Leaderboard


Popular Content

Showing content with the highest reputation on 03/02/22 in all areas

  1. 5 points
    Seems like none of the feedback between the latest pass of the caffeine changes and the actual update was taken in to account. Sad times. No ibriks in ovens
  2. 4 points
    Bugfix: Fixed opening links with spaces in them in an external browser. Bugfix: Using the “Find on Wurmpedia” function on house walls should now search for the proper text. Bugfix: Corrected spelling error in description of wide staircase with banisters on both sides. Bugfix: Corrected spelling error in source crystal item description. Bugfix: Pouring liquids is now allowed even when building or village permissions disallow dropping items. Bugfix: Corrected spelling error in description of cheese sandwich. Bugfix: Difficulty when picking from planters has now been fixed. Bugfix: Coffee Ibrik smelting will now work correctly. Bugfix: Fixed glowing coals on forges. Bugfix: Gravestones will now show the correct material after burying something with them. Bugfix: Dragging creature-edible items from bulk containers to hitching posts and feeding troughs should now work properly. Items will now automatically go into the internal container of hitching posts, troughs, and stills. Bugfix: Fixed praying on corpses while having an item activated. Bugfix: Fix for some chats not being cross server as intended. Bugfix: Added taste and eat context to camellia flowers. Bugfix: Fixed the weight of coconuts. Bugfix: Caffeine values will now drop down correctly when entering decay. Bugfix: Fixed caffeine timer looping. Bugfix: Tea, coffee and hot cocoa should no longer say they will burn your mouth when tasted. Change: Caffeine provided per bean has now been increased. Change: You will now be able to drink caffeine even with a full water bar. Change: Caffeine created will now have a minimum ql of 5, so all caffeine should be drinkable. Change: Separated coffee into cream coffee and spiced coffee. Change: Changed cream coffee recipe descriptions and naming. Change: Made spiced coffee naming consistent with cream coffee. Change: The following types of mineral veins have had their names changed for consistency: “Marble wall” is now “Marble vein” “Slate wall” is now “Slate vein” “Sandstone” is now “Sandstone vein” “Rocksalt” is now “Rock salt vein” Change: Changed the description of the cacao pod. Change: Camellia flower description changed to not mention pink flowers. Change: Archaeology reports will now have an indicator in their name when the cache location has been discovered (Located) and when fully complete (Complete). There will also be a message in Event when all possible information about a settlement has been discovered. Change: Bookshelves of all types may now hold a significantly larger quantity of items. Bugfix: Reset coordinates on Farwalker twigs and stones in inventory / subcontainers on death (only on PVP servers). And now for Caffeine Changes! Bugfix: Mint hot chocolate and hot chocolate will no longer give caffeine Bugfix: Fix weights of various caffeine items Coffee pot 0.10kg -> 1.50kg Tea pot 0.10kg -> 1.50kg Coffee cherries 0.05kg -> 0.15kg Cacao pod 0.05kg -> 0.30kg Coconut 0.50kg -> 0.40kg Cacao beans 0.10kg -> 0.20kg Coffee Ibrik 0.10kg -> 0.20kg Bugfix: Fixed descriptions of various caffeine items Camellia Flower Cocoa Bean Cacao Bean Bugfix: Very small quantities of caffeine consumed will once again provide caffeine Bugfix: Difficulty fix for picking produce from tea, coffee and cocoa planters Bugfix: Coffee Ibriks are now heavy enough to smelt Bugfix: Remove ability to pick seeds from yellow and white tea leaves Bugfix: Caffeine spell effect should no longer appear stuck Bugfix: Caffeine timer durations are now more accurate Bugfix: Drinks that can be drank hot will no longer say they will burn your mouth Bugfix: Consistency fix for colour of camellia flowers in models and icons New: Added new type of tea, Rose Petal tea New: Add optional ingredients to new beverages Change: Increased volume of teapot and coffee pot Volume Teapot [10, 10, 20] -> [15, 15, 20] (Liquid 2.0kg -> 4.5kg) Volume Coffee Pot [10, 10, 20] -> [15, 15, 20] (Liquid 2.0kg -> 4.5kg) Change: Old tea recipes can now be created inside teapots Peppermint tea Spearmint tea Camellia flower tea Herb tea Change: Coffee beans can now be combined to allow easier bulk roasting Change: Campfires can now be made indoors Change: Caffeine drinks will no longer provide extra water Change: Caffeine drinks can be drank when the water bar is full Change: Doubled the potency of every caffeine drink Change: Doubled the hold duration of every caffeine drink Change: Disabled caffeine extra skillgain on meditation, lockpicking and shieldbashing We have received various opinions on the current state of meditation and have been discussing it Change: Tea leaves will only oxidize outside of containers Change: Tea leaves oxidization timer will reset when moved into containers Change: Cocoa beans have been changed to Roasted cocoa beans to distinguish them from cacao beans. Change: Harvesting a Camellia bush will now produce a camellia flower. The camellia flower can be used for the herbal Camellia Flower tea recipe. Add optional ingredients to new beverages: Tea Spice, sugar, milk and lemon Hot Chocolate/Cocoa Cream, milk, hazelnut oil, marshmallows, hum bugs Coffee hazelnut oil, sugar, chocolate, cocoa Spiced coffee using any spice Cream coffee using any cream Black coffee renamed to Coffee due to optional ingredients Change: Instead of caffeine consuming fatigue, using caffeine with sleep bonus will now develop restlessness, up to a maximum of 5 hours restlessness. Upon reaching 5 hours, caffeine will stop providing its extra skillgain and sleep bonus drain. When logged out regardless of bed, restlessness is reduced at the same rate that sleep bonus is gained. Sleeping in beds does not affect how restlessness reduction performs. Restlessness and Alcohol Decay Rate can be found in the Spell Effects window. Change: Caffeine skillgain changed to provide 2x the benefit of sleep bonus at 100% caffeine Change: Caffeine sleep bonus decrease speed now unaffected by CCFP fats This change does not affect the natural sleep bonus decreases, only the extra sleep bonus decreases relating to caffeine
  3. 4 points
    The value of time is irrelevant as to whether you are getting more or less skill... Basically the only way there is any benefit from using coffee is like the comment above 'surplus sleep bonus'.... therefore only being usable by the player that plays less than 5hrs per week. Now I am all for helping the casual. But for all this work and to ONLY benefit the player that plays less than 5hrs a week seems like a SUPER nerf.
  4. 4 points
    Wow, so much negative feedback. It's my assumption that the caffeine system's target is the player that want's to raise their skill but doesn't have a lot of play time. I assume the same about the sleep bonus in general. This doesn't really apply to me as I'm not in a hurry to max every skill. Perhaps in the rl summer months I'll use sleep/caffeine more intentionally to max my outside time. With these things in mind I love that Wurm has mechanics in place that allow me to trade play time for skill gains. I also love that these systems 'make sense'? Meaning there is some connection to the 'story' of Wurm. Sleeping recharges your brain for more learning. Caffeine is a mild stimulant. The many different tea/coffee recipes allow you to get a target affinity as well. That said I hope we can put the caffeine system to bed for a while and work on other areas of improvement, I'm betting the devs feel the same. Good update! How bout an archery update next?
  5. 3 points
    So if what people are saying is true, and 100 power caffeine only gives 1.5x skill gain while still draining 2x sleep bonus, then I think the nerf went way too far. I suppose, however, if the devs wanted a system that would only benefit those who can play once a week for a few hours, then it has succeeded. Those players will get a bit more bang for their time spent. For everyone else, there is no reason to use caffeine anymore. Seems yet another window of opportunity has closed.
  6. 3 points
    Send to Reverent. When i get off work I will complete it and let everone know the results. It only cost me everything. Rev-
  7. 3 points
    Seems a little extreme of a nerf, not sure why anyone would want to use x2 sleep bonus for x1.5 effective sleep bonus skill gain which is exactly what it is.... makes no sense at all RIP Caffeine.
  8. 3 points
    *happy dance* That is awesome, thanks team
  9. 3 points
    Sleep bonus was already targeted at people who spend a lot of time not playing, i.e. not playing every waking hour. That was the original intent back in the day. It was only later that more ways of gaining sleep bonus were added and the original intent was lost. Caffeine is basically doing the same all over again. Inb4 restlessness-removal-powder gets introduced…
  10. 3 points
    What is disappointing, is that caffeine is just another boring meta-mechanic. This house of cards of interlocking gameplay systems that only manipulate how fast a number in a table raises is deeply unsatisfying. It feels like it was designed exclusively for the people who only play to raise numbers, and as demonstrated, they can not be made happy unless number raises faster forever. So many recipes; all useless. Why is this all so boring?
  11. 3 points
    So happy about these 2. Thank you!
  12. 3 points
    Looks like it's about time to come up with some fresh official images of different PMK gear This will be a fun project, thanks for the idea!
  13. 3 points
    Last Night of Winter❄️ But Spring Nights are just as Beautiful
  14. 3 points
    "Just when I thought I was out, They pull me back in" 7.2 Gold - Rev
  15. 3 points
    I added your Deed, and I would like to let everyone know I'm taking over For Tp as he has quit the game for a while. Thanks again
  16. 2 points
    Welcome to my Coffee Shop, I'll let you taste what I got, Go 'head now don't you stop, Keep sipping 'til it hits the spot Kahvesi is currently the most caffeinated drink and will give you 20 power per 0.20kg sip. Your hands will be shaking after a mere 5 sips and you will receive the full benefits of 100 power caffeine effects! Kahvesi gives the most bang for your buck, so this is my focus for now. Currently serving up Kahvesi On the menu for delivery now - just PM me! 92+QL (56+ min timer) 2kg jar (1c COD) - 20c 10kg Measuring Jug (2c COD) - 40c 45kg Small Barrel (10c COD) - 1s COD - Postage paid by buyer - container is yours to keep. 98+QL (58+ min timer) made to order 45kg Small Barrel (10c COD) - 2.5s COD - Postage paid by buyer - container is yours to keep. Basic overview of caffeine effects/advantages (currently): Extra Sleep Bonus daily! 0.20kg sip of coffee within 10min of first login per server day gives you 10mins extra sleep bonus. Increases skill gain 300% while 100 power caffeinated using SB (SB gives you 200% without caffeine buff) Sobers you up fast from alcohol effects One 0.20kg sip of kahvesi (currently most caffeinated beverage) gives you 20power, 1kg/5 sips will get you to 100 power. You will stay caffeinated for the amount of time listed above (directly correlated to quality). To keep the effect active, you must drink again before the timer runs out or your caffeination will decay and require more sips to boost back to 100 power. At 100 power caffeine: 2x sleep bonus usage rate while boosting skillgain. Caffeine skillgain provides 2x the benefit of sleep bonus at 100% caffeine (300% skillgain total). It doesn't effect some skills such as faith, meditation, lockpicking, and shield bashing. 4x Alcohol decay rate. (sobers you up fast!) Restlessness develops up to 5 hours maximum (only develops while SB is active) before caffeine become ineffective. Restlessness Breakdown: Upon reaching 5 hours, caffeine will stop providing its extra skillgain and sleep bonus drain. When logged out regardless of bed, restlessness is reduced at the same rate that sleep bonus is gained. Sleeping in beds does not affect how restlessness reduction performs. Restlessness and Alcohol Decay Rate can be found in the Spell Effects window. If you are a casual player (like me), caffeine will make your limited grind time much more rewarding and allow you to progress through some of the more tedious skills needed to have some real fun! Great for skilling things with limited materials, such as restoration, farming, nat subs, channeling, cooking, panfilling, skilling alts and priests etc. as these won't eat up your SB and gain restlessness as quickly as other things. Grind focused players can still benefit from caffeine use in some specific skills as well. Skilled Actions Need bulk quantities of high quality juices or oils? You provide the fruits (quality of fruit will effect the max output quality), and I will squish them into high quality juices. You can either send crates/barrels/amphoras/whatever via wagoner, sail to me, or I can come to you depending on your location (I'm in S11). If you want to run a test, you can mail a couple fruits and I will juice and return. 1s per 500 actions (1 fruit pressed = 1 action produces .27kg juice) Coming soon: Teas & Other Coffee Brews - if there is something specific you want, just let me know! I have the supplies to make small barrels worth of most caffeinated beverages in high qualities.
  17. 2 points
    ΜΟΛΩΝ ΛΑΒΕ is a Spartan phrase meaning “come and take them”. So we ask you to support thee kingdom with your generosity in this auction MOLON LABE! This auction comes with the following Spartan PMK Graphics: 1 Tent and Wagon 2 Tall Banners, Banners and Flags The Wagon Graphics will be updated soon which will lower the graphics on the side and a few minor tweaks will be adjusted. (just awaiting the patch) Starting Bid: 10s Min Bid Increment: 1s Reserve: None Buyout: No Sniper Protection: Yes, 30 min Private Bids: No
  18. 2 points
  19. 2 points
  20. 2 points
  21. 2 points
  22. 2 points
  23. 2 points
  24. 2 points
    Yet another winter season in Wurm, yet another wave of moaning and groaning on freedom channels and people asking when it will be over. People spent 15 minutes collecting snow balls and are now impatiently tapping foot waiting for end of season so they can once again see Wurm in its full splendor. How about we make the winter less of a drag for people and introduce some fun stuff to do? I have a few suggestions which would involve very little to no change to already existing mechanics. ICE SURFACES Come winter, 1-3 water tiles adjacent to shore become non-colidable and semi-transparent. You can walk on those and ships can't pass them. You can break ice with pickaxe to release moored ships or use special boat/ship attachment as ice breaker. Ice can then be collected for later use for such things as alternative to snowballs in larders and/or ice sculptures. Obvious obstacle is how to migrate from water tile (swimming) to ice tile near the shore and I am thinking right click ice tile and "climb", possibly with accompanying animation. ICE SHARDS (MATERIAL) Collecting broken ice shards places them in inventory (has to be stored quickly like snow balls), such ice can be used in larders and to make sculptures (existing sculptures with transparent texture). I can see various other applications in cooking too. ICE SCULPTURES Once the ice is collected sculptures can be made and if stored in caverns they take little to no damage. They can be transported on ships with a stack of ice material which then takes damage on behalf of the imped sculpture with a time frame of few hours to reach the destination before the sculpture itself starts taking damage ticks. Making semi-transparent texture skins for these should be easy enough. I have a few more ideas, but let's see how this pitch goes first.
  25. 2 points
  26. 2 points
    But it's still a benefit if you have a surplus of sb and only 1 hour of play time.
  27. 2 points
    Edge sniper is allowed Let me look at my bank balance for a little bit.
  28. 2 points
    By the way not trying to edge sniper. I am returning fire inbetween work meetings.
  29. 2 points
    So, that's what I managed to achieve in one month (30 days) of /playtime. That means one year of real life time for a casual player playing an average two hours per day or two years of real life time for a casual player playing an average of one hour per day. I did everything without using any external help (I only used mats that I gathered myself, tools that I crafted and imped myself and absolutely no enchants) and while I did paid for my premium time with RL$ the deed setting and upkeep was pretty much paid with earned money (not doing bulk orders, but just selling my rares and the occasional coins from foraging or whatever) and I even made a small profit. Sure, things could have been done better and I'm sure some other people could have achieved much more, while other could have done considerably worse. I won't comment if what I managed to achieve is much, less or appropriate for this time interval - that was not my goal. My goal was to just give a casual player an idea (not necessarily a very accurate one, but at least a general one) of what he could achieve in this timeline by playing casually. From this point forward is up to any (new) player to decide if Wurm is the kind of game for them. As far as it concerns me, this is my last public post regarding my fails, struggles and adventures. I will still be around and I will still keep playing, but I'll keep my businesses to my own and I will cut down on public postings or interactions because if that's one thing where Wurm failed me it was this one. Over'n'out!
  30. 2 points
    No you dont. Indeed the mechanic is aimed at players with more logoff time than logon time, but so far the mechanic was abe to be used by high skilled players that used max coffee, grinded, made themself puke with an alt to lower the water bar to keep the bufff running while snacking on sleep powder to get more sb and so on till their fatigue kicked in. That is no longer possible and is making some people salty.
  31. 2 points
    So while watching the feedback thread get ignored, I was wanting to make sure I understood correctly the basic intention of how this is supposed to work and its I intended market. I am seeing a lot of people using the phrase that they have made a mechanic that requires you to not be playing but I think this has missed the mark entirely but requires certain confirmations of reading between the lines and the Devs to say it is correct. Does sleep bonus go back to acting as normal when you are at full restlessness? Including CCFP effects. If this is the case. Then caffeine, restlessness and sleep bonus are at a natural parity and you will always be working off restlessness at the same rate as earning sleep bonus so they will always equal 5 hours total. All this is targeted at players who log in in short bursts and don't drain sleep bonus. For those with higher pools due to journal or marks spend, or those who snack on Sleep Powders, I doubt you are the intended target of this mechanic and as long as sleep bonus goes back to normal at 5 hours restlessness you are still going to be able to enjoy your grinds. Could anyone elaborate if I am missing something somewhere?
  32. 2 points
    Let me fix that one for you.
  33. 2 points
    Since it is tied to the rate of gaining sleep bonus, yes. Sleep bonus is the same. From wiki: "Sleep bonus is gained through the use of a bed: log out by right-clicking a vacant bed inside a completed house and select 'Bed' > 'Sleep'. A player receives 1 minute of sleep bonus for every 24 minutes of sleep, with a maximum of 5 hours of stored sleep bonus. Minimum time to stay asleep is 1 hour."
  34. 2 points
  35. 2 points
    Back in early 2018, I helped @KindraShaewhen she was relatively new to game and setting herself up on a nearby island. But mostly, I befriended her. A few months later, I was hit with a most unusual and severe case of burnout for Wurm. I quit the game entirely announced and basically decided one day to stop logging on. Fast forward to 2022, and Wurm found its way back into my life again. The itch for this game never really goes away for good. I was welcomed back to the game by Kindra, who has by now become one of the most established and altruistic people on the server. For all these years, she's kept alive one of my original 35km/h horses, completed with the enchanted horse kit and the Christmas present saddle sacks. I would not have known, until she brought it up and offered to return the horse to me. This is probably the closest I've come to shedding a year in an online game, so thank you Kindra 😀
  36. 2 points
    lol dang you're hostile. I'll try to address all of your comments here: I'm not quite sure what the 4 rune alloy armor comment is about but you can get plate alloy fragments from caches if that's what you're referring too, otherwise yes, you can get chain alloy fragments from the ground. I'm only talking about plate in my bug description. I added a little clarification to that in the post. weapon fragments can be tools but the game defines them as weapons and tools, then on the final combination when creating the item it checks if they are weapons first and since they are it never checks if they are tools. Only trowel and file do not have the weapon definition. But i'm not talking about what the fragment will turn out to be i'm talking about rune allocation. Once it decides that you're going to get runes it figures out what type of item it is so it can decide which set of runes to roll from. Let me know if I missed what you were going for there. As for the tool difficulty: In the decompiled code, difficulty for identifying a fragment is float difficulty = FragmentUtilities.getDifficultyForItem(target.getRealTemplateId(), target.getMaterial()) / 2; float power = (float)restoration.skillCheck(difficulty, source, 0.0D, false, correctTool ? counter : counter / 2.0F); It only checks tool for how much skill to give which you can see at the end there. counter /2 for the wrong tool means half skill. It does not alter the difficulty. it also does not reference the tool in getDifficultyForItem If you have more up to date code or logs from a lot of restoration actions which indicate which of your actions got skill ticks that we could use to calculate difficulty, I would be happy to take a look!
  37. 2 points
    Scout Two watched this Sunrise on Independence in EP20.
  38. 2 points
    I just don't understand why you keep asking for feedback if you're going to ignore us for the most part. What's the purpose other than to aggravate the community?
  39. 2 points
    I am going to go item by item and put my thoughts on each, marking them with Good, Neutral, or Bad. Bad. What is the purpose of this? Changing the volume makes it more difficult to fit into ovens, making it less efficient. I am personally not a fan of this change. Good. Consistency is good, it's nice to be able to make all tea in a teapot. Neutral. Combining is good for time efficiency, but bad for skillgain. Not a terrible change, but I personally wouldn't do it. Good. Bordering on Neutral. I'd rather be able to make Kahvesi in ovens, but I understand that the intent was to reference the way that it is made in real life, so I respect sticking to the theme. Good. Combining these given how related they are. I did not like having to use special moves to throw up continuously, every time I wanted to use caffeine, or more often, when I forgot to drink right away, and the buff expired. Good. Once again, bordering on Neutral. It is really easy to get large quantities of coffee / tea, but this does help for less grindy players, to more easily get their caffeine maxed. Making it last longer will also help not have to monitor it quite as closely. Neutral. I can understand the intent to reduce the extra skillgain on Meditation and Lockpicking, given that you only need to use a few seconds of sleep bonus to get the full effect, however, I disagree. These skills are intentionally slow anyway, with their limited ticks with long cooldowns. Additionally, we've allowed players to get enhanced skillgain for months with caffeine, changing it now only hurts players who come later or didn't take advantage of it since Halloween. Bad. Why is Shield Bashing on this list? It does not have the same "only turn on sleep bonus for a few moments" reasoning as the other two. Good. Bordering on too good. Tea leaves, being the cooking difficulty they are, will jump to the best panfilling item around with this change. Given the incredible ease in mass producing them, their difficulty being 40 (Same as 2 ingredient meals; below 30 take a penalty on skill tick size), and the fact they can be cooked in frying pans in ovens, make them absolutely incredible for skillgain. I expect to see a lot of people mass producing tea for not only beverages skilling, but also Mind Logic / Soul Depth / Cooking. Good. Cocoa and Cacao were easily confused, I like this change. Good. Gives more uses for one of the lesser used forestry products. Good? Didn't it always give camellia flowers? In any case, same as Rose above. Good. Variety in recipes is never bad in my opinion. Too much to write here, and it would get lost. Please see conclusion below. Neutral. I can understand why this change was made, just makes it more confusing to explain. No real opinion here. Bad. Why is this necessary? Adding exceptions and caveats to things, makes them harder to understand, harder to explain, and overall, more frustrating Neutral. I don't expect anyone to really make these recipes outside of adding it to the cookbook. Bad. Making the coffee pot heavier, makes it much more frustrating to create and improve, and given that pottery items are what they are, overall, I am not a fan of this change. Bad. See Coffee pot above Good. As said elsewhere, consistency is good. Good. See Coffee Cherries Good. See Coffee Cherries Good. Consistency is good, it takes 2x 0.1kg items to create. This makes sense. Good. Consistency. I do think that "Theobroma" should be capitalized though. Neutral. Without context on how big a "very small quantity" is, or what else is involved here, I can't really comment. Good. Will make these items even more valuable to stockpile, as they will actually give decent gardening skillgain to pick, like other items harvested from planters Good? The creation QL of ibriks concerns me that this may turn out poorly. Good. Consistency Now let's get back to the meat of the feedback, restlessness. To start off, I am glad that caffeine is being decoupled from Fatigue. There are too many actions that don't use fatigue, that it made for an uneven playing field. Those skilling things like Channeling, Weapon skills, Archery, etc. benefitted massively from caffeine, while players who were doing things like Digging, Mining, etc. were regularly forced to stop grinding (and in some cases, stop playing entirely). This was bad for the game, and I am glad that it is being changed. However, I am not convinced that restlessness, as it is currently designed, is a better solution. My main concerns: Restlessness only going down while offline feels bad. I don't like that players who stay online are "punished" by having their restlessness not decrease. I would like to see an alternative way to reduce restlessness, even if at a slower rate. Suggestions Below. Perhaps have restlessness go down at a slow rate while at full stamina (and not performing actions). That way, things like sailing, standing around and chatting, or being at a sermon group, will not "punish" a player for being online. Maybe have certain actions be "relaxing" and give a small reduction to restlessness. Ideally, these would be things that people could do to "change up" their grind, without making them stop playing entirely. Alternatively, make it so certain non-caffeine drinks help with restlessness (like herb tea or hot chocolate). Making them only usable every so often and reduce restlessness by an amount based on QL of the drink would prevent abuse, while also giving a new niche for these drinks.
  40. 1 point
    Hey all, I wanted to bring some items to the attention of the devs some of them are probably bugs, some of them might not be. I was told by my favorite CA that bugs that cite the "old magic" are allowed here so here goes nothing. Identifying: In restoration, to determine the odds of one or more runes being placed on a created item the average identification value is used on each fragment. The identification value is just the power of the ID actions added with the current ID value and divided by two. new = (old+power)/2 Bug 1: The incorrect tool is rewarded with better ID value and thus better rune odds. How much stuff is scrubbed off the fragment is calculated by 10.0F * (power / 20.0F + 1.0F) * (correctTool ? 1.0F : 0.5F) when this value hits 127 the fragment is fully identified. so a 100 power action will result in 60 of the 127, you can then get 3 actions to ID the frag. a 100 power action with the wrong tool results in 30 of the 127, you can then get 5 actions to ID the frag. Using the correct tool and scoring 100 power on each identification will result in: 0 //ID value starts at 0 when the fragment is created. (0 + 100)/2 = 50 (50+100)/2 = 75 (75+100)/2 = 87 (int cast rounding floors the value) wrong tool would give 5 actions allowing the result to be (87+100)/2 = 93 (93+100)/2 = 96 Bug 1 Proposed Solution: The value starts at 0 and so more actions is rewarded by raising the average power more. If this value was started at frag ql when it is dug up or pulled from the cache and then the wrong tool was punished the system might make more sense. If you want to obscure the ID power you can use a second skill roll to set init ID value. Bug 2: The identification value of instantly identified fragments is hard set at QL/2. since runes are gated at 50 power it is impossible for instantly identified fragments to get runes. I don't think this is intended for two reasons: 1. Since initial ql is not tied to rune power in other fragments and 2. also shovel functionality pushes the user into an easier difficulty bracket purposefully this seems like it was intended to be a perk rather than punishing players from searching in too easy areas trying to game the rune system. Bug 2 Proposed Solution: Setting the ID power of the insta frag to a second power roll would be ideal so players can't just wait until they have 3 99ql fragments and game the rune system. Or if you think that would be ok then just set it to the ql. Possible Bug 3: Plate armor fragment tier cannot get the alloy bump when pulled from the ground. This might be intended, it's nice to have some things unique to caches. Possible Bug 4: Metal statues in the alloy bump tiers can be bumped. So i'm slowly building an alloy drake statue. I'm ok with this. Combining: Bug 1: if you fix nothing else please fix this one. The metal type of a completed item is determined by getMetalBaseMaterial which has a switch statement on (Server.rand.nextInt(Math.max(6, 75 - identifyLevel))) Then cases for 0 to 5 are gold, silver, copper, zinc, tin and lead where iron is the default case if the value is not 0 to 5. This one is particularly infuriating for high level players. Because if your identification level is over 69 you cannot get iron. Server.rand.nextInt(6) rolls a 0 to 5 and does not allow for the default and usually best case (iron) to be rolled. I know this is a bug because the get alloy method is correct and can always roll steel. The get moon metal material method is... odd. It appears to heavily favor glimmersteel. with 90 identification power it has a 7 in 10 chance of glimmersteel 2 in 10 of adamantine and 1 in 10 of seryll. with 50 identification power it has a 37 in 40 chance of glimmersteel and 2 in 40 for addy and 1 in 40 on seryll. This also results in LOTS of iron tools for low level restoration which may or may not be desired. Bug 1 Proposed Solution: 6 needs to be updated to at least 7 in getMetalBaseMaterial. it can be higher to increase the odds of iron switch (Server.rand.nextInt(Math.max(7, 75 - identifyLevel))) Please. Please. Please. I feel this in my soul every time I do restoration. Bug 2: For Rune application almost all tools are considered weapons. To my knowledge only file and trowel are not weapons. This stops them from getting tool runes such as a Gold Fo rune (more yield from forestry or rake) cannot end up on a rake or sickle because they are categorized as both tools and weapons. (big scary rake weapons) Bug 2 Proposed Solution: The conditional statements for what to see the item is run in this order: toEnchant.isWeapon() toEnchant.isArmour() toEnchant.isTool() toEnchant.isHollow() toEnchant.isVehicle() // lol please add vehicles I spot checked some weapons and they don't seem to be identified as tools. I think if you put isTool() first most of this would be resolved, however there would still be some overlap for example hatchet is only a weapon. A more in depth solution would be to make a map of the possible fragment items and just categorize all of them. Such maps already exist for all the statues and special day drops etc. Possible Bug 3: Combination failures have no negative effects. Possible Bug 4: Combination overflow is punished by reducing the ID value of the remaining bits. Not really a problem but not sure if there's a point to that. Feel free to drop me a message if you want to discuss any of this in more detail. I would love to be part of improving this.
  41. 1 point
    Rev I know I've seen you around before, but what's your IGN? I'm assuming same as your forum name Reverent? Congratulations, that was an intense auction towards the end there XD Also, thank you very much, and I wish you all the best with the finished product! If you can, let us all know what material it turns out to be
  42. 1 point
  43. 1 point
    Display of Arboretums A request has been made to be able to choose the model which will be displayed for arboretums (formerly known as guard towers). Currently we only have the Freedom kingdom model. Tam is happy to change the code so that the player may select the model from the choice of all four kingdoms, when commencing the building. It will be available to builders on deeds where they are the mayor or a citizen. It has been added to the wish-list.
  44. 1 point
  45. 1 point
  46. 1 point
  47. 1 point
    btw ecker~ rip'd few months(1 or 2) ago, unsure; last I saw it with "starving" status, missed the part with eternal sleep can be closed, fixed or ignored, test is complete and now another thread was opened with the same concern
  48. 1 point
    Update: my Paypal funds arrived in 3 days. There was a little hickup though, the original withdrawal got cancelled but their support mailed me that it was accidental and asked me to start the process again which was authorized in a few minutes afterwards.So in the end 72.5EUR of the 75EUR prize landed in my Paypal wallet.
  49. 1 point
    Coming soon, the QR-code-removal-gerbils are just taking a bit longer than we'd hoped. What, you don't remove suspect QR codes and other objectionable things by gerbil?
  50. 1 point
    Some background info and early decisions 1. Being such a complex and awesome game, Wurm can easily become addictive and since I always strive to stay in control of my time and maintain a healthy balance between the different aspects of my life, I decided from very early on that it's very important for me to set some limits for my play time, so I can be sure that I don't let the game interfere with the other parts of my (real) life. The last time I was here I played around with quite a few different time quotas here, but in the end I decided to stick with the one that makes most sense to me - play for as long (and only for as long) as I have sleep bonus that I can use, which would probably average to a bit over one hour per day, with the occasional weekend splurge after a global cast or something, but, anyway, I doubt that I'll ever cross the 60 hours per month mark. 2. As a student, working a part-time job, money are always tight, but I know that time is even a scarcer commodity for me, so I realized that trying to play the game as a F2P player would simply not work out well. I definitely don't say that it is impossible and I got to meet a few people that succeeded in game as F2P players, but in order to achieve that you need to be able to invest a lot of time in the game, much more than I could ever dream to. That's why, when I returned (luckily enough it was right during Black Friday sale) I purchased the one year subscription package (for which I paid 47,03€) and the 50 silvers package (for which I paid 37,49€), which together with the coins that I got from selling my sleep powders (24 silver) were enough to also cover my deed upkeep for one year (despite having a rather large deed with an upkeep close to 6 silver coins per month). That set me for a whole year, and if I add them up I come to a total of 84,52€, which I think is more than reasonable for a year worth of entertainment (it translates to about 7 euros per month, which is probably lower than the cost of any subscription based MMO). 3. Initially, I decided to stick with a small 21x23 (483 tiles) size for my deed, without a guard, since the setup cost was lower than the five silvers which were included in the initial package (exact price was 4s 83c, which included the first three months of upkeep) and the monthly upkeep cost was as close as possible, yet still below the minimum cost of one silver per month (any deed smaller than this would still cost one silver, so there wouldn't be any savings, so basically no reason for going smaller). Eventually though, my perfect spot, at which I've dreamed since day one, became available (more details about that later) and I simply couldn't let the opportunity pass me, so I overextended "a bit". Yet, even so, as I just said in the previous point, since I took advantage of the Black Friday sale, I managed to keep my total cost for both the premium membership and the deed upkeep at about 7 euros, which is probably lower than the cost of any subscription based MMO. 4. I made sure that I understood (and accepted) that there are a lot of people willing to invest much more in Wurm than me, both in terms of time and money and there's no way I could even dream to compete with them. That's why I decided to not even try to compare myself with anyone else, but just focus on my own place, on my own story and on my own progress, done at a pace that I'm comfortable with, and simply don't care how fast or how slow the other people are progressing. And, if you're a casual player, that's the single most important advice I can give you: hike you own hike and don't compare yourself with other players, because, comparison really is the thief of joy; and if anyone else tries to tell you how you should play the game, simply tell them to BEEP OFF - it's your time and your money and you can approach the game in any way you want; as long as you're having fun out of it, you're winning it! My deed I decided that, despite the many inherent disadvantages, I'd really like to have a private island all for myself... ideally one that is neither too big (because I wanted to keep in control both costs and required time to maintain it), neither too small (so I don't have to keep travelling back and forth to the mainland), somehow close to the server edge, with at least some rock layer and, if possible, with some clay tiles. And ever since day one, when I first saw Melody's map I totally fall in love with the small island at K25 - it was everything I could have dreamed and some more, but unfortunately, I was beaten on the land race grab race, so I could only congratulate the owners and keep searching. Eventually I found another place to call home, but my heart was still on that island and I kept checking on it and saving coins hoping that one day it would come on the market and I could afford to buy it. And, surprisingly, one happy day, my prayers were answered, the deed went for sale and I was able to grab it and ever since I'm really living my dream on my own little personal paradise. Then, once again, I was lucky that by the time I got back from the dead, I was able to get back my deed and continue from where I left. If you want to pay me a visit you're more than welcome and I'm always happy to have guests, but if you just want to take a sneak peak, here's the current deed planner export: https://imgur.com/a/NHotoHJ My play style While I definitely don't recommend this play style to other people, I decided to set some extra challenges for myself to make the game more interesting and increase immersion. I should probably not even mention the fact that I dropped all the starting tools and started from scratch, since that was represented just a minor delay, but just focus on the two big limitations that I set for myself: to never use any enchants, runes or items that I haven't gathered, crafted and improved myself and to play in a semi-permadeath mode (since I did died and I eventually returned I can't really call it permadeath mode anymore). And the solution I found is that every time from now on if (or better said when) I'll die, I will have to buy myself a golden mirror and resurrect as "someone new". And since it does cost 15 silver coins per resurrection, if I'll run out of coins I'll be forced to take a break from the game 'till I make some more money IRL to afford to buy some more favor with the Gods. Talking about the distribution of my play time, I realized (only after it became a burden that almost made me quit the game) that they key to make any (meaningful) progress as a casual player with limited play time is to try to minimize the time spent on daily chores as much as possible (so produce only what I actually need, not start hoarding things just for the sake of hoarding) and to not spread my resources too thin, but instead try to focus them on one mini-project at a time (which should be doable in less than a month) and only switch to a new one once the first one is completed. This way I should be able to keep reaching mini goals/milestone on a regular basis, which would give me a constant constant sense of achievement and allow me to build towards bigger projects over time and if I'll look back I'll can always see a clear timeline, like "December was the month when I worked on building my harbor".
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up