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Showing content with the highest reputation on 29/05/22 in all areas

  1. 11 points
    We are delaying the update 1 week til June 7th to allow time for public testing before its release. We have enabled treasure hunting for everyone on our test server Oracle, let us know of any issues or feedback in this thread. Below are some details about how treasure hunting works, a map of the Oracle test server and details on how to get on the test server. Only available on our test server Oracle for testing. To use the test client, use the Test Client launcher shortcut or the Choose Client shortcut and choose the test client. For Steam, right-click Wurm Online in your Steam Library and click Properties. Then add a -c to the Launch Options. This will give you a prompt to select the Test Client. Logging in with a new username/password will register an account automatically and log you in. Selecting any item and using it on the ground will give a test option which allows you to change your skills and spawn in items like armour and weapons. You can also use it to change your faith, deity and spawn items like vesseled gems/statuette. Submitting the test menu will also heal you fully and restore your stamina. At the bottom of the test item creation option you can also spawn in a fully geared horse/ropes to get around quicker. Chance to find them from rare rolls on the following actions. For testing, we will have a 1/25 chance on non rare rolls as well. Farming/Harvesting Botanize/Forage Actions Digging Mining Investigating Archeology Sites Fishing/Dredging (Not on Test yet) Praying Different difficulties, the harder the less common they will be but the larger the end rewards will be. Novice(1/5 chance on rare roll)(1-29ql) Will be between 2-3 steps long Will have very small combat challenges occasionally. Will not be terribly far from the locations they are found. Challenging(1/10 chance on rare roll, supreme rolls will always give one)(30-59ql) Can be 3-5 steps long Will have decent sized and not infrequent combat challenges. Will be a moderate distance from the locations they are found. Difficult(1/25 chance on rare roll, fantastic rolls will always give one)(60 - 100ql) Can be 4-6 steps long Will always have difficult creatures to kill for most every step Will be long distances away from the locations they are found. Possible types of clues Map clue Shows a map with a location you must go to, will not be super close to villages or in an enclosed area. Challenge clue Will give an area and some information about an item from a list of items to find. Any guard tower that are not enclosed or near or in a village Colossus that are not enclosed or near or in a village Mission Constructed items that are not in caves/enclosed or near villages. Combat Challenges When you try to dig up a location you may come across some creatures ambushing you which you must defeat before you can continue digging it up. Will go into hiding again after 45 minutes if not yet killed until you come and dig again, then the same remaining creatures will ambush you again. Creatures from this will drop no corpses but will give skill for fighting. Interaction to dig up clues Use a shovel on the ground and select the dig up treasure option which will check if any clues you have on you are at your location. Has some grace distance, you do not need to dig on the exact tile/item it picks just near it. Examining a clue will give an indication of roughly how far away you are from it but not a direction. Red box is the test server starter village. Edit 1: Added praying to the list of actions (not yet on test). Edit 2: We are looking into changes to the rewards given in the chests will update with more info on that soon.
  2. 6 points
    Is it weird that I like this stuff and want to see more of it? Like hell yeah, gimme some rare sassafras. Gimme some silver ribbons. Give me a chest filled to the brim with teeth. Give me a chest filled with hostile mobs! I'm already bored with wemp and charcoal and cotton and tar and leather - the rewards don't need to necessarily be better, just weirder
  3. 6 points
    I think some frustrations will clear once this goes live and we can do this on servers we're at least mostly familiar with. Glad to see the loot is gonna be revised. Personally, I'd just say get rid of the random stuff that's not really special. Leather, cotton, wemp plants? Please, god no, at that point just drop more gems.
  4. 4 points
    We are looking into changes to better communicate where you need to go, but also note that there is distance limits they can be it will not pick any spot on the entire server it will pick something within a range depending on the difficulty. I understand that is not the only concern there and we are working out the best route forward based on all the feedback so far we appreciate everyone taking the time to test it out and letting us know about these kind of things. We will be making changes till it feels right and will let everyone know when/what those changes are on test within the next few days.
  5. 4 points
    The rewards are something we will be revising for sure, thanks for the feedback so far will get some information about proposed changes to that up soon.
  6. 4 points
    Some UI elements won't properly move to the foreground. Seems the Character screen, Name/status bar, and skill tracker will always be above any other window. Likely others. Seems like the map window cannot be minimized. I also managed to drag the bottom right to increase the size of it to the point where i can no longer make it smaller. [18:18:37] You stop dig treasure. - should be digging for treasure [18:21:10] This is a novice clue. You have completed 1 steps of this treasure hunt. - should be 1 step Clue states "Find the guard tower it was inscribed with... It is somewhere in the center regions it was not far..." Could use punctuation to make it not read so strangely. Upon revealing the chest, it spawned a few tiles away partially concealed by a tree. Would probably be best if it appeared on your tile like archaeology caches. Dropped chess pieces (pawn, knight) use the model of an entire chess board. When displayed on a map, highways seem to have random bumps in them rather than being straight lines. Caused some confusion as to what it was actually representing. If random resources are going to be included as rewards, it'd be best to have them always be at least 50ql and higher. I see a lot of trashed piles of garbage resources left around like they are on pvp servers. There's just no use to grab and carry these back home. Or rather than so many resources, toss in some rare coins to add another sink to kingdom coffers. Treasure hunting often involves coins Unsure as to the rewards from higher tier clues, but small scraps of hide/scale would be nice, as well as rare bones and tomes (tome fragments?) from the hardest of clues. Low chance of scavenger runes from higher tier clues. Small lumps of mm. When digging, if you go down to hit solid rock then continue to dig, every instance of "You can not dig in the solid rock" can result in a clue casket. Trolls that spawn as part of a combat challenge still drop their clubs, as well as recipes upon death. Would it be possible to slightly increase the amount of fight skill given from defeating combat challenge mobs? Slightly increased reward for what actually is a pretty difficult encounter would be a nice bonus. Rewarding novice clues from killing mobs (hostiles only?) would make for a nice break in the middle of a hunting trip. And the loot from a 95ql, 4 step clue... And a 96ql, 6 step clue... The easily acquirable materials have got to go. If I'm capable of defeating a horde of lava fiends, champ trolls, and deathcrawlers, I can very likely grow my own 90+ql wemp/cotton in bulk, mine my own 90+ql iron, etc. If it's a material I can get on deed or a short trip away, in bulk, it should not be a reward for a treasure hunt that takes me across the server, killing a horde of difficult mobs 4-6 separate times. Gonna make a list of potential rewards as I think of them or see them suggested by others. Obviously, the more valuable rewards should be very rare even from the hardest of clues. Just knowing there's a chance at them will be enough to drive people to complete them. There doesn't even need to be valuable items like these available. There just needs to be more interesting things. As Stanlee suggested, toss in some weird stuff. It's difficult to make the base rewards all great and worthwhile, but variety will make it less mundane. Of course, this entire list being included would be a bit much but it's a good bunch of things to consider implementing as rewards should they fit the theme being aimed for. Sleep powder, moon metals, and mats are good and all but having some sort of "mega-rare" table would really be the kind of treasure players would be hunting for. They are the kind of things needed to drive a new piece of content like this, whether the items are existing valuables or new implementations to the game. I was able to cast Charm Animal on a Champion Hell Hound that spawned from a combat challenge, making it my pet. Probably shouldn't be able to happen, but I messed around with it a bunch to try and break things but was still able to continue on without issue. It's possible to dig for treasure from horseback, probably commanding a cart/wagon too. Doesn't seem like something that's intended, but is nice to be able to do. Will edit with anything else, bolding anything severe Would be helpful if the L33t Horses could be updated to properly be the best, with the new traits from the AH update.
  7. 3 points
    Each map should reward some bone fragments. You put some amount of bone fragments together (100 maybe) and you get a rare bone. Some maps could contain supreme or fantastic bone fragments. These items would take minutes to add to the game and provide a much needed and stable reward that comes exclusively from the new exploration system. It fits thematically with the archaeology/treasure style of the content and ensures that there's always some value that people can appreciate in each chest. As it stands, nobody is going to open up a chest and be wowed by getting 3 sleep powders instead of 1, or 90ql iron instead of 60ql. Instead, imagine the reaction of anyone opening up a chest and finding a fantastic bone fragment. While it will be a rare occurrence that not everyone will experience, the possibility alone will provide enough reason for players to engage with the content. Credit to @Cipacadrinhofor mentioning the bone fragments idea first in this suggestion thread.
  8. 3 points
    Some ideas for rewards: Affinity food and drink. Thematically it'd have to be stuff that you could hide as a treasure, so no fresh meals. But sealed barrels of booze would work, and food items like cookies. Food recipes. Jewelry with decent enchants. Someone already mentioned this, but coins. Treasure chests need coins. Runes. Some of the things from the marks shop. For example the random affinity would be a good high end reward. Skins and wooden nameplates would also do well.
  9. 3 points
    With a 91ql map I would ahve thought a hota statue or scrap of drake or / and scale at least, Def not worth coming back to the game as it is in its current state.
  10. 3 points
    Still on second map, in the first go through, and while I dislike being negative current feelings would be best summed up as "this is not the exploration you are look for". The first map took me from the edge of the map a little over half way over. Location found by spending time out of the game comparing the map and map dump, fairly easy as it was just one colour apart from a splodge in one corner and some wavy line - off to the east side of the central steppe. And now onto the next map, below, and "You have a feeling you are very far away from the location." Lacking any clues as to even an approximate direction / location to look at best is going to be pot-luck. A bit of riding changes it to "extremely far away. A lot of riding, and spamming examine on the map, gets it down to "fairly far away". But, still nothing on the map that looks remotely similar. On server other than the very smallest, this is going to be more trouble than it's worth. -- update -- eventually found the second map location, same area shown in the map dump below - to my eyes the only shape that looks remotely similar is the sand on the southern edge.
  11. 2 points
    Starting bid: 10s Increment (minimum): 1s Reserve: No Buyout: 30s Sniper Protection: 10 minutes Private Bids: No Buyout has been reached of 30s, ty to winner
  12. 2 points
    EDIT: Imbues were added into loot tables. Hooray! Will sometimes contain a single skilling imbue potion. 😄 Original suggestion:
  13. 2 points
    When a player is swimming in water that's shallow enough to stand up in, they regain stamina (even if, visually, they appear to be swimming or treading water). However, if the terrain at the edge of the water is too steep, the player will be "bounced back" away from the edge rather than walking up (and from my observations loses additional stamina). And of course, if you had enough stamina to climb, you'd have enough to swim. My proposal is to allow a player to regain stamina while in the water, if they're not moving, provided that the tile they are on contains some corners that are out of the water, and that the water where they are is shallower than some adjustable limit. Reasons for this are two-fold Realism. Generally speaking a swimmer who had made it to the edge of the water should have a chance of clinging to rocks and surviving. Player retention. The drowning rules are horribly, sadistically brutal for new players (and even some experienced ones), the Last Gasp feature is 100% unforgiving and doesn't guarantee survival even if you get it right, and logging out for six hours is a frankly ridiculous option. Throw a bone to the players who are trapped between a cliff and the sea.
  14. 2 points
    This morning I was thinking about how the difficulty of maps works vs rewards. The maps we get are indeed very small but that would make sense only for the "high end" level ones. Novice maps and the next tier of difficulty could give you maps but "Scaled up" to let's say half a map grid on a 8x8 server so the player has a pretty decent idea of where to go. This also makes sense within the context of the world and the update. Someone wanted to protect something but also wanted to make sure he'd find it in the future so he made a more detailed map about an area. This will give most players a more decent direction to go to. Now the high end maps, it makes sense that the pieces we get are scaled down to very small maps since the owner obviously wanted to keep them hidden and protect them. That's how I view how map difficulty should be handled. Scaled down / scale up the resolution of maps vs server size. Novice difficulty maps could either present an entire map grid or half a map grid to at least give you an idea where to go.
  15. 2 points
    Here's how it went for me so far: 1) Spent 30 minutes mining until I finally got a map: 2) Followed it to this area of the map: 3) Uncovered this clue: 4) Eventually figured out that was here: 5) Ran around spamming examine on the map until I found a massive area that was "a stone's throw away" and proceeded to dig, and dig, and dig, and dig, and dig. I started packing squares to try to narrow down where to dig next. It didn't help. 6) After more than an hour of digging in circles across a pretty vast swath of land, I gave up. 7) Final screenshot of some of the ground I covered. There's more, but I'm lazy and it's late. Every packed spot was described as "a stone's throw away" from the treasure: First impression: I had more fun grinding channeling to 90 on multiple alts than I did "exploring" here. It would have been helped a little if the rewards weren't revealed to be little more than trash and a hit of sleep powder, but even if I had the promise of getting a rare bone I wouldn't want to do this. I really wanted to like it, but after spending more than 3 hours testing it with the above results, all I'll say is that if it goes live in its current form, any maps I find will probably just be sac food. Suggestions: 1) Narrow the "You feel you are close" ranges significantly or give some additional information, somehow, of where I need to look for the thing. It isn't fun to spend hours failing a "dig for treasure" check over and over and over again in a 50x50 tile radius that is supposed to be only a stone's throw away from the mark. 2) Get rid of the text hints completely or make them target much more significant & easy to locate structures, or upgrade into maps for their follow-up clues. I'm seriously glad I didn't get a note hint in my experimentation - my SO spent hours wandering the steppes to find and examine one guard tower, just to be sent into the forest to try to find another guard tower to examine. That's something I wouldn't have tried at all. Also, the hints are significantly more difficult than the maps, especially when targeting fairly insignificant buildings like guard towers. Is the goal to make this as hard as possible? 3) As others have said, the rewards are not even remotely worth the effort. Okay, I went back and poked around a little bit more after venting my frustrations above, and I think I've found an actual issue in regards to #1.. In the screenshot below, the tile my horse is standing on is where I ultimately found the second clue (which gave me a third map, of course, because I've gotta really work for that 27ql leather scrap): Anyway, here is the possible bug: All of the packed tiles said they were a stone's throw away. ALL of them. Meanwhile, the tile I'm standing on to take the screenshot said I was merely "very close", which is also what it said clear on the other side of the low hill on the horizon. The system is almost completely dependent on spamming 'examine' to hot-and-cold your way to the proper spot to dig (which is already sad), but on top of that it's extremely inconsistent on what it counts as hot vs cold. Okay, so after figuring out how badly the "stone's throw away" bit was treating me and discovering the "You are right on top of it" message, I found the actual chest stupidly quickly, even though it was in the woods without much in the way of landmarks: After hours of frustration and swearing that I'd never want to do this on the live server, here was my reward:
  16. 2 points
    i got a challenging map to find a guard tower and after an hour i never got further than "you are close", got tired of runing in circles and stopped. that was just the first of 3 to 5 clues.
  17. 2 points
    Few Concerns as others who spent hours testing this today. Please stop censoring the rewards. If what is on the test server is not what you plan on releasing let us test the end product. No other game I have every tested censored aspects of an update. Allow us to test the entire thing so that everything can be fixed now instead of when you decide to launch it. I also believe the directions need to be updated some as well. Make them say which direction from you it is when you examine the map like the Locate Soul spell does. My overall Opinion on this Update is that it wasn't worth sticking around for so far and wouldn't keep my attention for very long. Locking content behind a Random Number Generator and then possibly to get a low roll at that for a map is concerning. Id rather it not be added to the game in its current state. If this was supposed to launch on the 31st in a few days I can only imagine how the community would have reacted to what is in place now. Its a great idea for a system in the game but it need a lot of work.
  18. 2 points
    Big thing that came up was the rewards - They definitely aren't currently worth the effort put into it, especially if they're limited to being obtained purely via MOIs. I explored a lot, found a lot of maps and chests today, and overall the system seems to work well - Annoyances included seem to be part of the design to mislead you a bit with the map images shown (smudging, incorrect terrain shown in parts etc) but that is all manageable once you figure out the locational tracking system when you examine the map. Overall I think it has a really good framework, but dear lord the rewards really need to be reviewed. Leather, Cotton, Tar, Wemp Plants, Iron Lumps, Chess Pieces, Gems, Sleep Powder, Source Crystals, Charcoal - This appears to be the only obtained items from the chests so far after several are opened. The only things I would take from the chest would be the Gems, Sleep Powder and (maybe) the chess pieces, but those would get redundant pretty fast unless there was something really special about the ones you get from the treasure chests. This was my end result for doing a 91ql map - Something that took 6 stages of me running across the entire map every time, having to fight creatures that took me down past half health while wearing full 90ql drake armor and using a 90ql adamantine huge axe. Every single time I got a new clue, it spawned 4-6 creatures (Including Sol Demons???). It's too highly tuned with rewards that are sorely lacking as it stands. I think with some more balancing done to the tables it has a ton of really great potential. I'll continue running through more chests, but mechanical issues seem to be fairly stable as of now.
  19. 2 points
    Items dug up inside the chests do not have proximity permissions, enabling others to steal it freely. This has been an issue with Archaeology caches, and persists here. Not major by any stretch - got my doubts it may have come up live ever, but nice to see a fix. The clues are shockingly reasonable on such a small server (8km x 8km), but I have concerns that doing this on a large server like Xanadu be somewhere between "exercise in frustration" and "complete writeoff" - perhaps remedied by better clues on bigger servers, or a second map that appears on the bigger ones that's more zoomed out, or even a "in a the southeast" type deal. Thanks to Tronn for spotting the place and making the clues seem a little less scary to me (QL92 clues look like this mess, lower QL and you can see roads and the like, map looks a bit worse in this image due to resizing in photoshop)
  20. 2 points
    I was going to at least get all the way to finding a treasure before giving feedback, but as I am very close to just giving up I will give the feedback now, and maybe add to it or edit if I do eventually get to the end of this ordeal. I got a novice "map" so the treasure is "not terribly far away". Only it isn't a map. It is plainly meant to be a clue, but really apart from the general region (centre east) it is not much use at all as a clue. It says to search near a guard tower with a particular inscription, and that the guard tower was near a particular village. The guard tower bit is useful for finding the exact spot, except that by the time you can examine the tower, examining the map will tell you that you are on the spot anyway. As to being "near" a village; well yeah, sort of. Within a few hundred tiles, I would estimate, and other villages where closer. It was essentially a very long an imprecise game of hot hot cold with examining the map. The WU version with "very far away, to your left" is terrible. This is worse. It has the vague distance, but no directionality at all (and the "clue" is no help there). Plus, you have to go through the whole thing over again. Fortunately, I was on the east coast, so only had 3 direction to choose from. I eventually zeroed in on the spot by gauging when the examine distances changed and slowly boxing in the correct guard tower. I dig, get another casket. Next verse; same as the first. Honestly, it was exactly the same process and lack of detail, with the village name and guard tower inscription being the only difference. I had no way of knowing where the village was, so resorted to highway waystone and route finding (i.e. the opposite of exploring, I took the expressway). From 300 something tiles inland I wound up back at the coast and then played hot hot cold with the map again to wind up well inland again, having passed a couple of closer villages AND a colossus (which would have made a good landmark). I again boxed in the spot (I used a cow as a semi-stationary reference for the last bit, through willow trees). Verse, 3. I am again "Fairly far away" in SOME unknown direction; with this map to go by; I have not yet been able to marry that to anything on the map Keenan posted. I have no idea of the scale or what the marks on the map mean (apart form the big X of course). Not happy, Jan. EDIT: I have I think identified the spot on the map. Way north of where I have been. The frustration continues. [12:35:31] You have a feeling you are right on top of the location. [12:36:33] You find nothing interesting here. After moving a few tiles at a time, I eventually got the chest. There was some sleep powder, source crystals, a couple of "special items", and a bunch or resources. The resources where all stuff that could have been harvested/made/processed etc in probably less time than the search took. All in all, a little underwhelming. I would suggest that the directional element still be provided when examining the "clue". Maybe drop that at "stone's throw" or maybe even "very close" but at greater distances, only examine is useful for "searching". From my experience a novice "map" otherwise means almost blindly searching 360,000 tiles, at least twice. The "clues" were too vague and imprecise to be useful - the "near" village was for me further from the spot than I was when I got the second clue. The map was also vague, but I could eventually match something on the main map - again a directional cue would be helpful. Directional cues wouldn't need to be more than the 8 compass directions.
  21. 2 points
    Activate brick -> right click forge/oven/fireplace -> select option "raise chimney". Maybe use 10 bricks per floor. Only thing I image would be tricky to implement is the hitbox for the item itself to prevent people using the forge or oven from the floors above?
  22. 1 point
    Can a new item be developed where we can add an extension to the chimneys of ovens, forges, and such so when we have a multiple floor building, we can extend the chimney and the smoke to come out of the roof? Say half the materials the forge and oven uses to make the extension. it's just odd to see a chimney with smoke sticking out of your second floor.
  23. 1 point
    Starting bid: 20 s Increment (minimum): 1 s Sniper Protection: 30 minutes Private Bids: not accepted [18:34:05] A copper rune of Vynora has been attached, so it will have a higher chance to be successfully improved (7.5%)
  24. 1 point
    Farming/Harvesting Botanize/Forage Actions Digging Mining Investigating Archeology Sites Fishing/Dredging (Not on Test yet) Praying I Will definetly not do most of this actions
  25. 1 point
    I was referring to his review of Saga of Ryzom as an example. Even if he reviewed the game as being bad it still sparked my interest. The Wurm one might have the same effect. Yeah I heard him say that. But afaik there is both visual, audio and text feedback. Attack anddefend directions also change the outcome of the fight. Fights are slower paced. What I think the issue with the combat is - it's that the critters later on are too easy to beat and there is no real point in trying. In my case I have to be somewhat careful because I travel in cloth so it can be a bit of a challenge with some mobs. Otherwise it's afk fighting. I'd like to see more interesting combat - fewer critters to kill but more menancing. A lot of the things you do are kind of intuitive. There are some wogical ones I agree. I remember this as an example: I never touched the new AH mechanics but someone was telling me that after cutting grass they get some piles on the ground and didn't know how to get it into bundles or whatever. So I was like "don't they have a pitchfork or something like that in the game?" - and it worked. Stuff like cutting trees, chopping them up, mining, smelting is not a series totally bizzare steps you need to perform (tho there are some things like small anvil usage that can be bizzare). I agree there is some wogic that needs to be made more intuitive, but a lot of it is not. He did a LotRO review also and there is nothing in there about the game being bloated with all those systems that bring no value to the player (I played at initial version and still get in from time to time). I won't even mention the obvious difference in complexity: where in Wurm (and other sandbox games) you get players to craft combat gear, in games in the style of LotRO all this gear is obtained through dungeons/quests/drops/whatever - so for each item there is some speciic place or thing to do. We can't really have a critical discussion about the complexity of a game unless we talk about points like those. Otherwise we're talking about how familiar Wurm is for people playing only hotbar, quest MMORPGs. Wurm world is complex, but the interaction with it is not that complex. Compared with other MMOs I think it's a much better recipe for player satisfaction.
  26. 1 point
    Giving propper rewards for invested time is the most important aspect that is from i can see totaly missed. Unless it's a reasonable chance for something exquisite like moonmetals, rare+ bones(bone fragments as suggested), unique items and skins, materials etc. not gonna botter wasting time on it... Why on earth would i twist my brain staring at map dump and run whole day across server to get leather and wemp that aren't even decent ql. grinding for 1h without sb is much better than spending 2 hours on wild goose chase for 30 mins of sb. Good decision to release this on test first. Seems that it can be fun, but only with worthy reward at the end, otherwise it's a huge dissapointment when you dig final chest, expecialy for difficult clues.
  27. 1 point
    This looks a lot like the mod for Wurm Unlimited. Funny how things are taken from there but nothing goes back. Just sayin'. I'll give it a try in a bit :)
  28. 1 point
    A couple of small things that maybe need attention: 1. When digging for treasure, sometimes I get a message saying I found a piece of parchment in addition to the small old casket, but should only be the casket at this point as I haven't opened it to get the parchment yet. [14:02:40] You start digging for treasure! [14:03:06] You find a small old casket. [14:03:06] You find a piece of parchment. 2. I'd like to be able to open more than one clue at a time, but opening one clue replaces the one that's already open, so you can only see one at a time. 3. The dig for treasure action is too long. It might be ok if it was guaranteed that the action would produce the chest, but this often isn't the case and we have to sit through this long countdown several times in a row just to find "nothing interesting" despite being right on top of the location. I agree with feedback on the rewards, especially adding coins and hopefully the rewards will also be more unpredictable and include some more unusual or special items so it feels worth the effort. If possible, maybe the clue could switch to behaving like an archaeology report including directions when you get within "stone's throw" range. It's super tedious to run around spamming the examine button over and over again, but at this point there is no other way to do it. Would it be possible to add a status indicator such as a bit of text or a little dot into the map window that changes as you get closer or farther from the location? Then we could just keep an eye on that window instead of spamming the examine button.
  29. 1 point
  30. 1 point
    Is it possible to take on a combat challenge as a group? Seems to me some of these harder challenges will be near impossible for most players on their own. If other players aren't allowed to help, I feel that's pretty unfortunate as it would make for a good reason for some group pve combat
  31. 1 point
  32. 1 point
    Well, being 70 and totally dumb when it comes to using any cryptic instructions, I am not able to log into the test server, either on steam or WO - tried on steam to add -c and nothing happened and could not make a new client - then i tried just having -c and lost the original long string of stuff - so am now stuck somewhat. Have no idea how to select test client on WO laucher - can't find the option for that. Does any of this have to do with being on Linux?
  33. 1 point
    Заказывал чары 90+ за 2 серебра, а получил 105! Большое спасибо за быстрое и честное общение [14:58:50] На него был наложен Ветер веков, так что его можно будет использовать быстрее. [105] Редко встретишь таких честных и добросовестных магов! English I ordered enchantment 90+ for 2 silver, and received 105! Thank you very much for the fast and honest communication [14:58:50] The Wind of Ages has been cast on it, so it can be used faster. [105] Rarely do you find such honest and conscientious magicians. https://dropmefiles.com/k9sEc
  34. 1 point
    Bug 1: Mined till I got a rare casket, tried to open it but nothing happenend even after several tries, dropping and picking up the map etc. Fix 1: Needed to restart the client to get a clue pop-up. Examples of "Novice" Rank map clues, with screenshots from the first to the last clue including rewards :
  35. 1 point
    NullPointer crash fixed, client should be updated in ~10 mins.
  36. 1 point
    With the changes/addition in this client version, it is crashing with a NullPointerException.
  37. 1 point
    I love this! i do think players should be allowed to opt out tho.
  38. 1 point
    So a long-term player who was unhappy with his or her choice in one of the clusters would finally have a way to transfer some money from one to the other. Whenever this person is ready to create a new alt, just create it on the other cluster in order to bring some of the money over. It's only 10s, but that's 10s this person could not otherwise access for the foreseeable future, and it's an alt that this person wanted anyway. It just seems way too easy to abuse this feature, and to be fair for all, you have to add active GM/Dev oversight to make sure it's not abused yet allow "legit" transfers to happen. Like Sheffy said, I'm not sure that someone brand new to the Wurm universe who is unhappy with the game will care which cluster he or she is on. If it really does matter that much, in such a short period of time said person has not gained much of anything. One could just create a new character on the "correct" cluster. The only issue is the name; a way to delete old and unwanted characters would be a solution to that.
  39. 1 point
  40. 1 point
    Done. Let me know when it's a canal and I'll change that info
  41. 1 point
    what if I tell you that you can see who checked your deed by grinding tracking skill
  42. 1 point
  43. 1 point
  44. 1 point
    Personally I prefer pushing the patch and do a proper public testing and give some time to fix possible issue and address concerns
  45. 1 point
    II So far I only actually brought the beds (in parts, in the bus, it is two beds on top of eachother), bought a car now so I can fetch the right matresses also. The rest of the furniture in what is now my tiny living room were left by the people I bought the cottage from. That ugly painted 70s wood panel will be covered with boards and repainted. And see that new gaming laptop I got for the cottage The bigger room will be my atelje/workroom/studio. I'll also remake the floor of the living room before I start useing it fully, my shelves are heavy and I need a stronger floor.
  46. 1 point
    Beauty and the Beast...
  47. 1 point
  48. 1 point
    I open my door house, then i see...
  49. 1 point
    She never fails to impress... Valrei Rising
  50. 1 point
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