
    Starting bid: 3 s Increment (minimum): 1 s Reserve: No Buyout: 20s Sniper Protection: No Private Bids: not accepted [13:42:51] A clay jar that could be hardened by fire. This is a very rare and interesting version of the item. The clay jar needs water. Its unfired so it can be imped to the max if you want and it can also be used to make a rare compass with it if you have the right skill!
  20. 1 point
    There is an option to rename cared for domestic creatures, namely the nameplate. As to the examples Ajala gave, I could imagine some of them being blacklisted if any of them ever occurred, others not so much. None of them is a real scandal, much less obscene or whatever, irritating, yes. Still I consider the point MrKettle makes a weird one. *) Granted there are terrible names. I have a beautiful ebony female named Fleaocean 😎, not that I have the impression that she cares a lot. *) Edit: As to "Childkicker", a friend had a horse, a white mare, who really hated children, she tried to bite or kick them indeed.
  21. 1 point
  22. 1 point
  23. 1 point
  24. 1 point
    I remember the first time I spotted a gorilla in game. Wurm doesn't have a large variety of creatures but gorilla? I don't hate gorilla, lets keep them and add many more creature types. realistic and fantasy, big and small, weak and strong, dumb and intelligent. I was recently ambushed by a fog spider for the first time. That was cool, keep them just the way they are. I love the history behind them too.
  25. 1 point
    I for one think Child Fantasy is a fitting name for a horse. kids like horses. But I can see the obtuse interpretation. Child Lei just doesn't make any sense but many horse names don't. Again I can see what you mean here too, after pointing it out. System generated names are going to occasionally include some unintended/undesired results. I'd be all for refining the word bank if it came to that but maybe a better approach would be to 'red list' name as they are discovered so they can't be used again. And provide a rename request if the name violates current naming convention policy.
  26. 1 point
    I made some better ones from https://www.wurmpedia.com/index.php/Horse_names Bonechild Childchaser Childfighter Flashchild Hardchild Childhunting Jackchild Kisschild Childkicker You get the idea...
  27. 1 point
  28. 1 point
    Talk about asking a simple question and getting very complicated answers. Well thanks to loads more drama and childishness than I ever imagined possible i'll just continue rushing to slayings at the last moment and hoping I can find the location on time. Clearly thinking people were mature enough to do things in a civil way on PVE servers was expecting too much
  29. 1 point
  30. 1 point
    My girlfriend and I both have a Fo priest we'd like to join with, when the time comes.
  31. 1 point
    Once the devs have put enough time in to fixing a lot of the issues, which seem to be a big priority currently, I might. I also agree with that priority. There are also PLEEEEEEEAAAAAANTYYYYY of actually good suggestions already, such as allowing dispel to be used on anything, etc that even if I ended up not making my own suggestions, it would still be fine. So as an answer to the last comment, I don't really have to make my own suggestions. I'll gladly voice my opinion that a suggestion such as this one would, in my OPINION, be ranked well below a crap ton of other suggestions on what the devs should prioritize spending their time on. Which is more or less the exact same thing I wrote above but in different words. In a vacuum, this is a fun and not a bad suggestion. In relation to MAAAAANYY other ones? It's a bad one. Once again, just an opinion.
  32. 1 point
    Congrats @Erhid! I'll COD the definitely not haunted mask to you when I log in.
  33. 1 point
    I too was quite bummed when I found out they werent impable and so its going to be extremely hard to get a rare one without being able to imp one rare :[ dangit. ~Heavy Sigh~ Guess Ill just keep collecting them and hoping one pops rare or you guys decide to make them impable like every other arch statue is
  34. 1 point
  35. 1 point
    Last 30 minutes - sniper protection not activated (yet)!
  36. 1 point
  37. 1 point
    I love hitching posts and use them all the time, but here are just a few qol improvements I have been hoping we could see for them. #1 Allow hitching animals while mounted - Right now I always have to dismount before I can interact with my animals and I have a lot and normally do my chores while on a horse. So it is very slow when I have to dismount all the time when unhitching and rehitching #2 Allow branding animals while still hitched to a hitching post (or vehicle) - Right now you have to unhitch everything before you can brand. This might be a permissions thing, but really if you are a citizen and on the deed, it should not restrict you from branding animals that are hithched. Okay thats all I can think of!
  38. 1 point
    This might be a bit much but I would love to have the ability to craft musical objects likes drums, flutes, lutes, etc. and have a bard skill for playing them. Could even add war drums for the PVP peeps. Let Wurmians make there own music!
  39. 1 point
    ty, [19:56:51] The items silently disappear from the spirit castle. You expect them to reach Mechanicalcepac in less than ten minutes.
  40. 1 point
    yeah, we need moos and bells, and while we're at it, baa's for sheep too
  41. 1 point
    Can we have them back at least as decoration please?
  42. 1 point
    They were amazing! Thank you annnnnnnd I'm back for more already Could I also get 2kg each of blood red and midnight black? COD to Gheen. Much appreciated!
  43. 1 point
    I believe it is intended for only 2 guards to respond at a time. This will allow you to call 2 guards on one mob, switch targets and call 2 guards to attack another mob (and possibly repeat for a 3rd mob).
  44. 1 point
    This is not a bug. There is even code to make it so that the smaller the imp material is compared to what it needs (0.1 compared to 0.5), the higher the likelihood of it needing the material again on success. Put the string in singles in a satchel or something and put that to satchel on the toolbelt.
  45. 1 point
    Late, sorry but a few images from my past: https://imgur.com/a/g3Xuo1B Same in zip for easier access: https://drive.google.com/file/d/1jfg1yq-K4ql77wjWRLgJ3GYAQ6HBbvpx/view?usp=sharing Toon name: Jaz - selfie is the avatar of my forum account Started in 2013, stuck here since seriously addicted. I'm not a gamer type, I do not play anything but Wurm since I started here.
  46. 1 point
    Come on devs. I'm bumping this above all the Darnok Online suggestions for you to see. What better time to address this other than the upcoming exploration update.
  47. 1 point
    nowhere in my post did i say anything alluding to that. it's talking about how things that have no actual action ingame, such as examining something ingame, or things that usually have an action, but don't in a certain scenario, can use up a rare window. Say you craft something inside a rare window, it's going to be rare when the craft ends due to being inside the rare window, but during the timer you examine an item, the rare window will be used by the examine and there will be no moment of inspiration, despite the fact that examine isn't even an actual action that should be able to effect it, or how trying to queue up an action before the imp, say you tried to imp with a lump when the item needs a whetstone, the rare window will end because it was used by the fail improve attempt by the lump, even if you started a whetstone imp before the window would have ended had you not tried to imp with a lump. I'm well aware of how the window works, I've made a log parser a few years ago that compares time spent doing actions to moi's to get average moi's/hour, doing something that has 0 chance for things to mess up such as grinding mining, i get 5 minutes of mining per click with no right click menu's and on average over my 100 mining grind a MOI happens every 1h55m, i've got enough of a sample size to compare other actions to to see how much this feature/bug/whatever reduces moi's/hour. When i use my imp grinding g-series key thing, i average 1 rare window every 37 hours on average over a period long enough to grind multiple skills to 95+, due to my bind being bv1v2v3v4v5 , b being repair and v being improve, it quite literally has 1/18th the rare rate of mining due to repair consuming a large amount of rare windows, and failed imps from the wrong tools doing the same thing. I don't have any exact info on how much the right clicking effects this, as right clicks don't give log messages to compare, but comparing skills that use right click menus (such as me talking to people, mailing things out, stuff like that) to ones that don't (me mining with super long timers, barely interacting with the game), there's enough of a decrease in rare windows even without g-series keys that it's not a statistical anomaly.
  48. 1 point
    Fun fact - If this were added back in I'd be able to run and stock "healing wayshrines" for new players again. Wrapping covers was the best feature...
  49. 1 point
    Forges or ovens inside a boat, lets you see the imp icon. Plus if you roll a rare its a win. Else just imp a handful of grindstones.
  50. 1 point
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