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  1. 383 points
    Hey all, I was going to make this a blog post but then I thought that might be a bit over the top so I will just add it as an addition to the next proper blog post. Basically as of right now our facebook group has 389 'likes' which is cool but it means that only 388 of you (besides myself) have a regular feed of the stuff I put up on there, and on Twitter 738. This is not enough! I'd love to blog everything on the dev blog (as that goes to the forum, twitter, facebook and the launcher) however that would get a bit spammy. What we do instead is we start discussions, ask little questions, put up teasers and some other cool stuff on twitter and facebook. It's a great way for you to be able to engage with us, ask us questions, and see some of what we are up to. Many of the individual team members are on Twitter too and they would love to hear from you! What I would love to see is more players following us on Twitter and Facebook! So, as a special reward... I will see to it that once we hit 1,000 facebook likes, a random player who has liked this forum post will recieve a mega-rare set of tools (in-game of course) made from silver. These are not craft-able by players, although they act just like normal tools. NOTE: The old competition was one of our facebook followers but it was pointed out that we can not do this, so instead the winner will be selected from someone who has liked this forum post, once we hit 1,000 facebook 'likes'. Remember: You will only win if the Facebook page is liked or our twitter account followed, so no sneaky business!
  2. 196 points
    Hello Holiday Wurmians! We have enjoyed a lot of changes to Wurm Online from the development team in the last year, and while the holidays are usually a time for festive activities, we have also had to endure some antics on behalf of a few specific individuals who have been very very naughty. We enjoy a great latitude of freedom in the abilities and creativity that can be achieved in the world of Wurm Online, but with that freedom, sometimes comes unintended results and situations where such an open system gets used against itself. This is not a failure of the system, but a choice made by individuals who actively work towards the harm of the game and its members. This is where the Game Masters come into action. We not only mediate the rules and apply them to all situations evenly in order to help with minor in-game issues that sometimes arise, we handle and judge the situations where the rules and even the game mechanics are used in a negative manner against our members. It is a fact of life that in any social environment there will be complications and mischievous behavior, however, sometimes someone comes along and crosses the line from bad social behavior to game breaking behavior. Recently, there have been a few individuals who have been abusing the mechanics of Wurm Online in ways that are clearly not intended on PVE servers. I am referring to the blatant stealing and theft of deeds and items from the resident citizens of the deeds. The mechanics that made this possible have very important functions in the lives of the citizens of those deeds, yet a few people have decided to use those same mechanics as a means of conducting PVP style raids on PVE servers and steal deeds and or items they should not have. This is covered by the rules. Cheating Definition: * Obvious abuse of any exploit, bug or other method of gaining skill/items that is not as intended. (macros are covered by the rule above) These situations clearly fall under this rule. We have reviewed a lot of information concerning these recent matters and have established a pattern of repeated abuses perpetrated by these individuals. After some consultation between the GM team and Code Club AB we have decided to remove these offenders from Wurm Online. Happy Holidays, Wurm Online Team
  3. 150 points
    Freedomites, Epicurians, Chaotians lend me your vocabularic comprehension! Hear ye hear ye! In the year of our lords and dark demoness' 1062 the peoples of the Wurm realms have been subjected to a vile plague that threatens our populations. Our top priests have identified the source of this scourge and have given it a name. Toxic Player Syndrome. They also recommended ostracizing the infected vermin from our sewers. Toxic Player Syndrome is a social plague spread through contact with contaminated ink used primarily when inscribing documents in far away lands. We do not support the use of documents outside our realm, or far away lands for that matter. Still, this plague washed up on our shores and threatened to infect our peoples with no regard of nobility or cleanliness. Victims of the plague may exhibit symptoms such as bloodshot eyes, unusual facial hair growth, clumps of hair missing from head, loud voices in unusual octaves, and uncontrollable bouts of cursing and screaming. Our healers will do their best to reach your afflicted ones and provide treatment or carts to haul off those who have achieved a pungent stature. Remember to bathe no less than once per year to ward off these foreign borne maladies. ~~~~~~~~~~~~~~ The Plague Carriers of 1062 Mechanic Dingov Mattown ...some other people for other reasons just for the heck of it. (because they needed to be removed!) *The names listed above were the known forum identities of those banned, not necessarily the actual names of the banned game accounts. ------------------------------ For the rest of the universe! Greetings Wurmians! During Wurm year 1062 someone thought it would be oh so funny to breach the access of accounts of our members by violating the security of their private forums. We have identified the culprits and are removing them and others from Wurm Online as to protect our community from these unscrupulous individuals. This violation occurred through resources not connected to Wurm Online or its services and there has been no breach of our security, but this is an attack on our active players and we will not willingly tolerate this kind of behavior. If you have shared your accounts with these individuals we strongly urge you to secure those accounts as Wurm Online and Code Club AB are not liable for losses incurred from account sharing which we do not offer support with. We are doing our best to help the affected individuals regain their accounts and items so that they may continue with their lives. Appeals of shared account bans will be processed normally for review. Appeals of those directly connected to the violations will not even be entertained. Thank you, Team Wurm Online P.S. Some feel that we should have stopped PVP in Wurm Online due to this situation that occurred against one of our pmk kingdoms. I would like to bring a touch of clarity as to why this was not done. This occurred due to a 3rd party system that we have no control or support for and was ran by players and was their sole responsibility. It would have been a horrible precedent to interfere with the proper operations of Wurm Online for such a thing. We have options that do not require us to cancel a vital component of Wurm Online on knee-jerk reactions. We have also noticed that there is also misinformation spreading among players about our actions as moderators. The facts are simple. The damage was done even before the affected could alert us. We as moderators have not been sitting idly by and letting these "cheaters" "get away with it". We searched for the lost items and as soon as we could we confiscated them. I hope that at least clears up a bit of the misinformation. ------------------------------ For those who find themselves banned! Greetings Earthanoidal creature! We will not play these games with you. You have done something vile and reprehensible that we will not stand by and tolerate. We will not entertain the notion that metagaming access to other player's accounts is acceptable behavior. We do our best to provide an entertaining and encouraging environment in which to spend your time with us and our members. You have gone beyond acceptable social behaviors and committed acts that are both illegal and deplorable. Do not expect any personal correspondence with us as you know very well what you did and why you have earned your bans! Some of you are banned due to the recent attack on one of our player made kingdoms in a pvp environment via metagaming, and some of you are no longer welcome in Wurm Online for the consistent bad behavior and gaming of the system to avoid penalties. Do not expect any personal correspondence with us as you know very well what you did and why you have earned your bans! We will gladly continue on without your metagaming and abuse of our system. Good Bye, Team Wurm Online
  4. 126 points
    Since we now have aquatic creatures that solely eat fish, not being able to store fish long term at all is dumb. Let us put fish in a FSB. That's all. Thanks.
  5. 121 points
    Suggestion to add a larger version forge that takes 3 or 4 times the materials of a forge to make. It should also be graphically much larger than a forge to give forges a use in decorating homes. Make it medium->hard to start to build (30-40 skill?). Allow it to smelt 50 to 100 ore at the same time. Preferably more than less. (this is the BIG point in this). Please. -------- UPDATE: To outline what I've gotten out of the suggested improvements stated in this thread, - The smelter takes 30 to 40 skill to start and continue. - Serious amount of materials to build, up to 5 or 10 times the regular forge just to not make them mass produced. - 100 ores fit in it. - One per tile. - Graphically large. - Burns a lot of wood quickly. Some suggest up to a full 100 kg tree to fuel it completely. - Smelting time quality dependent, just as forges. Faster the higher the quality is.
  6. 112 points
    Hello everyone. Unfortunately, a smooth launch was too much to ask for. As you all probably know by now, we were hit with a DDoS attack some hours after the launch of Update 1.2. As annoying as this may be, we are taking steps to turn this to everyones advantage. I announced earlier that we were already looking at migrating the hosting of Wurm. When the attack forced us offline, we went straight ahead and pushed for this to happen as soon as possible. And as we were already close to finishing the tests and deal, we are confident that Wurm shall be running on the new servers within a day. The upside of this is that the new servers would mean better overall performance, capacity and stability for Wurm. We will also be getting better downtime response. No premium time will be lost and the game whilst down is frozen in time so your deeds are safe. Though still unclear regarding status of a rollback, we have backups on the data from just after the attack and from earlier in the day. So a rollback, if any, should not present anything but a minor change in progression. **Updated Information 20:00 CET February 19th** As for knowing more around 20:00 CET as previously mentioned. We can only say that everything is progressing as well as can be expected. If anyone saw servers seemingly online it is only for a controlled shut down of the old ones. Going online with the new servers will take some more time. As we where just pulled, not shut down, the servers were going over night. When we now started to do a controlled shut down, some players got twitter messages concerning deeds and titles. But it is now frozen and no further time will be added. **Updated Information 23:20 CET February 19th** I can now confirm the servers will not be online until earliest some time tomorrow. It is in the hands of the new Host now. ************************************************************* **Updated Information 10:35 CET February 20th** Server devs are currently configuring the new servers. Things are looking good, but we do not have a new ETA at this time. ***************************************************************Updated Information 18:20 CET February 20th***************************************************************On a more personal note, I would like to thank our great community for showing your support! Makes us gladly go that extra mile to get things up and running even better then before. Wurm shall rise again!
  7. 109 points
    We constantly gather information about client hacks and since the last update we have gone through our logs and found the following to have used them: Masaykh Sayuri Theoddsock Einwurmian Kaahn Foxdrop Lordneon Marley Farseer Darkneon Rookeh Jellyman Richuk Oddsock Kurosaru Clonie Fatemonger Meanzie Jonneh Skaven Bluemoonrising Mephistopheles Throud Shikohadou Fabern Susie Eggbaconandspam Davieg Soloriding Jakebullard Stoman Sayuri Randomhavocz There is no doubt these accounts have used modified clients to connect to Wurm and they are subsequently permanently banned. We will never stop improving our detection techniques and using any sort of hacks is a great risk you take. We constantly gather data which sometimes takes time to look through. In case you do use hacks of any sort that we detect you may be banned at any time afterwards even if you just try it once. This means you think you're safe then one day your account is worthless and all your effort is void which may be the case in some of these cases.
  8. 104 points
    I decided to resign from the Wurm Online development team. This was not due to any specific event, but instead a much longer sequence of events and general disagreement with deep-rooted policies in place for the Wurm Online team. I joined the team to make progressive changes for the game, and fix long standing issues with existing systems. The priest rework was a major accomplishment in that regard, overhauling a major system of the game into a much healthier state. However, I truly feel that the most significant issues with the game cannot be fixed through code. The common theme between everything that caused my resignation can be traced to one aspect: Communication. The first part would be development communication to the players. Certain features and development goals are kept secret with poor reason. Major changes can be implemented with players reading about them during the patch notes while the server is down. Without going into detail, Tower Chaining was one such feature that was nearly mishandled in this regard. This type of secrecy in the development leads to anxiety for players. What is the future fate of Epic? Should players continue playing there? If they place a new deed on Elevation, is there a possibility of the map being reset shortly after? How much heads up will be given? All these questions stem from the fact that there is no official statement for plans on the future of Epic. Everything is being done behind closed doors and leads the community to speculate. The players don’t know if there’s a plan for Epic at all. Making sure that content is complete before announcing it is one thing. Leaving the community in a state of anxiety without giving them something to look forward to is a whole different beast. There doesn’t need to be a set date, there doesn’t need to be a specific timeline. If something gets delayed, there was a reason. State the reason and trust the community to support it. Everyone in this community just wants the game to get better, but get kept at arm’s length due to fear of having them bark up a storm when something doesn’t get done. If you communicate clearly, and speak to your players like you’re having a conversation with a human instead of calming an angry consumer, you’ll see a much better response. The second part is an extension of the first, which is constraints imposed on staff when it comes to communicating with players. It was very recent that I received a discord PM regarding someone wondering who they should contact in order to report someone. I asked in the general staff channel if there was anyone around who could help this player. It got resolved, but not without it being made clear that type of communication to players is frowned upon. The expectation, being a developer and not someone who handles moderation, was to not respond to the inquiry at all. This is just a recent example, but this dates all the way back to when I first started. My communications with players seemed to have gone under incredible scrutiny. I remember instances where I was urged not to join specific chat channels or discord servers. I remember getting an absolutely insane amount of flak for appearing on stream without proper notification ahead of time. I remember reporting an issue and being told I shouldn’t even be bringing it up because it’s not part of being a developer. I remember having an exploit reported directly to me, bringing it up in the development chat, and then being chastised for having handled the bug report directly instead of redirecting them to the forums. These events all added up seemed to have painted me as hostile in the team. Like I was somehow breaking the natural order of things or overruling someone else’s duty. If someone comes to me with an issue, I shouldn’t have to judge whether I should attempt to resolve it or not. I shouldn’t be expected to ignore the message entirely and give the player no direction. Players have no interest in jumping through hoops to get something done “correctly” - it should just get done. These artificial restrictions, whatever purpose they serve, do nothing but harm the players in the long run and make players reporting issues excessively difficult. The final part is communication about GM actions to the general public, and even the players who are subject to the actions. This has nothing to do with GM rulings themselves. Instead, my primary point of complaint here is the communication to the players and general public when rulings are made. The lack of communication allows the players on the other end of the ruling to spin the narrative to paint corruption and bias into the decisions, even if they are not present. This dates all the way back to when Propheteer was banned and there was only the single statement made about it. From the GM team, there was no general statement as to why one of the most prominent players in the game was banned. Instead, it was handled behind closed doors and Propheteer was able to release his own statements to the player base, spinning the narrative to suit his perspective. If a clear, informative statement was made saying “Propheteer has been banned for this reason and this is the evidence we have against him” the whole situation would have gone much smoother. This translates to all decisions. When a PvP ban or raid ban is announced, it’s just announced then lifted some time later. Updates on the progress and expected timeframe would help settle the minds of players. Updates similar to “The bug has been found and fixed, and will be patched in the next update. When the update is live, we will ensure the bug has been fixed and lift the ban.” You can even provide non-committal ballparks for when that is. “We expect the update to go live later this week.” If it doesn’t happen, again, like stated before: You have a reason, just state your reason and trust the community to back it. Finally, this should extend to investigation process. Both sides should be heard during a dispute. Too many times have I heard of a player being punished without anyone listening to their perspective of events. Truth can’t be known until both sides are heard, and you can figure out the actual events that happened. For some reason, the players being accused are considered hostile and are never contacted to hear their side of events. GM’s should serve as mediators between players, not executioners of justice for those who do something suspicious. With all of that said, these aren’t the only reasons. Certain events that I’m not at liberty to discuss were also part of my decision. I truly respect the current development team and feel they have the best interests of the game in mind. However, improving the communication and winning your community back to supporting your efforts should be of paramount importance. I wish the best of luck to the future of the game, and hope players enjoy the content I’ve worked on. It’s been a great experience and it pains me to leave, but I feel that the work I do was being consistently tainted by policies and decisions outside my control.
  9. 101 points
    Greetings everyone! Welcome to a special breaking edition of the Valrei International, we've come in early with LOTS of new stuff, and with good reason, it's going live next week! To farm those likes prior to launch, I've participated in three drinking contests, two feats of strength, and a one man rendition of les miserables, the things I do to bring you the news... But I digress, there's lots here that has had me excited to the point of losing manliness points, so let's get right in! Samool joins the team As many of you may recall, Samool joined us last year as a volunteer client developer, with a focus on getting the 4.0 client launched. With that done, he began work on some other aspects and has introduced some awesome features, as well as addressed some pesky issues within the client. Today we're happy to announce he has joined the Wurm team in a contracted position, and will continue to work on adding awesome features to the client, including the new preview version, and something I get to reveal tonight! A little to the left if you've ever tried placing an item in just the right spot on the ground, you know it's a major hassle of pushing, pulling, gently pushing and pulling, swearing, crying and throwing cobs of corn at it, but that's about to change See through dye? what is this madness? In the next update, you'll be able manually place items on the ground! Simply select drop > place via the menu, and you may move an image of the item around. Holding ctrl while moving will align to small grids, while holding alt will moving will move in larger grids. Scrolling the mouse wheel will rotate the model. Once you have lined up the perfect place, simply left click, and it appears exactly where you intended! A quick mystery solved, just drop the barrel! You'll need to be able to drop the item from your inventory, so no placing of forges or ovens, but this should help those OCD types with neatly arranging their deeds, just in time for something else well wood you look at that! A long long time ago, every boat had a different texture based on wood type, which allowed players to show off their choices in style, cherry boats had a reddish hue, with willow being a grey, and the best type, olive, being a warm yellow. With the introduction of new boat models, to save development strain and improve performance, only one texture came, which is the boat models you see now, but soon... I like big boats and I cannot lie sail away sail away sail away, enya would be so jealous As you can see above, next update boat hues based on wood type will be returning! wood choice will now change the hue of the hull, and thanks to Saroman and Samool's work, will not require loading a dozen textures! That's not all though... you'll be wagon your tails in these beauties I cart believe how awesome these are! These new hives are the bees knees! That's right, wood effects are coming back, and in force! From bee hives, to chairs, to buckets, bsbs, fsbs, carts, crate racks, catapults, and beyond, Saroman has been hard at work adding in the effects of all wood types on wooden models. His workshop is a gigantic mess of all things wooden, with his friendly supervisor looking on. Lunch breaks are strictly monitored and given every five days As this is such a large work, we currently plan this in a few stages, with more coming out each stage, so stay tuned for that to come Placing items, wood colours returning, you can definitely see why I've been so excited for this special edition of the news, but I STILL have more to share! Introducing... Tickled pink damn, I used the pun in the title! Nope, that's not Photoshop! For those crafty enough to study the pixels of the above image, they may notice that the sail is a different colour compared to the boat, and that's coming too! We'll be introducing the ability to dye the sail separately to the rest of the ship, requiring less dye, and allowing for greater showing off, the colours are more vivid, and don't turn the boat the entire shade too, meaning you can show off your wood type AND favourite colour. But also... I may have purple bedsheets too The real news, wurmians work out how to remove the books before painting the bookcase! Pick a seat, any seat! No getting dye on the handles? Now that's progress Spidermans partyknarr Yep, the personalisation doesn't end at sails, we've also added better dye systems to many things, allowing you to colour the cushions of your chair, the sheets of your bed, and most importantly, banners! Preview client The preview 4.1 client work is ongoing, with some issues being addressed prior to public soft launch, with it becoming available during the update that brings all of these goodies live, which is currently scheduled for next Thursday, 8th of February. I hope you're all as excited as I am to see these come, and just what else is in store (I've heard VERY exciting rumours, that just get better and better! So buckle up, get your wood supplies ready, and as always, keep on wurming! Retrograde & the Wurm team!
  10. 90 points
    Hello everyone, Since the original poster of this problem asked for his post to be closed, I repost here. What happened? Simply, Bashur got something none of us ever got before - a name change. Initially I was somehow on Bashur's side... the guy just wanted to return to game after his IP (not character) ban was lifted and a lot of people acted like kiddies who didn't wanted their toys shared with a new guy. Yet, my ideas are totally changed now. This really looks like a bribe towards the developers. And once a favor was made, there can't be any trust that more and bigger favors won't be done again in the future. Only two days ago, Rolf himself, said here that: What happened in these two days that made Rolf clearly change a rule that is clearly stated on official pages: Now please allow me to quote from another official post of Oracle, from the GMs Hall: How could we trust that such favors or even bigger ones won't be given again in the future once you break out trust in the first place? I would really love to see an official position about this. Later edit: Rolf answered this. My last thoughts (after finishing selling my account - a decision I took as result of this incident): I'm sure that for most of us the problem with this decision was not the action itself or its direct consequences; after all everyone knows that IanRose is now named Bashur and he is no PVP star even so. But the problem is the dangerous precedent it created. Far now, we are all equals in front of rules. Rich or poor, famous or anonymous, seasoned veteran or first day player - we were all treated exactly the same. Or as Rolf said "we don't handle those judgement differently based on fame or money, for which we are proud". And we were proud of him for acting like this. And although many times we may not have agreed with the rules, we always did respected them, because we knew that they are the same rules for everyone. Then rules started to be bending for Bashur - we know for sure about the name change, but there are rumors about more than this (like a fast conversion MR - JK - MR so he can take some items out of the bank, direct access line to Rolf / GMs, not having to wait like all of us in line for a few hours so his support tickets are handled, etc). And that was not nice. And the name change, it may not sound like a big deal, but it is something that anyone involved in a character trade probably carved for all these years. We all have our favorite names, which maybe we carry from one game to another, and which represent us. Far now we had only two options - buy a high skilled character and live with its name which would not represent us, or pick a name we like, and work out a$s to raise her skills. All of us except Bashur. To be honest that's even worse than allowing him to "buy his skills in a PTW shop"; at least in those case his 700 euros (or whatever he paid for) would have went to CodeClub and towards development, not in another player's pockets. Now, do we want name changes for everyone? Hello no! Do we want his name reversed to IanRose? Yeah, that would be nice, but not really care about it either. What do we want then? Simple... we want Rolf to admit that he made a mistake (he already did), to apologize for it (he didn't, but hey, we all know that you guys are so full of ego that it's hard for you to say the words ), but most of all we want him to promise that he will stop doing these things - rules bending, silent changes / nerfs, and at least discuss them with the community first. The final decision is still his, but we want to at least be involved in the decision making process and help by stating our points of view. If this would have happened in this case, the mistake (which he admitted) could have easily be avoided. And now some final words for some of Rolf's defenders: To those that say it was not a mistake: It was. Even Rolf admitted.it was a mistake. So stop denying something he admitted himself. To those that say it's not a big deal, that only a few people complained, that the 54 likes these post got are an insignificant amount, and that the game will benefit more from the influx of new players coming from Bashur's videos: 54 likes may not sound a lot in terms of Facebook, but on our community they made it the most popular post ever (and no, I hold no merit for writing it, just happened to be me and not someone else) which says something about how many people were bothered by this. And, finally, a question: We saw a lot of pissed off people, we saw a few people quitting, we even saw staff members resigning (at least one). Was it worth? Can someone please tell me how many new premium accounts resulted from the red carpet and the favors handed to Bashur? More important, could someone please tell us two months from now on how many of those players renewed their premium membership? Cheers, Alexandra
  11. 88 points
    After much consideration and several discussions with the team we have come to a decision regarding a few secret features of the game that we have kept confidential for the last few months but have decided to make known to the public before the next major update from the developers is released. Planting seeds on tiles with a naturally decaying peat and a woodscrap of pinewood or cedarwood on the tile will increase the yield at harvest by 3x. Ropes and small square sails can be used to make a working hammock between fruit trees of a specific age across each side of a tile of grass, dirt, packed dirt, or sand. If you exercise horses for a certain amount of time in a fully enclosed and locked circular pen of between 5x5 and 9x9 it will gain new traits. Lanterns can put out up to four times as much light with a specific dye and fuel combination. For many years we have watched as many secrets in wurm online have never been discovered or used, and some we feel must simply be shared for the benefit of our loyal community. Only a select set of these mechanics are known to us outside of wurm online's creator, but we look forward to uncovering more as we experiment with the developers. Only wurm online has a lot of these mechanics which is why the release of wurm unlimited has not heralded the discovery of these hidden features. Lastly, I would like to reveal that there is a one of a kind gold twenty coin still hidden in the game world after all these years on one of the existing servers not including golden valley. So thank you from all of us on the team and good luck and as always have fun! /Enki (Master of Head Games) p.s. I would like to express my appreciation to everyone who participated in making this as fun as it was. I enjoyed watching everyone help make the more doubting members of our community second guess and wonder if maybe we really did hide some secret features in plain sight.
  12. 87 points
    Hi everyone! It's been quite the fascinating journey over this decade. From a developer standpoint I've seen most of which can be expected from an early access, rapid development project like this - bugs and crashes, hacking, exploits, outrage. All of which I thought we'd be able to avoid when we began the project and for which I would humbly like to ask forgiveness. But I've also seen the stuff that I was hoping for and sometimes not expecting - villages forming and flourishing, sometimes dying and leaving ruins behind for others to explore and finding useful loot. Kingdoms clashing and waging epic war along front lines. Players riding dragons turning into terrible opponents. Religious pagan devotion, meticulous gardening and settlement planning and improbable animal breeding. We've had fantastic community projects and events such as the canals, roads, bridges, impalongs and treasure hunts. Now there are Rifts and cave dwellings added to that list which I think makes good sense. I think that together as both coders and players we've managed to create a pretty fantastic world which has that sense of being alive with a rich history that we once set up a goal to achieve. I'm very thankful and happy for all that you've done in the lands of Wurm up until now, creating all sorts of memories and stories with your actions. It's difficult in a game like this to find the balance between giving every player the space desired while not letting the game feel desolate and empty. Rifts will help with that in a sense, bringing players together and one of the challenges for the future will be to come up with tweaks to existing code and similar features I think. Thanks everyone for playing Wurm and to everyone on the team - both those who left and are still around - I bow down to you in respect. Here's to the next ten years! Cheers!
  13. 87 points
    Hi, while I understand that some of you are worried about the future of the servers you live on if there is a drop in population you need not be. We won't be shutting down servers unless they are virtually dead for a long time. If there is a drop it is hopefully temporary and we should see server population rise again after a while. We will also look into ways to encourage people playing Wurm Unlimited to try out the Wurm Online hosted servers.
  14. 84 points
    Slain Affinity Greetings twentyeighteenians of Wurm! In this new year we have a change coming for those of us who enjoy the PVP side of things. It is no secret that there are those abusing various alternate player avatars for meta-PVP fight skill, and there is also the issue of abuse pertaining to killing alternate player accounts purely for affinities, so called 'affinity farming'. Changes are coming that will counter that activity very soon with the upcoming updates to the game. The new system will introduce measures against extreme abuse as well as create a new way for players to gain affinities both on PvP and PvE servers. These changes are expected to come into the game by the end of January. Until those changes are enacted we will be watching for anyone orchestrating ‘meta-PVP’ slayings for fight skill and affinity farming. Anyone found to be doing this vile ‘meta-PVP’ activity shall be banned! We have never been too thrilled with the ways a few people find to ‘game’ the system such as making deals with people to farm them for their affinities, or using VPN’s or proxies to the same ends. If it is not genuine PVP activity then do not expect us to look on it very fondly. As I said above, anyone working these kinds of ‘meta-PVP’ schemes for fightskill and affinity farming will be immediately banned from Wurm Online. Thank you, Wurm Online Team
  15. 83 points
    Hi Everyone, As previously promised, I've taken the time to write a postmortem of the stability issues Independence has had, along with our future plans for server hosting. Independence began to lag considerably some time before February 7th. We had done a maintenance restart as scheduled and had hoped this would fix the issue. It did not. Later in the day we restarted only Independence in an attempt to fix the lag. During this restart I rebooted the server that Independence runs on and upgraded packages. This didn’t resolve the lag either, which I was beginning to suspect was hardware-related. By February 8th, we had a fairly good idea that a drive in the RAID was failing, so we began to move Independence to spare hardware. That hardware was our old Bridges test server, for those interested. It wasn’t new by any means, but it did have fewer cycles on it and the drives were fresher. Independence lived here for about two weeks while we worked on restoring the previous hardware. In the end. Hetzner replaced the failed drive as well as the entire hardware, leaving just one of the older drives with all the data. I restored the RAID and we upgraded the operating system as well as all packages. I had done this on a test server already, but the intention was to make Independence the first server to get this treatment in quite some time. You may have recalled that we were planning a very long downtime in the future. This was to do the same to all other servers and get things back up to date. Well, more on that in a bit. In the end, Independence is still experiencing lag and we’re quite aware of it. I believe this to be hardware related once again, and we will monitor as it continues. The sad part is that all of these issues overshadowed the fine work Samool did to reduce lag across all servers. We can move Independence back to the spare hardware should it become needed, though I am trying to isolate the problem. If it becomes unplayable though, we’ll do the move. While Independence was taking up all my time, Xanadu wanted some attention as well. You may recall a few crashes experienced. Well, these were long-standing and known crashes that we were unable to trace before. Thanks to the scrutiny and diagnostics tools we’ve had running to single out lag hot spots, we were able to trace the crashes back and fix them. Finally. One of these issues actually took Celebration down back in January. All of this was completely unrelated to the issues Independence was facing, and yet it made our stability look pretty awful. Budda and I were working on solutions in the background, not just for our stability issues but for a number of other problems as well. Hetzner has not been the most reliable host for many here, with network slowdowns and hiccups. Even router outages and emergency work that left us helpless as people were unable to play. Working with Rolf, we developed a plan to move from Hetzner and onto a more stable infrastructure with Amazon Web Services. This move is in its early stages. I am in the process of writing the code for the infrastructure and I am planning on standing up our test instances there first. If all goes well, I can begin writing the live server infrastructure and we can write up a future plan on the move and the required downtime to make this happen. This is what I meant by that extended downtime in the future - instead of patching up old hardware, we will be moving to new instances in a reliable cloud environment. For those concerned, we plan on using the Frankfurt, EU location so the servers won’t be “moving” all that far. I’ve had a lot of experience with AWS and I am very excited for what this means. While we maintain backups right now, all of this will become more secure and easier to manage. We can allocate more resources to a specific server if it becomes needed, or scale back and save money if a server becomes less populated. It means flexibility and stability for Wurm now and into the future, especially with the option to purchase reserved resources. I’m excited and I ask for everyone to have patience while we work through this transition. If anyone is curious, I can detail the infrastructure a bit once I’ve ironed out the details. Until then, happy Wurming!
  16. 83 points
    The Case of The Fidgety Fingers Flu "if its in the game and it is not patched you should not get into trouble for doing it. that simple" "how is doing what is in the game a bannable offense its the game at fault not me" So you think that just because you can do something you should be allowed to.... Well, let's give this some perspective and see just how sound an argument that really is shall we! I could go drinking and driving! I could go jump off a cliff! I could check the blades of my mowers while they are running! I could look directly at the sun! I could go drink milk! I could go lick a frozen metal pole! I could go rob a bank! I could go build bombs! I could go play with a wild skunk! Any of this getting through? No!! Well, let me elaborate.... Life is a sandbox too! All of these things above I can do because the mechanics of life allow it! This does not in any way mean that I should do these things. Every single one of these sandbox actions have consequences socially and or legally! After all, the police do tend to get uppity if you rob a bank! I can just see trying those above quotes on a police officer. Wurm Online is also a sandbox with a massive amount of mechanical freedom, but just as in life there are expectations to how you should behave. We have discussed social behavior many times in a lot of threads in GM Hall, and Rolf himself once said that just because you can do something in Wurm, does not mean you necessarily should. It is impossible to have a true sandbox without some guidelines to allow our society to function. For the most part these guidelines are called the rules, and the sad truth is that the Game Masters of Wurm Online are the police in Wurm Online. One of our functions is to hold you to certain expectations and not allow anarchy as it only sews fear and anger. It has not been that long ago that we banned a number of people for rather malicious activities involving our PVP community. Their actions have prompted us to label them Toxic Players and we removed them from the game for their Extreme Disruptive Behavior. I am surprised to see someone following in the footsteps of those we have removed already. I refer to the incident reported here in these forums. Keep in mind that we recently removed a couple of people from the game for this very activity. Chaos is a chaotic ecosystem. It has been a very enjoyable experience in the past, but it has a major problem with its situation on the Freedom Cluster. That problem is thievery. Nothing is safe in a PVP environment, so it is a bit surprising to say that theft is a problem, so let me explain. Are you okay with someone entering your town, acting like your villager, and then robbing you blind only to leave to another country where you have no chance of getting revenge or possibly your stolen items back? If you said yes, then your brain is not firing on all cylinders and you should take it in to the shop for a tune up. We expect there to be raiding and looting and killing and slaughtering and pillaging and banter and all that goes with PVP, but infiltrating a PVP village for the purpose of looting it is not acceptable. This is NOT PVP! PVP is raiding a village like a... raider.. or a pirate... or an enemy. Becoming a villager under any pretense to gain the trust of a village and then abusing the permissions they have given you to steal from them or cause harm to them is not in any sense a PVP action! It is an utterly reprehensible action that we do not accept as an expected behavior! Thank you for reading these words of wisdom, poetic they may not be. Thank you, Wurm Online Team
  17. 82 points
    After a time of surveillance we have busted a ring of macroers who produce bulkable goods for the market through automated means. As this is such a large, and very intentional, breaking of the rules everyone caught will be completely removed from the game. Ringleaders: Arafort, Legengrayz, Xdeadmousex
  18. 81 points
    House and deed planner for Wurm Online and Wurm Unlimited DeedPlanner (previously known as HouseCalc) is very customizable, 3d deed/house planner for Wurm which allows you to plan and see your dream house/village before creating it in game. Development is still active and program is open sourced, so reported bugs will be fixed, new features can (and in most cases will) be added on demand. Everyone with Java/OpenGL experience who want to help and add their own contribution to the biggest Wurm map planner can join the project. This is a deprecated, finished version of the program New, 3.x versions are available in the new forum thread: Download DeedPlanner downloads page Compatible systems: Windows, Linux, Mac OS (not officially supported) Tested on: Windows 7, Ubuntu 16.04 LTS, Mac OS Sierra Latest release: 29.10.2019 If you like this program, please consider a donation! Facebook page New Github repository Old Github repository Program features plan your own house/deed and see it in 3d, just like in game! ability to edit ground tiles, floors, walls, roofs, objects, bridges and heightmap undo/redo feature mark your villages with text labels cave view, together with cave dwellings calculation of materials needed to build anything on the map or carpentry and materials required to build single building fully configurable FPP and 2d view camera in-game perspective simulation mode load and save maps with copy-paste, files or pastebin.com possibility to import old DP and WAK maps large database with most of the Wurm objects and textures added Controls Keyboard-based controls can be changed by accessing "user directory/.DeedPlanner/Properties/Keybinds.prop" file and editing it with notepad. FPP View: Left click - drag view WASD - move around R - move up vertically F - move down vertically IJKL - move camera using keyboard Shift - move faster Control - move slower Edit view (mapper window must be in focus which you can ensure by clicking on it - it will go out of focus when you input any values in GUI, for example height editing GUI): Middle click (usually mouse wheel) - drag around Left click - editing button Right click - alternate editing button WASD - move around R - zoom in F - zoom out Shift - move faster Control - move slower Problems, errors, bugs If program don't even start, please make sure the program is unzipped. Exe file bundled inside program installation should run even without Java installed on your desktop. In case of any problems please post error log (in main program directory) and describe the problem. I am trying to fix all bugs as soon as possible. In case of maps loading bugs, please attach save pastebin. In case of program loading bugs, please post both error and info logs (if not empty). Error and info logs are overwritten each time you run program, so please copy logs just after bug is spotted. Screenshots Credits Warlander - program code, database maintenance, Polish translation Keenan - program code (symmetry feature) Aldur - for ideas, Exodus "tour" to find the most complex roofs Capi - German translation Hipshot - sky texture Yaga - German translation Aum - art (program logo) Malena - art (farm textures) Yldrania - art (program icons) All users - feedback and donations Donations If you made a donation and would like to see yourself listened here (by default only "donations per year" gets updated), please send me a private message. Donations per year (since March 2015): 2019 - 0€ 2018 - 305€ 2017 - 71€ 2016 - 30€ 2015 - 25€ Donations per player: Ehizellbob - 25€ Steveleeb - 11€ Changelog DeedPlanner 2.9.10 - 29.10.2019 Added missing tapestries Added all PMK flags, banners and tall banners Added small barrel racks and wine barrel racks Added template kingdom wagons Added fishing rods rack Added support for DDS icons Added Jackal trees Added Jackal structures (beacons and lodestone) Added all types of flower pots Added cupboard Added chicken coop Added small and large pottery amphora Added missing archaeology statues Made different types of marble planters actually different Made all textures in program look better Fixed mipmapping issues with dds textures without transparency Fixed z-fighting issues Renamed "Fireplace" to "Open fireplace" Changed names of all trees and bushes to include "tree" and "bush" in their names Changed names of archaeology statues to their in-game names DeedPlanner 2.9.9 - 01.03.2019 Added new hedge types Added large epic portal Fixed material count for bee hives Fixed material count for spiral staircases DeedPlanner 2.9.8 - 28.11.2018 Changed way in which .exe file is generated in order to avoid false positives of few AV programs DeedPlanner 2.9.7 - 27.11.2018 Dynamic line drawing extended to user-made borders Changed limit of cave size from 30 to 0, allowing to create mine entrances Added mine entrances Updated mine entrance textures DeedPlanner 2.9.6 - 13.10.2018 Confirming new values in height editor (with "tab" or "enter") returns focus to map panel Made label editor buttons always clickable (especially the map materials button) Made "show grid" toggleable from View menu instead of Settings window Made floor orientation label significantly more clear and visible Made materials window wrap words Fixed current selection displaying for simple height edition modes DeedPlanner 2.9.5 - 20.09.2018 Fixed non-editable text fields in object search field and label editor Fixed colored labels failing to reset their color to default value after drawing Fixed invalid OpenGL call in label rendering DeedPlanner 2.9.4 - 15.09.2018 Made most UI elements non-focusable to force focus in planner screen Fixed missing cave floors DeedPlanner 2.9.3 - 15.09.2018 Added dynamic line drawing: as camera gets zoomed out more, displayed lines between tiles are getting more transparent. This makes lines very clearly visible at low zoom levels while making the whole map easier to see at high zoom levels. Raised maximum allowed zoom level from 100 to 200 vertical tiles displayed at once Improved appearance of caves to make editing them more intuitive Fixed wrong stone bridge variations textures and one model Fixed undo not undo'ing the terrain height visually Fixed materials calculation not working for underground buildings Fixed errors when placing horses on map DeedPlanner 2.9.2 - 17.05.2018 Fixed missing possibility to change cave size after GUI changes Fixed crash when trying to remove objects on map without adding any objects first DeedPlanner 2.9.1 - 12.05.2018 Updated Google Analytics agreement text (info about possibility to remove your data from system and that data is used for informative purposes only) Fixed null pointer when deleting object with mouse near tile corner Fixed missing arch materials for wooden and stone walls DeedPlanner 2.9.0 - 30.04.2018 Added isometric camera (view only) Added possibility to create level-wide labels instead of just layer-wide Added warning about launching program outside of its own directory Added zooming in to mouse cursor Complete revamp of camera system Interface overhaul: Interface is on right side of the screen by default now, this can be changed in settings New floor selection mechanism New tab selection mechanism Added lmb and rmb selected ground texture icons Added dynamic editing of labels Made symmetry editor center itself Made right-click ground type default to dirt Made 2d camera center the view if the whole map fits inside the window without scrolling Using translations is no longer on by default Fixed water not displaying in 2d cave view Fixed ignoring of update checking option Fixed label editor not resizing correctly Fixed a bug with uncloseable window if error happens during loading Fixed swapped models of sword and axe displays Fixed high iron fences and gates not being allowed in arches DeedPlanner 2.8.10 - 03.12.2017 Added Google Analytics to monitor the program usage and potential problems Added update notifier and auto-updater Added few quality of life minor features to bridge creation GUI and improved its layout Added flat and uneven tiles highlighting in height edition mode Added carrot and reed fields (big thanks to Malena! ) Added archaeology statues Made HOTA statues subcategory of statues to reduce visual clutter Fixed "select height" height mode and made it work for flat tiles Fixed arched bridges arching slope not being updated bug DeedPlanner 2.8.9 - 18.08.2017 Added possibility to place objects in tile corner Added highways Added new fence and parapet types added in 17 August 2017 Wurm Online update Added large storage unit Fixed hell horse missing texture bug Fixed few incorrect categories mappings DeedPlanner 2.8.8 - 18.07.2017 Added async texture loading Maps sent to Pastebin are now compressed before being sent - this enables use of Pastebin for much larger maps than before (GZIP compression with output converted to Base64) Slightly optimized mesh rendering by removing unnecessary OpenGL calls Fixed two incorrect bridge model mappings Fixed bug making models scaling work incorrectly for models with multiple meshes Fixed sandstone fences using wrong materials to build Fixed mappings for amphora and planter racks DeedPlanner 2.8.7 - 12.07.2017 Added wooden portcullis Ground renderer optimizations (ground rendering is roughly twice as fast now) Fixed 2d renderer frustum culling (4 to 10 times faster 2d rendering in most situations) Fixed 2d renderer bounds (no more black space or unaccessible tiles on the right map edge depending on aspect ratio) DeedPlanner 2.8.6 - 03.07.2017 Added possibility to remove all objects, trees, bushes, walls and fences, borders from the whole map Added missing or changed floor types DeedPlanner 2.8.5 - 24.06.2017 Added Pastebin error messages (usually appearing in case of large maps or blocked IP addresses) Added meditation rugs, animal rugs and carpets Added alchemy cupboards Added missing rack types Added tents Added press Added bucket Added war machines Added magic turrets Added unfinished palisade gate Added deed, perimeter and construction markers Added sword and axe displays Added dioptra and range pole Added dragon skull Added larder Changed Pastebin protocol from HTTP to HTTPS Fixed tapestry textures DeedPlanner 2.8.4 - 16.06.2017 Added new bridge types Added possibility to build bridges in caves Added salt veins Added snow lanterns Bridge materials calculations are more accurate now (included different costs for narrow/side/center parts of the bridge) Corrected materials costs on bridge parts Fixed Wurmian view in caves DeedPlanner 2.8.3 - 12.06.2017 Added support for custom database files Added new bush types Added both garden gnome types Added birdcages Added small and large carts Added ship transporter Fixed bug making it impossible to delete floors/roofs on uneven terrain DeedPlanner 2.8.2 - 29.05.2017 Added support for floating objects Added more debugging options Added extra error message for: program permissions issues, corrupted downloads, incorrect database file modifications Added ships Added new cave floors and walls Added shrines and spirit gates Fixed all duplicate ID's Fixed Fo and Libila colossus being invisible Corrected pylons and obelisks categories DeedPlanner 2.8.1 - 22.04.2017 Added new stone fences Enabled placement of multiple roofs on the same tile Fixed wrong ID's of some new wall types, causing them to be saved as different wall types Fixed bug not allowing you to place walls/floors in caves if terrain on surface is not level Corrected wide staircases materials counts DeedPlanner 2.8.0 - 14.04.2017 Added "Animals" tab Added new program icons (big thanks to Yldrania! ) Added possibility to exclusively import a single mesh from a model Added new wall and fence types Added new pavement types Added reinforced cave floor tiles Added sandstone veins Added yule goats, reindeers and valentine potteries Added orange trees Added trellises Improved functionality of height previewer to also work for tile centers Few graphics improvements (improved distant textures rendering - might have slight performance impact) Moved all wall types into their corresponding categories Changed contrast of cave floor and cave wall tiles Fixed inconsistent naming of some pavement types DeedPlanner 2.7.2 - 14.03.2017 Added possibility to toggle bridges rendering in 2d view Added over 50 new objects Added new categories for some of the new objects, moved some of the existing objects to better fitting categories Renamed "Fountains" objects category to "Water Sources" DeedPlanner 2.7.1 - 22.02.2017 Added workaround for saving to Pastebin if option to open web browser directly is unsupported Added bee hives and stills Slightly changed GUI text of bridge removal option, for clarification DeedPlanner 2.7.0 - 10.02.2017 Added farm planning feature (big thanks to Malena! ) Added support for different ground textures in 2d and 3d view Added support for .dds texture format Added search feature to the objects tab Added all street lamps: copper hanging, brass, brass hanging, bronze hanging, gold hanging, silver hanging, iron, iron torch, iron imperial Added all candelabras: copper, gold, silver, iron, seryll Improved behavior of loading window text boxes Cave tab replaces ground tab now (and vice versa) while switching between surface and cave view DeedPlanner 2.6.7 - 25.11.2016 Added possibility to customize left and right-click ground types you want to place: simply use the proper mouse button to select ground type for that button! Added pillars and obelisks. DeedPlanner 2.6.6 - 06.10.2016 Fixed objects sinking into the floor Fixed missing campfire texture DeedPlanner 2.6.5 - 24.09.2016 Added woven fences Fixed marble bridges weird texture bug Fixed external map loading issue DeedPlanner 2.6.4 - 30.07.2016 Added new objects: beds, fireplace, bookcases, coffers, armor stands, wardrobe DeedPlanner 2.6.3 - 08.07.2016 Added deed import info dialog Tip of a day on startup is no longer on as default setting Fixed bridges deleting on map resize DeedPlanner 2.6.2 - 29.06.2016 Fixed critical bug causing walls on different layers (cave and surface) not being rendered if placed on the same tile DeedPlanner 2.6.1 - 29.06.2016 Added code changes mentioned in previous update Removed possibility to place roofs underground DeedPlanner 2.6.0 - 28.06.2016 Cave dwellings added! Added most PMK tall banners, banners and flags Added new "Kingdoms" category to objects tree Added new warning window appearing if you are trying to launch program from inside the .zip file or outside of unzipped folder DeedPlanner 2.5.7 - 05.06.2016 Added possibility to toggle trees (always visible/visible in 3d view/never visible) Fixed bridge duplicating bug DeedPlanner 2.5.6 - 03.05.2016 Fixed dragon HOTA and JK tall banners Fixed diagonal roads bug Disabled face culling until source of issues with models will be found DeedPlanner 2.5.5 - 25.04.2016 Added tall banners, kingdom guard towers and oleanders Fixed few GUI resizing issues Fixed corrupted textures using non-existent texture index instead of unbinding Fixed flags and banners DeedPlanner 2.5.4 - 01.04.2016 Made DeedPlanner configuration directory hidden on Linux by default (existing configs shouldn't be affected, but you can manually make file hidden to apply this change) Fixed hedges bugs. DeedPlanner 2.5.3 - 18.02.2016 Fixed most (all?) missing textures. DeedPlanner 2.5.2 - 08.02.2016 Added PayPal donation button to main program screen Improved few interface elements a bit (especially the ones in "Labels and Materials" tab) Improved error handing of textures (no error spamming, program uses blank texture instead of faulty one) Fixed staircases missing texture DeedPlanner 2.5.1 - 07.02.2016 Added new program logo Fixed mailboxes bugs DeedPlanner 2.5.0 - 07.02.2016 Replaced old Collada model loader with new WOM model loader - loading of all models is much faster now Replaced all Collada models with WOM models Improved models debugging Added BSB and FSB models DeedPlanner 2.4.4 - 24.01.2016 Added all new staircase types DeedPlanner 2.4.3 - 15.01.2016 Added "Tip of the day" window Added more diagonal road types (all cobblestone types and slabs available now) Fixed flat wooden bridges bugs Fixed skybox texture bug existing on some GPU's DeedPlanner 2.4.2 - 02.01.2016 Added possibility to delete bridges in different way Fixed bridges entering another state of existence and resurrecting after deletion Fixed weird looking bridge segments DeedPlanner 2.4.1 - 01.11.2015 Added selected tile highlight in bridges mode Fixed rendering of bridges (bridges will always have max brightness now) Fixed some broken bridges Fixed bug related to bridges at higher levels not being rendered correctly (should work with 2.4.0 saves) Fixed few stability related bugs DeedPlanner 2.4.0 - 25.10.2015 Added bridges Added symmetry editing mode Added file > quit Added a lot of new models, including forges, ovens and market stalls Improved model loader which is capable to load a lot of new objects now Fixed maps smaller than 50X50 Fixed rendering at heights above 2333 Fixed some roofs not being rendered correctly Fixed resizing bug related to cave labels DeedPlanner 2.3.5 - 07.09.2015 Fixed windows and portcullis bug DeedPlanner 2.3.4 - 07.09.2015 Fixed arched walls bug DeedPlanner 2.3.3 - 07.09.2015 Improved deleting objects (should be much easier now) Improved objects placement (old placement mode can be activated via shift key) Bottom floor of houses is using proper walls models now Added Czech translation Improved currently existing translations Doubled scale of all trees DeedPlanner 2.3.2 - 18.08.2015 Added standalone staircase Updated staircases model Fixed rare mouse bug causing the program to sometimes crash on Windows DeedPlanner 2.3.1 - 22.05.2015 Fixed another old DP maps loading bug Fixed cave labels loading/saving DeedPlanner 2.3.0 - 22.05.2015 Added cave layer Added cave labels Added possibility to delete selected structure Added colorblind mode Added all cave wall types to the database Fixed automatic walls reversion overriding classical walls reversion feature Fixed old DP maps loading bug DeedPlanner 2.2.1 - 16.05.2015 Added possibility to rotate floors Added intelligent walls rotation near edge of floor Added small interface changes Added all stairs Added magic chest Made labels-related memory leak less significant DeedPlanner 2.2.0 - 07.05.2015 Added possibility to display preview icons in walls tab Added icons for all wall types Changed the ground rendering in order to get rid of rendering artifacts DeedPlanner 2.1.5 - 28.04.2015 Added lawn Added banners Added flags Partially fixed label memory leak (last fix for now) DeedPlanner 2.1.4 - 27.04.2015 Slightly optimized rendering of labels Fixed memory leak related to labels DeedPlanner 2.1.3 - 22.04.2015 Improved program memory management, amount of RAM allocated every second is multiple times smaller now (about 30 mb vs 4 mb on the same map) Improved loading of models Fixed memory leak related to loading of models DeedPlanner 2.1.2 - 12.04.2015 Fixed walls deleting bug Fixed bug occurring when trying to place wall without selecting any DeedPlanner 2.1.1 - 12.04.2015 Added tapestries Added language switch DeedPlanner 2.1.0 - 28.03.2015 Added possibility to rotate walls Added colored tile borders Added internationalization Added German and Polish translation Added donate button in map saving window Fixed walls deleting bug Fixed village token model bug Removed embedded tools (not needed anymore as improved versions of these tools have web version) DeedPlanner 2.0.3 - 19.03.2015 Added save/load directory memorizing Added flowerbeds Added possibility to place fountains at any position Fixed normal and crude wooden fence gates DeedPlanner 2.0.2 - 13.03.2015 Added hedges Added new wall types Added possibility to calculate materials of area (click and hold) Changed height edition a little Fixed semi-transparent objects rendering Fixed hedges and trees rendering Fixed map resizing/height bug Fixed memory leak Removed bumpmapped terrain DeedPlanner 2.0.1 - 08.12.2014 added some new objects, including archery tower and stone wall portcullis fixed roofs calculations bug fixed invalid models bugs DeedPlanner 2.0.0 - 27.11.2014 added materials and carpentry calculations for maps and buildings added some GUI animations added entities type show on mouse over added settlement token improved fill algorithm for ground tiles DeedPlanner 2 BETA 1b - 02.11.2014 slightly changed portcullis model fixed invalid mesh bug DeedPlanner 2 BETA 1a - 02.11.2014 added some objects, including freedom guard tower, loom, small and large anvil fixed bushes size fixed portcullis bug DeedPlanner 2 BETA 1 - 31.10.2014 added objects added labels added fences in arch walls added program logo (very simple at the moment - just to make program more visible in taskbar) added more debugging options, including graphics performance counter (out stream and info log) small changes in program rendering engine - slightly better performance and few new possibilities very large database changes - added many objects and new wall types, over 200 new entities fixed smooth height tool small fixes to undo/redo feature DeedPlanner 2 ALPHA 6c - 02.10.2014 fixed roofs bug DeedPlanner 2 ALPHA 6b - 30.09.2014 fixed ground deleting bug DeedPlanner 2 ALPHA 6a - 30.09.2014 fixed map saving critical bug DeedPlanner 2 ALPHA 6 - 29.09.2014 added possibility to import old DP maps added possibility to import WAK maps new entity storage system - big maps should take much less RAM, system is more flexible than previous and will allow to add some new features easily HoTS got some hate few database fixes DeedPlanner 2 ALPHA 5 - 22.07.2014 added "Select height" edition mode added height preview widget added chain link fences fixed few memory leaks fixed some possible NullPointerExceptions DeedPlanner 2 ALPHA 4 - 27.06.2014 added build restrictions added old height edition models added program exit confirmation dialog added program version info (in program window title) fixed wrong height on mouse hover values in 2d view fixed undo/redo bugs related to floors, walls and roofs DeedPlanner 2 ALPHA 3 - 20.06.2014 added new cobblestone ground types added fall ground textures added possibility to disable terrain noise removed second loading bar fixed data loss after resizing fixed height after map load bug DeedPlanner 2 ALPHA 2 - 19.06.2014 fixed map loading/saving/resizing bugs fixed season change crash bug few fixes in Objects.xml file - visible fence gates, change of few winter textures info changed program folder name from "DeedPlanner" to "DeedPlanner 2" DeedPlanner 2 ALPHA 1 - 18.06.2014 first DP2 unstable release DeedPlanner 1.7p - 29.01.2014 better error handling (named threads, better exception checking) roof updater bug fixed map loading should be more stable now DeedPlanner 1.7o - 14.11.2013 added stone fence DeedPlanner 1.7n - 12.11.2013 added pillars fixed heightmap editing bug DeedPlanner 1.7m - 01.11.2013 second fix to program loading bug DeedPlanner 1.7l - 01.11.2013 fixed program loading bug better error logging DeedPlanner 1.7k - 01.11.2013 changed palisade texture and model fixed clay tiles bug (this do not affect saves before this version) DeedPlanner 1.7j - 29.10.2013 fixed skybox texture dynamic models loading - program startup is even faster now DeedPlanner 1.7i - 28.10.2013 all tree types now have three variants: small, normal and big dynamic resource loading - program startup should now is many times faster than before program startup crashes should be fixed new config file format DeedPlanner 1.7h - 22.09.2013 fixed keybindings bug DeedPlanner 1.7g - 21.09.2013 performance optimalizations (about 300-400% - now the program is very "light" even on huge maps) added keybindings (in program settings directory) added map autosave added trees: willow, pine, oak, maple, cedar, birch, walnut, linden, fir, chestnut fixed transparent objects rendering DeedPlanner 1.7f - 05.09.2013 added water tile to cave view view range in 3d mode is now much bigger fixed "edit slope" elevation edit mode bugs fixed carpentry calculations bug DeedPlanner 1.7e - 05.09.2013 added new elevation editing mode: "edit slope" for fast filling borders with slopes data from game added two new ground types: marble slab and slate slab, renamed slab to stone slab added outdates saves notify printed to error log if you are trying to load outdated saves performance optimalization - GPU usage on some machines should be smaller now program will change antialiasing value in settings if you cannot start program with selected/predefined setting improved preloader (look at the info log, it also should be faster and more reliable) fixed objects visibility in 2d mode fixed carpentry calculations DeedPlanner 1.7d - 02.09.2013 added changes mentioned in 1.7c update DeedPlanner 1.7c - 02.09.2013 fixed "fixed camera" mode fixed map navigation bugs added small changes to minimalize amount of program crashes while loading map (most visible in case of huge maps) DeedPlanner 1.7b - 02.09.2013 fixed bugs at zoom out bigger than map size fixed wrong ground layer rendering in FPP view fixed cave editing DeedPlanner 1.7a - 01.09.2013 slightly improved performance of roof calculations algorithms fixed all coordinate system related bugs fixed roofs rotation bug DeedPlanner 1.7 - 01.09.2013 coordinate system changed from xzy to xyz (invisible, but very big change) big performance optimalizations (up to about 2000% on bigger maps) added new window - "Help" donate button added to exit window changed default antialiasing from 16 to 4 samples max 2d map scale changed from 20 to 40 new keyboard shortcuts new savefile version (older saves are compatible) fixed few Objects.txt issues fixed material calculations bug DeedPlanner 1.6g - 03.06.2013 fixed loading of old saves DeedPlanner 1.6f - 01.06.2013 fixed objects loading bug (no rotation) fixed map loading crash DeedPlanner 1.6e - 01.06.2013 fixed writs walls movement bug fixed writs objects movement bug added camera rotation keys in 3d view: QE and TG new updater version: PayPal donate button deleted and moved into this thread (under download section) DeedPlanner 1.6d - 31.05.2013 added separate labels for surface and cave layer - minor change in save format, all old labels will be recognized as surface labels (if you want to have cave labels instead of surface labels, open converted save in text editor and replace all "false" to "true") when you open label window, label text will be selected by default changed default label color minor interface fixes mine doors added to database DeedPlanner 1.6c - 31.05.2013 added option to rename writ small interface changes new elevation editing mode DeedPlanner 1.6b - 30.05.2013 fixed strange ground tiles rendering fixed writs saving and loading (1.6a and 1.6 saves with writs will doesn't work) fixed light intensity fixed light position fixed ground tiles fading DeedPlanner 1.6a - 29.05.2013 lighting added - code by Aldur overall graphics performance improved - idea by Aldur fixed loading bug DeedPlanner 1.6 - 29.05.2013 completely new, lightweight save/load format added possibility to change pastebin save expiration time added objects rotation added labels new height changing mode: level area between two points small interface changes loading alghoritm fixes few database changes (changed scale of hedges) DeedPlanner 1.5f - 27.05.2013 few new models and textures added (bushes) small interface changes added possibility to change height level of writs DeedPlanner 1.5e - 26.05.2013 bugfixing DeedPlanner 1.5c - 25.05.2013 another NullPointerException fixed DeedPlanner 1.5b - 25.05.2013 added few more models added exit confirmation window DeedPlanner 1.5 - 24.05.2013 added many new fences and objects (more than 20) - some of fences don't have material count as it is currently unknown small changes to few models in the database (modified type colors) fixed objects placement bug data loading times should be faster and more reliable small changes to the writs rendering DeedPlanner 1.5 beta - 24.05.2013 palisades FINALLY added - say thanks to Wox Wurmian view added - change view height using shift/control + mouse wheel - shift is changing view height by one roof, control by 1/10 roof height vertical movement added (r and f keys) objects added, currently with two example models cave view added very big database update - all cave textures and some objects textures are added DeedPlanner 1.4e - 20.05.2013 new updater version (please download update from site) added option to change height globally added option to move writs InfoLog is reporting more things now fixed materials count needed to build high stone wall DeedPlanner 1.4d - 19.05.2013 added possibility to make screenshots (F11) added FAQ file added possibility to change terrain height with drag and hold added possibility to smooth terrain height DeedPlanner 1.4c - 18.05.2013 minor bugfixes in roofs editing code DeedPlanner 1.4b - 17.05.2013 added quick save/load fixed all previously reported bugs DeedPlanner 1.4a - 17.05.2013 fixed loading and resizing critical bugs DeedPlanner 1.4 - 16.05.2013 added heightmap editing options added water level new save format - old saves should be fully compatible with new format fixed multiplied carpentry in calculations bug fixed highest floor bug fixed gravel bug removed all movement restrictions DeedPlanner 1.3h - 11.05.2013 new updater version - old one will still work, but I recommend downloading current version from browser as autoupdater cannot update itself (added autorun of DeedPlanner after update is done) 2d and 3d view camera resets after map loading fixed "moving" writs bugs, old saves are NOT affected fixed bugs related to resizing (including all mentioned ArrayOutOfBounds exceptions in this thread) DeedPlanner 1.3g - 10.05.2013 added option to lock axis for walls new interface bar added tip of the day added error notify added display of current x, y, writ and selected object name DeedPlanner 1.3f - 07.05.2013 fixed writs critical bugs DeedPlanner 1.3e - 07.05.2013 Updater unzip bug fixed clear project bug fixed floors fill option bug fixed update checker in program improved (should make program start faster and run correctly without internet connection) new calculation mode (for writs and whole deed): calculate all objects on map and materials for each object type new calculation mode (only for whole deed): calculate all materials for each floor DeedPlanner 1.3d - 05.05.2013 autoupdater added third carpentry calculations fix DeedPlanner 1.3c - 05.05.2013 fixed bugs related to carpentry calculations added small feature for external developers: this is possible to run program with command line argument directing to .MAP file for instant map load on program boot (let it be a hint for you on what is coming from another developer ) DeedPlanner 1.3b - 04.05.2013 second carpentry calculations fix DeedPlanner 1.3a - 04.05.2013 added possibility to place walls outside writs fixed carpentry calculations bug DeedPlanner 1.3 - 04.05.2013 program renamed from HouseCalc to DeedPlanner completely new, writ-based building system - writ is required to build anything, but using writ system I can add much more deeds-focused features than before added option to calculate materials and carpentry for single buildings (by clicking "Calculate" button while writ is selected) carpentry calculations for the whole deed are removed added tooltips new save format fixed some bugs related to save/load system floor opening added few interface changes HouseCalc 1.2h - 28.04.2013 faster maps loading HouseCalc 1.2g - 28.04.2013 fixed materials calculator bug HouseCalc 1.2f - 27.04.2013 some new grounds, floors and walls added possibility to change RGB values of walls, in 0 to 1 scale (currently for everything in "walls" tab) big changes in program rendering core (invisible for most users) small changes in interface HouseCalc 1.2e - 25.04.2013 fixed right-click roofs deleting HouseCalc 1.2d - 24.04.2013 big optimalization - now 1000X1000 map should run almost as fast as 100X100 map new main window interface added brush size, pencil, fill and select options for grounds and floors (walls and roofs are not affected) HouseCalc 1.2c - 23.04.2013 switched from LWJGL 2.8.5 to 2.9.0 big optimalization changes - maps up to 1000X1000 allowed (but maps bigger than 500X500 may cause FPS drops) added possibility to change default antialiasing and disable mipmaps. HouseCalc 1.2b - 21.04.2013 map saving is about 10000 (!!!) times faster than before and shouldn't take more than few fractions of a second for 100X100 map (previously - more than 40 seconds). larger maps are allowed now, up to 250X250. small interface changes HTML in "Objects.txt" names is now enabled HouseCalc 1.2a - 20.04.2013 added possibility to use right click in ground placement mode to place default ground type HouseCalc 1.2 - 20.04.2013 new save format - older saves should be compatible with new format. fixed map loading bugs fixed mouse wheel bug faster map loading alghorithm mapper area is now resizable (size from 25 to 100 allowed, resizing is possible in every direction independently) now you can place ground tiles. First loaded ground tile is program default ground tile. HouseCalc 1.1b - 17.04.2013 added tall stone walls to the database you can use "q" and "e" to change roofs you can use mouse wheel to change currently selected floor/wall/roof HouseCalc 1.1a - 17.04.2013 fixed mipmaps bug HouseCalc 1.1 - 16.04.2013 two new windows: settings and update notifier added version checking few interface changes and fixes added option to disable grid changing map scale is now possible (in settings and via scroll wheel when it is enabled) added option to force Java to compile program added two speed modifier keys: shift and control (speed factor can be modified in settings) most speed options are configurable now double doors default RGB values changed fixed double walls placement bug HouseCalc 1.0c - 14.04.2013 second try to fix antialiasing bug (successful) HouseCalc 1.0b - 14.04.2013 fixed ARB pixel format bug (it was caused by antialiasing which is not supported on some computers - now if the program will detect that antialiasing is not supported it will disable it). fixed walls placement - it should be better now. HouseCalc 1.0a - 14.04.2013 added version info in lower left corner added info and error logs to the main directory - program err and out streams are saved there. If you encounter any problem, you should be able to see error in error log. HouseCalc 1.0 - 14.04.2013 initial release Please give feedback - your opinion is very important for the development of the program.
  19. 81 points
    A group of people decided to try a very despicable form of cyberbullying in a pathetic attempt to force a developer to leave the team. I have seen my fair share of disturbing things and this is one of the lowest and most disgusting events I have witnessed in our storied history. This has gone way beyond anything that can be tolerated and it will not be tolerated! These individuals have attempted to humiliate and harass a developer to get the developer to leave by threatening to release information that they mistakenly believed would be humiliating to them. First off, this is completely unacceptable behavior anywhere! Cyberbullying is a crime, and it will not be tolerated here either! Secondly, they have nothing of interest on the developer to begin with and have attempted to twist innocent information to fit their demented criminal narrative. This case was researched behind the scenes via various avenues of inquiry and logs tying everyone and their efforts together have been confirmed. The following people are confirmed to be involved with this cyberbullying ring and they will forever be labeled as Toxic Players and unwelcome in Wurm Online! Alexgopen Chromie Niki Propheteer Zehive Thank you, Enki (Head Game Master)
  20. 81 points
    Dear Wurmians, We have very recently lost someone very dear to us here at Wurm Online. On the 30th of October, Tich a.k.a Pifa a.k.a Epona passed away after a battle with esophageal cancer. Tich is a prolific individual in the history of Wurm Online both first as a player, and later as a developer. Tich’s mastery of the shovel was second to none as evidenced by the massive highway and infrastructure projects throughout the years. Tich’s work brought us bridges and led to the evolution of the highway system of waystones and catseyes that we use today which freed us from a lot of rules and regulations that none of us were too happy with. As a player, Tich also mastered fishing to become the first to 100 in that skill. Tich also took part in various major construction projects including the Great South Mountain Highway on Independence, major bridge and highway projects on Xanadu, and the building of Rockcliff Cathedral. It would take a lot of effort to even try to list every way that Tich has touched our lives here. From moderation to the everyday situations that all of us encounter, Tich had a hand in making things better and brighter for all of us and not a day in Wurm goes by when we don’t use a system that Tich influenced. Everyone of us uses tools or mechanics that Tich developed for us, as an example in no particular order; Bridges Support ticket system The new permissions systems The overhauled cooking system, trellises, beekeeping The chat system with global messaging and trade Addition of new wall types and staircases Cave buildings and underground reinforcements Terrain modification above and below ground Wide mine entrances New paving styles The Wagoner system ...and much more….. Tich touched just about everything that we enjoy using every day in our experiences and was still working on new features before passing away. Work on a massive overhaul of the fishing system is mostly complete and we will be working to ensure that it is finished in Tich’s honour. Tich was with us since 2005 and a lot has transpired in the years since. We will actively feel Tich’s presence in our lives for a long time to come as we get to enjoy the fruits of Tich’s labour in our time here. Tich will be deeply missed by us, especially anyone who came to know Tich as a friend during their time together. To commemorate and memorialise Tich within wurm we will be adding a statue of Tich’s character, sitting in a chair and fishing, which was one of Tich’s favourite things to do in game. Our heartfelt condolences go out to Tich’s family and loved ones both in real life and in Wurm, we are sure Tich will not be forgotten as we have made many memorable memories together over the years.
  21. 77 points
    Ho ho ho all Wurmians! This has been an interesting year for sure with the release of bridges, new permission system and the launch of Wurm Unlimited on Steam! While the latter has caused some turmoil and a dip in subscriber numbers for Wurm Online it was expected and we don't know the long term effects yet since it's only been two months since release. We're finalizing the a plan for the spring development and have started realizing some of the stuff in it. A positive effect is that the development team has increased and we've got a lot of new eyes on the code and people who can contribute to making Wurm a better experience. I want to say how thankful I am to all of you supporting the game - both as customers and team members. I know how much you care about Wurm and its future and I'm glad you're around to make wonderful things happen. Wurm development can be very dramatic and every change comes with it's own situations but in the end we have always taken at least one step forward even if it sometimes takes time. 2016 will be no different in that aspect and I am looking forward to seeing what we will have added to Wurm in a year from now! I wish you all a very Merry Christmas and a Happy New Year, and hope you all get to see some snow (at least in pictures)! Don't forget to pick up your Christmas gifts at your local Santa Claus or Christmas Tree in Wurm!
  22. 73 points
    Macros are NOT allowed in Wurm Online! We have gone to extra lengths in the tutorial, rules, and other places to make it well known that we do not approve of Macro use. Macros are NOT allowed in Wurm Online! You are allowed to use keybinds to fill your queue. We explained this in the rules! Macros are NOT allowed in Wurm Online! If you use macros you will be detected and you will have your avatar/s banned. Macros are NOT allowed in Wurm Online! With that unpleasantness out of the way I would just like to remind you Macros are NOT allowed in Wurm Online! Thank you, Wurm Online Team
  23. 71 points
    I have serious information about upcoming features to Wurm Online so read carefully! Have you built a fireplace yet? I suspect everyone can make a campfire with some ease and soon that will take on new importance. During an upcoming update we will have both ‘Weather’ and ‘Climate’ in Wurm Online. Summer will bring heat and a warmer general climate. Occasionally this warmer climate will induce weather phenomena like wind storms, and lightning storms, and even hail. Most of the warm season will still be rather calm and enjoyable. Even in good weather there will be occasional light rains and other phenomena that may impede your travel or work actions. There will also be regional differences in climate based on the terrain and foliage. Hot areas like deserts will require lighter clothing and precautions to avoid dying of heat related illness. Interior areas like structures and caves will allow you to escape a lot of the heat from being outdoors, but not all of it. New clothing options will make it easier to switch between good weather and inclimate weather clothing at wardrobes. Going out into hot weather with metal armor on will not be a good idea as your stamina and water will drain fast and your temperature will rise until you either become ill with hyperthermic conditions, or pass out and possibly die from heat exposure. Winter climate will of course bring the opposite of heat and will also bring rare blizzards, and ice storms as part of the new weather system being implemented. Interior locations will shelter you from such inclimate weather and the freezing cold to a large degree, but again, not completely. Terrain and elevation will have a direct affect on how cold each region will be. High elevations such as mountains will suffer stronger winds, and much colder temperatures. Interiors will require heating, which is where the aforementioned fireplaces come into play. New cold weather clothing options such as bear, wolf, and deer skin clothing will be added to make outdoor work and travel in Winter more agreeable. Fireplace quality will determine the amount of heat put out and range the heat can reach. In multilevel structures and even in caves, a fireplace or other heat source should be able to reach up to a 2nd story average in height at 30ql and a 1 tile radius per 20ql. Respective climate variations in each season will cause your clothing to be less or more effective just as wind will cause outdoor heat sources such as campfires to be less effective or even impossible to light or keep lit. Sleeping in a bed will protect you from freezing conditions even in unheated structures. Torches, lanterns, ovens, forges, and even coal piles will work as heat sources, though to a limited amount except for lava tiles which will keep you warm and toasty. Summertime will be brutal for smiths as their tools of the trade will increase their exposure to dangerous levels of heat. Even those cooking food will be affected in summer heat but to a much lesser degree if using an oven. Combating the effects of this additional heat will mainly require maintaining good hydration and wearing the newly craftable smiths protective aprons, or chefs aprons. Reducing the effect of heat related impairments to action times will require good hydration and shelter from the sun and heat. Even tree shade will help and man made roofs and covers, and hats will also help to slow heat build up while you perform actions. Temperatures will be indicated on your stamina bar to help you quickly decide how to adjust to the climate. Conditions in sparsely forested areas and widely open areas will often be more severe than thicker forested areas. Low lying regions will also experience less wind and moderate temperatures. Upper elevations on mountains will be more challenging to survive, but with shelter not impossible. Even new players will be able to survive with just campfires and will have a protective aura to reduce the effects of weather events and climate conditions for their first 24 hours of active playtime. Including new clothing, wardrobe, and armor stand mechanics, we will also be getting some new structure types including shades, canopies, and snow shelters. New containers for ice harvesting and also hot liquid containers made of stone and metal and small heat retaining vessels for travel will also be added, and foods already in game can be heated for additional winter warmth. Foods and liquids used while cool or cold will also assist against heat related impairments, as your action times will increase the warmer or more uncomfortable you become. Only if you become too hot will you not be able to start and finish an action and you will be able to tell by your stamina bar if you are getting too hot. Remember to keep a check on the color of your stamina bar if you find you are taking too long to perform an action as it will show you your condition or comfort level. Ultimately, the more comfortable you are, the more efficient you are at performing actions. Many things including clothing and armor, tool condition, terrain, location, shade, and more will affect your overall comfort level. Carts and wagons will be getting new features as well. A number of new containers will be craftable for attaching to the sides of carts and wagons. Now you will be able store some water, food, food resources and seasonings, and even animal feed based on how you customize your vehicle. You will be able to access your customized cart and wagon containers from the sides as the containers will not be in the main inventory of the vehicle. Of course you will also be able to manage container permissions with the main vehicle permissions. Using wagons for shade and shelter from rain, snow, and sun will be possible with an extendable canopy you can attach to your wagons, and you can then move the shade over your work area to keep the more extreme weather elements from interfering with your action times as much. Food will remain basically the same except for the benefits gained by eating heated or cooled food respective of the climate conditions. If you eat hot food in hot summer conditions you could make yourself sick if you are already too hot, and eating cold food in cold winter conditions can cause you to pass out if already dangerously cold. Neither of these situations should cause you to die as while you are passed out your body will regain enough stamina and temperature difference to give you a chance to revive and save yourself. Do not underestimate the power of basic normal water in a waterskin as it can provide enough warmth or cooling to keep you out of the danger zones of the temperature ranges for your body. The new climate models will add a new level of realism to Wurm Online and we have enjoyed testing them for hours on end. Hopefully you will have a lot of new fun as you learn how to cope with all the new weather systems and the seasonal climate changes that will affect your actions both negatively and positively. Everyone should be prepared with at least a fireplace or other temporary heat source and a light set of cloth clothing to be able to work and play in the new system that will be implemented soon. To wrap this information up I would like to reiterate just how serious these coming updates are as they will add a whole new level of realism to the environment. Rest assured, this will be a blast as we have had all kinds of incredible adventures and accidents during the testing phase. Eventually the developers would like to turn their attention to streams and ponds, but they will be including a new type of water source within caves that you can tap into on a new special rock tile. Another new feature that is going to be fun is the new ‘Falconry’ skill which will allow you to train several soon to be added raptors to the game for hunting and collecting items like shot arrows and much more. Since snowboarding and skiing were not typical of our intended age the developers have included something a bit closer to the right time period that should also be a lot of fun. Unfortunately for you I will not spoil the surprise! Remember, the single twenty gold coin we hid a few years back still has not been found! Everyone keep looking, and as always have fun! Thank you, Wurm Online Team
  24. 71 points
    Your Reputation Let us have a little 'chat' about your reputations. So sit yer' arses down and listen. Recently Rolf saw something disturbing in our community and asked me what in the *blankity-blank blank* was going on. The following is the entirety of Rolf's very strongly worded email to me including all of the rage. As you can clearly see, he was referring to the 'name and shame rules' where people were for some reason hiding the identities of those they were discussing for fear of moderation action. Of course as Head Game Master I was a bit flamboozelated about this 'name and shame rule'. Would seem a tripe off that I of all the conglomerated pixels here would not be aware of this so called rule. Naturally I went to review all the given rules to find out if I had simply mislaid some of my memory parity (Opportunity, I know how you feel) and lo and behold there was no such rule! After running a memory sweep and confirming that my files had not been corrupted, I began looking through the docket at all the cases we have brought to trial where Shrimpiie was presiding as judge and executioner. To my horror, there still was no name and shame rule in play! Either I was looking in the wrong place, or someone has been sneaking into my laboratoricatum and gained unauthorized access to my cerebellum. I immediately ran a scan of all security systems, checked all the locks, interrogated the guard dogs, checked the voltage on the electrified security fence, filed and sharpened the razor wires, rechecked the radiation levels of the toxic waste moat, rechecked all the shallow zombie grave traps, and finally looked for any unauthorized holes in my skull. It's the latest model in brain protection and the store I purchased it at guaranteed it for 5 years or they will replace it with a manufacturer refurbished model. With my security intact that left me with one inescapable conclusion. THERE IS NO SUCH RULE! How about that. There is no name and shame rule. So what's the big galifumpugus? After comparing notes with my other mentalities and team members it has become clear that over time, a certain few people have been propagating myths about rules, and interpreting the rules in unintended ways for their benefit. Specifically the part where we as moderators demanded that any accusations of exploits be brought to us and not aired publicly. There was a time when these accusations ran rampant and 99% of the time they were false. This also included accusations against moderation team members as false accusations undermine our efforts to help. Never did we intend or state that we would follow you and remove any negative statements made about you. Let me lay this out for you in clear unadulterated frontier horseschwaggle. Your reputation is valuable. Your reputation is your responsibility. Your reputation is your own! We will not protect you from your own actions. If you cross someone and they have something negative to say about you, then you earned it on your own merit. It is in your hands to protect, preserve, improve, defend, or destroy your reputation. The main thing we will not tolerate is racism, sexism and the ilk. So take this message to heart and remember that you alone control your reputation. We can not and will not protect you from the social elements. Thank you, Wurm Online Team ***this message may contain language not yet in use on Terra or language unidentifiable to Terran audiences.
  25. 70 points
    A new hatchet model for all your woodcutting needs! Also my first post, Hello!
  26. 69 points
    Fairness and equality for all please! Something that has been annoying me for a while now is the gender specific sorcery and frankly the females getting the worst of it. Lets start with something like skeletons (male) and wraiths (female) Skeletons can be spawned anytime anywhere and can result in 3-7 spawns, Wraiths are only 1 and can only be spawned in a cave or at night time and if they come out of the cave into daylight they will die instantly. Really? Skeletons are buggy yes but lets assume it isn't and focus on the equality of gender based spells. Now we have Stone wall (male) and Ice wall (female) These spells are different and would really make sense for the Ice wall to be paired with the Fire wall from the white tome assuming they do the same thing with different flavours rather than the Stone wall which now means females can never have this spell yet males can have a different version of the female one. My favourite gear grinder is Continuum (male) and Mirrored self (female) Continuum is a pretty nice spell that females can never ever have access to and instead are given a spell that not only doesn't even work effectively since the mirror images have a blue outline that isn't fooling anyone nor their dead straight movement. But even if it worked a little better its still pretty dull in comparison to something like Continuum. The last one is Karma bolt (male) Forecast (female) Im not really familiar with these two, much less the female one but again it seems like two completely different spells that cut one gender or the other out of ever being able to earn. Ultimately it makes no sense to base things by gender and cut parts of the game off from people ever achieving, so even though I've brought this up before I'm now making an official thread to start the gender equality protest. Please join me in voting for an equal playing field for all by liking this post and giving your +1 today!
  27. 68 points
    Settling the Dust of 2016 Greetings and Happy Festivations! This last year has been a long and dusty road, but we have made it through and are preparing to tackle a new one. At this time we start beating out all that dust we have picked up on the trail over the last year and need to close out some of the rockier parts of the old year. I refer directly to the Niru incident. Officially, we are done with this individual and all of the accounts and items that were associated with the individual are and always have been the property of Code Club AB and may be used, dispensed, or removed at Code Club AB's discretion as defined in the EULA that everyone agrees to upon playing Wurm Online. After a long period of open claims being taken in by forum thread and forum pm has finally passed I have decided to finally begin closing this chapter. First, a handful of claimants who lost items and properly noted their losses to us when asked will receive items that we were able to seize in Niru's possession. You will not receive all of your item losses, only those we were able to successfully show were yours. Second, we will be conducting an auction on all of the items that were seized with no proper claim received for. This will start with a listing of items for overview, and then after a week, an auction/s will commence. Third, all of those who lost silvers in transaction with Niru and properly posted a claim in the forum thread or forum pm will receive a percentage of their losses back. The proceeds from the auction will be returned in percentage to those with silver related losses. I cannot stress enough not to get hopeful and expect a full recompense. This is not a reimbursement and I am not setting any new precedent as this is normal procedure for us to attempt to return losses seized in regards to scams. I will not entertain any attempts to apply this situation to other cases in an attempt to retrieve long lost items or accounts. This was a special case of scamming and is in no way similar to other cases such as bans due to rule violations. Thank you, Wurm Online Team
  28. 68 points
    If the devs treat the game like it's in Beta the critics will as well.
  29. 67 points
    Harassment of Team Members We have been receiving an unusual spike in the amount of grief being directed at our team members. I would like to point out that most all of the Wurm Online team is made up of volunteers and while we put up with a lot of ill advised behavior, there is a limit to the amount that will be tolerated. We will not bother to respond to abusive support tickets or abusive reports, these will be closed without response. If you submit a proper support or report we will be glad to help, but any continued abuse of the support system or report system will lead to in game penalties. This is a friendly reminder that we are players too, though we have volunteered to take on some added responsibilities. Most people treat us accordingly as normal players and when we are acting on behalf of the team most tend to respect our efforts. Unfortunately, like in all games there will be those who think their way is the only way and will attempt to give us grief or harass us, usually because we did not side with them over some odd issue. Everyone who plays Wurm Online or accesses our associated social portals like these forums agrees to abide by the EULA and the rules for our community. We will not tolerate someone intentionally trying to undermine our efforts in any manner that causes us extra work or distress, and it is only those few people who feel they are above our rules that cause the most problems. People like this we will gladly remove as there are plenty of others who will welcome our help when they need us. For those of you now removed from Wurm Online, this is not so much a friendly reminder as it is a final notice as your hate, bigotry, racism, and other disgraceful antics are not welcome here. The majority of people do not want to spend their recreation time suffering such foolishness, and neither do we on the team want to have our time wasted when we can be helping people who actually follow the rules and want to enjoy their time in Wurm Online. Thank you, Wurm Online Team
  30. 67 points
    While the servers are down, have something to look at at least!
  31. 66 points
    Help I Need Enki! 'Help I need Enki' No... you really do not. The entire Moderation team has struggled with these 'I need Enki' calls filling the support system and making it impossible for them to fulfill their responsibilities in any respectable time frame. This foolish behavior has built up a mountain of 'I need Enki' calls and this b*ovine byproduc*t is going to end. Our team members have volunteered to fulfill certain responsibilities and they are part of the team because they have shown they have the capacity and knowledge to fulfill their responsibilities. Lets look at the statistical math of the problem. 99.8% of all issues do not need Enki! 99.8% of all issues can be resolved without Enki! 100% of all issues can be handled by the moderation team long before the name of Enki ever gets chanted! The Wurm Online Team consists of volunteers who love what Wurm Online is. I trust everyone on the team and they have my support. All of us Game Masters, Chat Moderators, Forum Moderators, and Community Assistants are devoted volunteers, and we all have our responsibilities. When you use the provided support ticket system to get help, if the team member who responds determines that you need someone with more powers, then they will forward your ticket to the right people needed. All this support harassment trying to get Enki to respond personally does nothing but waste time as I am not the only volunteer here. We want to help, we want to provide answers. If you encounter a strange and unusual situation, then we will gladly investigate and write up a Developer ticket for it, but almost never is Enki needed! If you think about it, Enki is one of the least needed people on the team! So all this "I need Enki" hogwash is going to be stopped. To that end, all third party and extraneous contact with Enki is ended. There has been severe abuse of the privilege to talk with me in IRC by a fair number of people all over the game world. We have been testing a private message blocking system in IRC and it is operational. I will no longer accept help calls via that method as my presence there is for other regulatory purposes. The Forum Private Messaging system has also been heavily abused to intentionally waste time and to try and bypass normal procedures. All messages sent to Enki will be routed to the proper team members instead and only if they feel it warrants my attention will I then see it. Appeals to Game Master action will still always be reviewed by me. I have responsibilities and I do take them seriously enough to know when things are getting out of hand. Most people who have tried to contact me have been very respectful and simply in need of guidance, though to be effective as Head Game Master I cannot allow myself to be used in the way a fair number have been doing for some time and we will be helping you to improve your 'contact' with the support team. If you place a ticket asking for Enki, expect it to be immediately closed. This is an abuse of the support system and will lead to penalties if repeated. If you place a ticket without any information, don't expect a response as we cannot know who or what level of help you require if you do not provide relevant information. If you have an issue that you cannot share with a Game Master, then you do not have an issue. We have a dedicated and hardworking resource in the support team for Wurm Online, and everyone should be able to use it equally and receive help as promptly as possible, without abuse, without bias, and with respect. We all see the same information, and your supports are seen by the team and discussed by the team to provide the best possible answers and support. As always, exploits should be reported to a Game Master if it is of sensitive nature. This has been a Wurm Service Announcement from your benevolent support team, and yes, that includes us malevolent members as well!
  32. 65 points
    Since priests are already very limited in their capabilities (which is fine I'm not asking to let priests craft lol) it seems a little harsh and excessive to also nerf their gains for body and mind, yes supposedly soul skills are all the jazz for priests but already being limited to one (or two in Libs case) resource gathering skills makes gaining even less characteristics for that one (or two) so much more painful than seems right.
  33. 65 points
    Hello fellow Wurmians! Welcome to that part of the week when we do indeed try our darndest to become a more transparent company. This week we have a mix where I would like to first talk a bit about what we are doing about player interactions. Later I will also have the pleasure of announcing some new things which I think many of you will enjoy. But first, let me just follow up on something from last week! The Crafting Interface Last week I asked for your feedback concerning further changes to the interface. I brought this to my fellow devs and to begin with, they are going to work one of these suggestions into the interface. Kegan "If we could drag tools from our toolbelt onto the crafting window that would be helpful too." Thank you Kegan for this suggestion. It is being worked on right now and will be in one of our updates soon. And thanks to all other Wurmians who left their feedback. There where many great ideas which we will keep in mind though some of them would have been a bit to time consuming for the dev team right now. Player interactions This is an area we have been falling a bit short on and I know that many of you have opinions on how this should be done. But let me just start of by saying that processing the amount of information that thousands of voices create is no easy task, especially when it comes to long debates around topics. For that matter, grading the sense of urgency different topics have from your perspective. And we want to be has fair as possible and give everyone equal attention and chance of being heard. So in the interest of this, we are enlisting help to process the suggestions thread. And yes, a group has already gathered for this though it is still in the process of formally starting. This will help us to get more summarized suggestions with pros and cons from a player perspective, cross kingdoms and pvp, pve standpoint. Those enlisted will only help propagate suggestions from the forum and will not make new suggestions themselves in the group. As suggestions will be summarized with points from everyones perspective any bias will find its balance from other parties. The next step in this is also that we are now working on the ingame voting system, which will help us quickly get your feedback on straightforward questions and changes. We do not have and estimated time of arrival right now. The goal is combining these two initiatives. We will get presented with your suggestions and can make a fair and quick judgment from the extra information on the complexity, benefit and time the suggestion would take to implement. After reviewing a few we will know which are doable within our current time frame and we then use the ingame voting system to let you decide which among them you deem most important. We will then keep this going and as soon as we have time to do another one we will poll you again for your next priority. This process will of course be refined as we get into it and it will all be adapted in the interest of making your involvement as big as possible. We will not force it on anyone though. We will no longer be taking any suggestions through IRC. Everything will need to go through the proper channels. Together we can do what we all have as a common wish, and that is to make Wurm better! Tutorial zone and new assets As you all probably know by now, we are working on a new tutorial area. This is not something that will only benefit the new players. I have been hinting and showing some new assets already which has been created during the process. These will all be available for you to create in the game with the launch of the new zone. So let us look into what Wox and Saroman has been up to! Click the image for a larger version. So in this image alone there are several new assets. You will of course first notice the new wall type which goes under the name Timber Frame. To the left you will also see the new mixed grass pile, which I think explains itself. Lastly, in the middle, there is the vine growing on a stand against the wall which some of you might remember. Yes, it will also be craftable and most likely implemented as a movable item you can place as you wish. The new chain link fence, when you want the view but feel the need for that robust secure separator from a drop off only iron can provide. Two new types of cobble stone for more variation in the palette of road, deed and village architects alike! So with that I would like to thank you for your time and let you Keep on Wurming!
  34. 63 points
    Hello Fellow Wurmians! The Baron is back! As many of you know, I have been on parental leave for some time now. I can proudly announce that in true Wurm style I have been grinding my skills. So diaper changing and pampering is up to 70 by now. I am thankful for being able to have the time to spend with my family this first crucial and magical time of a new life. But it is great to be back at the office and there is certainly an atmosphere of enthusiasm amongst the team for this season of Wurm development. I have only been back this past week and already there is so much going on and ideas circulating. Also, looking back at what has been going on since I left I can honestly tell you I will not be able to fit it all in one news post! I do not know if you have heard this before but the Wurm dev team usually kicks of a season by going to Germany and attending the Game Developer Convention and Gamescom. This always gets us extremely motivated and full of new inspiration for this crazy game we all love. So next week we will be doing our best combining business and pleasure! But onto the news, I have selected some highlights and surprises for this week. Those of you waiting on updates about some previous topics can expect them a bit later on. As you can already see I am ranting on as always but seriously, it is time once more to Share some News! New player animations in development. These new animations are mostly focused on giving more visual cues on what you and others are doing. To name some examples pushing and pulling objects, hammering and general crafting actions. This is important to increase the immersion but also to make interactions with the world more interesting. Fences in arched walls Click Image for a larger version. You should soon be able to build fences within arched walls! They should work on all levels of a building but only on the outside wall on the ground floor. This will result in much more building combinations and variety for your creativity. All fences will be available for this except the tallest ones that are not suitable aesthetically. Before going live though, Tich who is the one developing this feature has requested some further feedback and testing. So if you feel up for testing this new feature just follow this link where you will find more information and can leave feedback. Just follow this Link Keybindings Interface This is something that has been requested time and again. So our developers took you up on it and finally we are close to this going live! It is already performing well on the test server where this screenshot was taken. There is as always still things on the wish list concerning further functionality, but I think we can all agree that it is a great addition! What is Tortoise Crafting? Remember this guy? Why not turn him into something useful! By butchering this creature you have the chance of finding a tortoise shell. Combine it with some leather straps and small nails, voila! You have yourself a fancy: Tortoise Shield! It will use the same skill as a small wooden shield and will be available to craft as soon as we start spawning the Tortoises. Whales Click Image for a larger version. We are continuing our sea theme to populate the vast waters of Wurm. This time we are going big with the Blue Whale which will also have an effect for the characteristic action of blowing water. Given what the devs are doing with the revolutionary turtle crafting, what do you think we can expect from Whale crafting? More Medieval Interior! Bookshelves Highchairs We have been working for some time now on building a new arsenal for the medieval interior decorators out there and these are the latest additions. As you might know there are already several assets which are now only awaiting the code to make them craftable. What this means is basically setting up how much of and which crafting ingredients are needed. That is also the stage where we decide upon their description, usability, durability and difficulty to craft. Alright Wurmians, it is a bit of a special feeling to be here again, hovering my mouse pointer over the Post New Topic button. Once more thinking about how you will react and how much more there always is to share about the development and story of this game. I can not help but think that this season is going to be a great one and I can hardly wait to start telling you why. So I hope I will manage to get you at least half as excited as I am. But I think you are, because obviously you Keep on Wurming!
  35. 61 points
    There have been some questions regarding the current plans with Wurm, so we'd like to take the opportunity to outline our focus and a rough roadmap for the next few months. Currently we have two projects as our main focus, the new client renderer and the cooking update. The cooking update has a tentative release date of mid November, with public testing opening up towards the end of October. We are currently ensuring that the recipe system works and that all foods have adequate information. Included in this update will be some expanded changes to the Rift system, including uses for the new Rift materials that you’ve been able to gather recently, as well as some small extra mechanic changes to them. As well as this there will be some changes focusing heavily on the Epic servers, including large amounts of planned bug fixes and improvements to the mission system and further Epic specific features to be introduced. The unstable client has most of the major bugs and crashes addressed at this point, and we really urge you all to try running it. There is currently a known bug which causes random disconnection issues, once that is fixed and barring any further large crash bugs or issues we will be moving the new renderer to the stable client and releasing client update 4.0, so please do take the time to run the unstable client and report any bugs. As stated the last time we did a push for testing of this client, not testing it out now on your system may affect your play if a previously unreported bug shows up when the client moves to stable and the current stable client is no longer available. This brings us to November, and the next series of projects after the cooking update is finished and live. Most of these have been started on in some form already, but will be the main focus for the months following the cooking update: In-Game UI Overhaul Tutorial Revamp New Web Based Account System Updated Web Shop These projects are massive undertakings in themselves, and we will all be working on bringing these long desired systems and updates into the game, with the aim of these projects to allow greater account control, easier play ingame, and a more informative and engaging tutorial. This of course is not all we'll be working on in this time, we have several features in the works as well as always adopting suggestions and ongoing bug fixes - not to mention WU specific changes like the modding api and better mod support. If there is enough interest, we may start writing a dev blog every now and then focusing on mechanics discussions, development decisions and just generally giving more of an insight into why we decide to do something the way we do it. If you would be interested in that sort of thing, do let us know - otherwise we’ll still be posting news and teasers for upcoming patches and projects in the weekly news posts.
  36. 61 points
    Hello Fellow Wurmians! This week I will simply list the full set of currently confirmed features so you know exactly what to look and plan for with the coming Update on 18th of February. I have taken some time to clarify some of the updates for your convenience. Wagons Ship Carrier Crafting Interface Crates Great for bulk transportation. Drag and Drop Functionality to drag items straight from piles to cart, cart to piles or pile to pile without the need for it going to inventory first. Amount moved per action is in relation to how much you are already carrying vs maximum carrying capacity. Load Function The ability to load many items previously unmovable(as in picked up) onto carts through a simple command. Reinforced Cave Floors For those instances when rock floors just does not feel secure enough. Notifications Help System Tutorial and help messages that are triggered by certain situations and conditions. The information will also be available on demand from a library called "Book of Wisdom". Village Recruitment Board Joining or inviting fellow players through a map interface accessible from a recruitment board model which can be crafted or accessed from the starter deeds. After joining a settlement you will be able to teleport to that deed at once but one time only. Invite Command You will be able to directly invite a player to your village by using /vinvite command specified with player name. It will work no matter where on the server the player is. The player will receive a message and can teleport at once to the village. This will work one time only per village and can not be used if you have teleported to the same village through the Village Recruitment Board. The same limitation is true for the Recruitment Board. World and Island Maps with notations The annotations work like this: You have some for personal use, some are shared and available for people of the same village. Also, some are shared over the entire alliance. Placing them is as easy as clicking your map, but you have a set amount and restrictions to who can place them on village and alliance level. Status effect bar Shows you the current active buffs and debuffs affecting your character, complete with a set of new icons. New Emotes Follow, lead, goodbye, this way, not that way. Avatar of Libila Kyklops Rugs Braziers So which update are you the most exited about? And with that I can only suggest that you start planning and Keep on Wurming!
  37. 60 points
    Allright it's been a couple of pretty stressful days setting things up especially in the end with things failing for unknown reasons. Eventually things came together though and it just clicked:) From my team members I've heard lots about you people staying positive and supporting the game which has helped a lot, and I'm very thankful for that. It's a big vacation week here in Sweden and I hope to be able to spend most of the rest of it with my family so I'm crossing my fingers:) Enjoy Wurm, guys and gals!
  38. 59 points
    We have been actively discussing this issue overnight as there are several conflicts that we s a team must address. I feel this is not in the spirit of Freedom Isles and is griefing. As Wurm Online is a sandbox game, we want to be very careful about developing our rules as we prefer not to interfere with the open capabilities in the game world. This is not the last word on this issue. We are still reviewing certain aspects of this.
  39. 58 points
    Extreme Disruptive Behavior Wurm Online has a very dynamic social environment that adds an extra layer of challenge beyond the mechanics of the game, and in very rare instances we encounter individuals that no matter what rules are in effect, and no matter what actions we take as Game Masters, their extreme disruptive behavior and or anti-social behavior comes to a point where that individual or even a group can quite literally ruin the Wurm Online experience for the vast majority of other members who are otherwise enjoying what Wurm Online has to offer. As a reminder, in these very rare instances where someone or some group are disrupting the game in a manner not in keeping with the intention of Wurm Online, we reserve the right to remove these individuals when it becomes apparent to us that no amount of rules or mediation will solve the problem/s being created by these individuals. You are responsible for being aware of the Wurm Online Game Agreement with Code Club AB. You are also responsible for being aware of the rules which can always be found in GM Hall. You are also responsible for the behavior committed on any avatars connected to you and you can lose those avatars permanently if someone uses them in a manner that we deem to be extremely disruptive and not intended. Thankfully, these instances have been very rare, as most of our members here in Wurm Online have been very enjoyable to work with and play along side. We look forward to all the good times that we have with you and we will continue to do our utmost to minimize extremely disruptive behavior. Thank you, Wurm Online Team
  40. 58 points
    Hey guys, it was suggested by a community member that I start my own thread for this little news series I started for the blacklighters on Epic, so you can see the kind of silly PvP antics we're up to over there. I'll update this original post with new episodes, so check back frequently, and make sure you subscribe to my youtube channel! Broken jaw and very hard episode to narrate: >http://youtu.be/fDW3L9tPkcM Dev Week 36 >http://youtu.be/S191VhEfcyM Zerus Falls to the Horde >http://youtu.be/jSt5To8E8dM >http://youtu.be/5aODdxNvuYk Dev Week 40 & Stormray's Return >http://youtu.be/qhGkL3N4uP8 The New Affliction >http://youtu.be/MYQ8nZ74W2U
  41. 58 points
    Hey guys. Been working on trailer in my spare time ever since Wurm 1.0 was released back in December. I finally managed to finish it and want to share it with the Wurm Community. Hope you guys enjoy. Watch The Unofficial Wurm Online Trailer
  42. 57 points
    +1 000 000 Yes, please yes! I've been wishing for this from the start as well. It would make breeding so much more exciting and fun. I actually was going to make a suggestion post about this because this weekend I've been making a visual chart of all kinds of colors we could have. But before posting, did a search to see if there were any recent similar suggestions and found your thread, so will share here instead.
  43. 56 points
    Hi Everyone, As you are all aware, over the past week or two we have had Alex and Erik step down from developing for Wurm. From this I took some time to evaluate what support Wurm needed and looked at contracting several key positions. I'm now pleased to announce the following positions! Product manager: Budda Code Manager: Keenan Web Master: Daryl Payment systems: Taufiq I'd also like to announce that Enki and Alectrys have now been contracted in their respective roles of Head Game Manager and Quality Assurance. These positions ensure that key areas of development continue and also provide greater support to our developer team and you all. In tomorrows news Retrograde will go further into the roles and their respective duties, but for now, welcome to the team!
  44. 56 points
    Sharing is Not Always Caring During this previous week of mid February we faced a very bad situation where one of our long time members had one of their avatars accessed and items taken by someone they did not recall having access. This became a huge ordeal with the moderation team spending a serious amount of time reviewing and hunting down information. Going strictly by the rules we chased it down as a potential scam as we did not have proof on the other side of the equation until we started collecting data. After looking at all the information, and dates, we were able to show that the avatar has been shared, we could no longer look at it as a potential scam event in regards to other historical issues. Why bring this up in public? Mainly to highlight the risks of sharing passwords or hash codes. Again! We take our members security and confidentiality very seriously. We do not like to let someone come in and scam our members. There are very strict rules about our limits. We start at Wurm Online and end with Wurm Online. Our jurisdiction does not extend outside of the Wurm Online property of Code Club AB. In this most recent case, there were many extenuating circumstances outside of our legal realm that while we were somewhat aware of, we cannot under any circumstances consider in our work because it is all 3rd party hearsay. We can only work with what is in the Wurm Online system. A lot of people are very upset with the outcome of this situation. We cannot provide support for avatar sharing. Yes we know you will do so anyway in spite of that, but it is at that point that our obligations end. Once you open up your password or hash to others, anything can happen. Sure, most of the time you have good friends who will not do you wrong, but invariably you may forget that you shared it with someone, or open it up to access with someone without realizing they were part of that access. For your own safety since you take this out of our hands, be cautious, change your passwords often using good password practices, and keep track of who you are allowing access. We must be clear that items in Wurm Online such as coins, statues, boats, etc.. have no real world value. They are in the end the property of Code Club AB just as your avatar is as exclaimed in the EULA. Any values placed on items or avatars have been placed with services outside of the Wurm Online system. Any issues you have with transactions must be addressed via those services. We cannot be of help when we know your account has been shared and we can see that one of those people were the ones accessing the avatar, which is what happened in the most recent debacle. We are able to see the details of the avatars and the past history of access of the avatars. There are no signs of any violations occurring on Wurm Online's end in this most recent situation. As ugly as things are there are other problems that really drive home the point. The avatar's access information has been shared on a 3rd party social network and the avatar owner may have encountered a computer security breach. Okay lets assume both those things are absolute truth. Who's responsibility is it to secure your avatar access? We have no authority to act on information not coming from the Wurm Online system. The same as pretty much all other systems, the onus is on you the member. Why did the member not change their passwords when they believed they had a breach on their computer or social network? Complacency, that is all it was. Which brings to light another issue. Some people like this member have so many avatars that they forget them all. So what happens when one they have forgotten gets accessed by someone they shared the access with a long time before? Same cold answer from a legal standpoint. It is the member's fault. With the recent issue I personally have been getting hounded by a number of people who are friends with or in the same faction as this long time member. The biggest thing these people keep demanding we do is to reveal the IP or other personal information of the person who accessed the shared avatar. I do not have the time nor availability to respond to each person individually so I will say this here: Not only would this violate our own rules regarding Shared Avatars and us not supporting the activity, but this would be a violation of law. The only time we have ever discussed the identity of the person with the avatar owner is when the owner is already aware of the identity of the person involved. So as you can see, sharing your avatar has risk and it is a losing proposition for everyone when someone violates your trust or you forget about someone who had access in the past and the dynamic changes so that they can obtain some form of benefit that you were not expecting from your shared avatar. That about covers the issue from our side of the problem. That does not mean the person who accessed the avatar is in the clear though. While they might have avoided violating our rules, the avatar user can and just might decide to pursue action against the person that accessed the avatar through third party means such as Paypal or other legal means if they have an investment in it outside of Wurm Online's authority. It does not get much uglier than that people, but it is a real risk in this world and especially in a case like this one last week. Thank you, Wurm Online Team
  45. 56 points
    Hello fellow Wurmians! Haha I do not even think I will bother with writing much here. If you are not already scrolling past this to get to, yes.. Bridges! But that is not all, lots of juicy news for one and all so lets Share some News! Bridges! Click image for larger version! Indeed! I have been holding out on you Wurmians I know, sorry about that. I have been hearing the weekly echoes and moans about bridges all this time but now finally, lets start talking about them again. After all that earlier hype, we hit some real complex barriers which took allot of development time to overcome. And before we brought it up again, we wanted to feel confident the project was proven to work within reasonable parameters and getting close to finished. And yes, we are now confident that bridges will be done and ready for implementation soon. So as you can see from the picture, you are now able to travel over the bridges which from a development standpoint is huge. It is very complex to say the least to get correct collisions to be generated along with player creations in a persistent sandbox environment. Hence why so few if any have done it before. Can you think of a game that has this functionality? I really can not recall a single game where you can do this. I think almost all of the coders on Wurm crew has been involved in this project to some extent. We are currently nailing down the final limitations and functionality of the bridges. So we are not going to much into details and answers before that. But as an example we are exploring the possibility of having them connected directly to buildings and to a different level of a building. A very interesting prospect but something that of course poses unique challenges on its own. The plan is to get them in with a bigger update. What will be in this update you say? Well, that is still on the down low but rest assured I will be letting you in on it as soon as possible. But it is seriously looking to become a neat package! Is christmas is coming early this year Wurmians? Digging for treasure! Digging now holds a chance to reward you with Rare Bones & Emeralds. You will only have the chance of finding anything if you are really digging so no: Digging - dropping - digging - dropping... No sir that will not do! Anybody, even non premium accounts have the chance of finding Emeralds. Only premium accounts however have the chance of finding Rare Bones. For those who do not know: Emeralds are used for storing favor for future “magic†usage. It also catches a fair price on the market. Rare Bones are used in crafting to increase the rarity of items. Wool Hats Click image for larger version! Aah so comfy and warm. And don't you just look striking when wearing it? The wool hats, a first look at this craftable item which will of course be related to the commodity wool obtained from sheep. Armor level will be the same as cloth. Sheep Cage! The only safe and cool way to keep your best sheep. Judging by the size of a sheep, this cage and its mount will be about the height of a 4 story house! What better way could there be to show of the pride of your herd? Did I get you there? I am only trolling you dear Wurmians. Bird Cage So this is more feasible you think? Yeah probably. This is a new decorative item and the bird inside will be animated. Currently we have a hen populating it but I think it looks good. Keep in mind this is work in progress. Check it out! Click image for larger version! Black Sheep And talking about sheep, here you have our black sheep in all its glory. Soon in a herd near you! Lounge Chaise You must reach a high level of fabulous and fine carpentry before even attempting to craft this. Let alone pulling of one of these on your deed. So as you are probably guessing, keeping this and the cage in mind. There are more interior items being worked on as we speak! So yet another weekly update draws to an end. Do you realize I have been keeping these going for about a year now? And it feels like the pace has only been increasing with Wurm development. I am certain we are going to get tons of bridge questions again so remember what I said. We really can not get into too much detail about its final implementation. But it is so exciting! Finally! Bridges! Keep on Wurming!
  46. 55 points
    Public Letter - Retrograde 'Abuse of Power' Claims This is an open letter in response to a number of 'abuse of power' claims made against Retrograde our Community Relations Coordinator as a fair number of people have some very misguided ideas about what transpired in some specific situations. Rolf has been investigating these 'abuse of power' claims and has requested that I as Head Game Master investigate years worth of logs in detail for context on every issue that he indicated. After a very in depth review I have been asked to make known to the public the results of this investigation. 1 - Horse with good gear taken from one person and returned to its owner. Claim – Retrograde is accused of abusing his powers to take a horse from someone and return it to someone that he is friends with. Status – False Origin – In December of 2018 one or more of the servers had to undergo multiple restarts. These restarts were necessary but not planned and caused a player to lose a horse with a lot of high quality gear as they did not have a chance to secure, tame, or brand the horse during these restarts. By the time the player had managed to log back in someone else had obtained the horse and the gear on it. Following precedent in this situation, I retrieved and returned the horse, as it was lost by no fault of the player due to extenuating circumstances. Retrograde was not involved in the return of the horse to the player. 2 - Summer Hat Claim – Retrograde gave a Summer Hat to a friend of his. Status – True Origin – Game Masters, Developers, and Team Volunteers are given an item or a coupon for each years Christmas as an appreciation of their service to the community. These items must be approved by the Head Game Master after a review of their affect on the game or community to avoid any overpowered or improper items being allowed in. Retrograde's last Christmas wish was a Summer Hat which is a gift that Rolf handed out once in the past to Game Masters. Team Members are allowed to use their gifts or coupons as they wish, including giving them as gifts. I approved the Summer Hat for Retrograde's Christmas gift and after that he was allowed to do with it as he saw fit. 3 - Dragon Shoulder Pads Claim – Retrograde gave dragon shoulder pads to someone Status – True Origin – For the purposes of advertising and promotion within the Vynora Entertainment Network, Retrograde did in fact create a pair of dragon shoulder pads that were given away during a streaming event. I found no illicit activity involved in this matter as the event and giveaway were public and anyone interested in participating had a chance to win them. 4 - Finding creatures during unique hunts Claim – Retrograde used his powers to locate dragons for his friends. Status – False Origin – Mainly just coincidence. Myself, two Developers, and Retrograde had been monitoring some peculiar situations regarding unique creatures. I can see very clearly who tries to use any powers to interact with creatures and when. Retrograde used his access five times in the last 2 years and during each instance it was for official business and did not coincide with any hunts that he or his friends were involved in. 5 - Retrograde hired a friend as a Game Master Claim – Retrograde added a close friend as a Game Master and a Community Relations member. Status – False Origin – We have a team member who is connected to Retrograde who came up through the ranks and was given a green light for training as a Game Master. Retrograde has no authority to add Game Masters to the team. I added this team member to training on the recommendation of six of my most active Game Masters at the time. Their assessment was based on that members activity and positive record of good responses and quick responses and I agreed with their assessment. It is true that this team member is also part of Retrograde's community relations work. I have no issue with that at all, as we even have a Developer who is also a forum moderator. This is the bulk of the main points brought forward by those who feel Retrograde had at some point abused his powers to help his friends. Because of the nature of these claims Rolf asked me to look through years of logs and look for any irregularities. After a lot of sleepless nights reviewing line after line of logs and comparing to events and official business we have identified every single thing Retrograde has used his powers for on the live servers. Every item, every lamp, every brick, every teleport, and so on, I can point to an official action or event and have found absolutely no abuse of his access to create items or assistance for his friends. The single most important thing that must be maintained by all of us is that if we cannot be public and transparent about an action that we take, then we are doing something that we should not be doing. In one fashion or another, that has been a guiding principal to my actions as Head Game Master, and every team member from Rolf on down should always keep this idea in mind when we are working on anything. It is this very principal that allows me the freedom to post the results of this lengthy investigation for public consumption in the interest of quelling these false narratives about Retrograde. Retrograde himself, as our Community Relations Coordinator has been pushing me to be more transparent with our community, which has not been an easy battle with all the years I have spent protecting confidential information so that you could enjoy the game without us spoiling it for anyone. With very few exceptions, our Community Relations Coordinator has always done his best to keep me informed of his plans regarding promotion of Wurm Online and Wurm Unlimited, especially when he needs certain items or creatures and has kept me appraised of his activities, usually to request permission to act, before I even review the logs. With transparency in mind, this is how our team is currently setup. Rolf is at the top of the food chain as CEO of Code Club AB, and then there is Budda who is our Project Manager here for Wurm Online and those are the only two with the authority to investigate me should any claims be brought to them. As Head Game Master it is then my job to oversee anything that is done on the live servers by any avatar from our players on up including our Community Relations Coordinator. This means that no one may use any powers without my knowledge or ability to review. Thank you, Wurm Online Team
  47. 55 points
    A slime imping chainmail in a gloomy smith house.. wonder who is this slime.. oh wait, isn't there the one so called 'master of chains' whom is known as BLOB? Met Blob.. the slime chainsmith. And here is video timelapse \o/ [media]http://youtu.be/eQYOq1KALO8 A part of the process where not recorded as I wander and fiddle around of how I want this looks like. At first I sketch a blob with many hands holding all the smith improving toolkitâ„¢ but I'm not so satisfied with it so I made three thumbnails and let people vote which is the best. There also a part that I colored this in detailed black and white and realize it took so slow and not even looks good so I remove that and decide to just go with color... Also check out Blob's smithing store! As he is awesome! http://forum.wurmonline.com/index.php?/topic/83475-blobs-smithing-store-im-back-chain-armourshields-and-pendulums/
  48. 55 points
    They will be craftable from furs and pelts.
  49. 54 points
  50. 54 points
    Hello Fellow Wurmians! This week there are some really cool things I have the pleasure of revealing to you all, so I am super excited to Share some News! We also have a major Poll at the end of the post this week where you can take part in making a major decision for the game. It will be time limited, so make sure to tell your friends not to miss it. There is no need for any further ado, so let us go right into this! Bridges! One of the most requested and anticipated features in Wurm is being worked on and tested. And as I have been holding back on this one for a while, it has come quite far from a technical perspective already. It is being tested with placeholder graphics only at the moment, but our creative art director Saroman is working on getting it looking really good. You can thank Tich for the coding and time going into this and the progression so far is nothing short of impressive. As this is only a sneaky reveal you can expect updates on the bridges functionality, look and variations as we progress! Crafting Interface We are finally at the stage where we can show you the Work in Progress of the Crafting Window. I will thereby let it speak for itself, so enjoy! The Crafting Interface will be hierarchically, alphabetically structured by release. Further, the old way of crafting will still be available just as it is. Drag and Drop functionality is being updated. You will soon be able to move stacks of items straight from piles to target containers. For example a pile of logs onto a cart, without having to move them to inventory first. Amount moved per action is in relation to how much you are already carrying vs maximum carrying capacity. There is also a big Graphical Engine Update coming soon, which will be the trigger for a major server update. This will make allot of the other updates available along with it, as they are dependent on new functionality and an updated server version. To keep it short, the engine is going to be able to handle a whole new level of lighting, both direct (casts shadows, directional) and ambient(general, non directional). To be precise it is now set to handle 6 light sources affecting the environment and objects at the same time. But like in nature, light affects how we perceive many things, so for example fog, shadows and water with reflections will also be updated. Art Adding Rugs. Just click the image for a larger version. You can read more and discuss in THIS THREAD Also being updated is the Raft and Unfinished Raft models. Poll! Is it time to connect Pristine and Release to the Freedom Cluster? This will be time limited so tell your friends to get involved. Click this text to go to the thread. Vote and Voice your Opinion now! With these major updates in mind, you are hopefully still looking forward to Keep on Wurming!