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Showing content with the highest reputation since 05/23/12 in all areas

  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. 151 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. 120 points
    The Freedom Isles Society for the Prevention of Cruel and Unusual Dismemberment of Dragons, Drakes, and Creatures of Royal Lineage, or FISPCUDDDCRL for short, (Game Masters) has been closely monitoring all black market activity with regards to the sales of body parts that that have been seen coming from several chop shops that have set up in the region. After much investigation,(log reading) and many doughnut heavy stake outs,(actually this one is pretty much accurate) we have witnessed and recorded events and rituals that are otherwise impossible without the use of forbidden magics!(cheating) We have known for some time that something unusual was going on and had to assemble an elite team of mercenaries and spend a huge amount of time to collect enough information to determine what is legitimate, by the mechanics, unique hunting and slaying, and what is definitely not. Some hunting groups we could clearly tell were hunting unique creatures as intended and then there was the other group... .....yeah.... During many months of detailed work of collecting physical and logged evidence, we witnessed members of this group on multiple occasions, sail onto a server, land on a section of shore, then travel directly to where we had manually placed unique creatures for monitoring. Once at the location, they stopped, looked around for a moment, then went directly back to their boat and off server. These uniques were not at their general spawn areas and were fully protected by our team. There is no possible legal way for anyone to find these protected unique creatures with the normal client and yet more than once, this group demonstrated they could via the use of a third party cheat. Needless to say we are not happy at all with these people, using a third party hack, as we consider this to be an egregious violation of our Terms of Service as well as a despicable theft of an enjoyable part of the game that the entire Wurm Online community should have equal opportunity to access. There is still some discussion concerning some of the people involved, but a rather large group has already been permanently banned from Wurm Online for profiting from these cheats while robbing our greater Wurm Online community of natural opportunities to participate in a very fun and engaging aspect of our game. Thank you for your time, Enki (Chief Bison of the FISPCUDDDCRL Lodge) (Head Game Master)
  7. 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!
  8. 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.
  9. 108 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.
  10. 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!
  11. 94 points
    Hello all. First, let me apologize for the lack of communication from all of us here. The fact of the matter is that we’ve all been quite busy dealing with life issues, which isn’t an excuse for not communicating. Second, I want you all to know that we hear you. It’s frustrating for all of us, customers and developers alike. Life can hit you hard, and with how small of a team we are, we simply do not have the resources to cover things like medical emergencies and deaths of friends. Things that require time off, often times suddenly and without warning. We continue to keep a keen eye on the forums for your feedback, and regardless, we are very grateful for it. We have developers, volunteers and contractors alike, who have been working diligently on new and exciting projects behind the scenes. I can’t share them yet, but I do want you all to know that work has not stopped. Slowed, yes. Stopped? Not at all. The last thing I want to say is just a reminder to everyone that we’re all people here. I’ve seen a lot of hate and vitriol thrown at staff, some of whom have nothing to do with the frustrations at hand. I’m not saying you can’t express your feelings, but I am asking for some civility in doing so. That’s all from me, Please stay safe.
  12. 93 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.
  13. 92 points
    For a while, I have been semi inactive dealing with issues not relating to Wurm that has kept me from being as quick and courteous as I prefer to be with people. During my semi away time a lot has happened among the people here and what I have found on my return has me seeing blood. There are those among us harassing, and attacking the Developers and other Wurm team members which I will not tolerate. If your name is brought before me I will simply cut you loose. I will not waste my time on you anymore. At the same time I have been made aware of certain illicit activities occurring while I have been unavailable. Things like exploiting ways into sealed mines via means clearly not intended. We will hunt you down and remove you. I have not been active with Discord moderation since its inclusion into our ecosystem, but I am very unhappy with the things I hear and I will turn that around. No harassment shall be tolerated there. I will not tolerate the use of inappropriate materials, harassment, or doxxing, or anything that is improper for our environment. Make no mistake folks, I am very unhappy at all that has been transpiring, but know this, I know you have been concerned about the lack of recent public updates, and all this doom and gloom is just a mood that people feel from time to time, public updates will resume when the Dev team are ready. They are very busy and have lives too ya know. They are not all machine and computer code unlike the rest of us, and I am here to help keep the game healthy and happy. While I stand here enjoying my root beer float, a number of people's names are already being inscribed on my ban hammer. So lets see where it falls as I slowly dig through my backlog of work!
  14. 92 points
    Dear Wurmians of Wurm, I have taken the action of banning a player due to a repeated, ongoing history of harassment of Wurm staff. Platyna has been removed from in-game as well as the forums pending a full review of her behavior towards staff and other players. We do not take these bans lightly, and spend a considerable amount of time attempting to provide feedback and warnings regarding repeated harassment and accusations at staff and developers. I made several attempts to provide feedback both for and against this person's arguments. Eventually, as Platyna's actions became increasingly worse I provided Platyna with several recommendations about their behavior and the way she was treating others. It has become obviously clear over the last few months that Platyna either cannot or will not listen, I made the decision to remove this player from the game in order to maintain a healthy community. I will always endeavor to provide fair, balanced moderation, and our moderation leads are always willing to respond to escalated cases. There is no excuse for failure to abide by the game rules and instructions from moderation staff. Even if our system of moderation is not pristine and perfect, we have always provided avenues of approach to help with any complaints and issues raised. 99.9% of the time we come to a beneficial understanding.... then there is Platyna.... Platyna always maintained a moderate, calm, and civil discourse with me as Head Game Master, but she did not extend that courtesy to anyone else it would seem. I will not stand idly by and let anyone tear down others! Not the Wurm team, and not our members here at Wurm Online! No one should face the kind of harassment that was being thrown around by Platyna on an ever increasing basis! As I said, this ban is still pending review, but as Platyna is already at work spreading misinformation I decided to make a public post stating the situation. Anytime there were questions regarding our decision there were avenues to discuss them with us. The avenues of escalation are as follows: Forum: Pandalet In-game: Astarte Discord: Capi Please reach out to them if you ever have any issues with moderation, and we will work with you. Regards, Enki (Head Game Master)
  15. 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
  16. 88 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)
  17. 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!
  18. 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.
  19. 86 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
  20. 85 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. 84 points
    Hello everyone! I have a significant announcement regarding the update. We are splitting the Exploration update into two updates to get everything done. These updates will be related, with the second one building on the first, but this way, we can give you all a reward for your patience and take the time needed to make something that we can all be proud of. The first update will be setting the stage by bringing a journal rework and a feature that I know many have mentioned previously: Treasure Hunts. The update will also include a new board game and some changes that help set things up for the second update. This first update is tentative for the end of April or early May, depending on how development goes. The Journal Rework With this update, the journal rework will change the Journal system based on existing plans and player feedback. First, we will be introducing several new journal tiers geared toward new players, each themed around specific skills or groups of skills. These will come with their own title and sleep bonus rewards and should introduce newer players to various tasks that can be accomplished with those skills. We also know some players have felt a bit constrained by the existing journal tiers, feeling pressed into completing goals related to types of gameplay they aren't personally interested in. In response, we will also be making changes to existing tiers to provide more flexibility to players and account for more varied play styles. Most importantly, journal tiers will no longer require every goal within the tier to complete that tier and receive any related rewards. For all existing journal tiers and the new tiers coming with this update, one goal of your choice may be skipped entirely, and the tier can still be completed. An additional goal of appropriate difficulty has also been added to each tier that existed before this update. These alternative goals can also be completed by priests and can be completed on any server. Note: We have already had some feedback pertaining to the Journal Rework from our team. We are looking to implement a "Claim" button so that you can choose when to claim your rewards. We are also open to reviewing current goals, though there may be difficulty in transferring completion between new and old goals. Treasure Hunting When getting a rarity roll on actions like mining, fishing, and digging, you will have a chance at uncovering a lost map or clue to lead you to the location of a lost treasure. These clues come in several difficulties and types, each less common and more challenging than the last. The clues will include maps to nearby or farther away locations, hot and cold clues where you are told if you are getting closer or not since your last time checking, challenging clues leading you to a specific task, etc. The map clues are items that will visually lead you to a location and will come in varying quality levels, whereas the more challenging older maps may be missing sections or have been smudged or distorted by the hands of time. More difficult clues can have more than 1 step and may have creatures guarding the locations ready to pounce on anyone who dares to claim the rewards. Some rewards will be given at the end in a chest of treasure that can contain some new cosmetic items, rare metals like seryll, glimmersteel, or adamantine, and other valuable items. And Beyond The second update will include some more ambitious goals, including goblin camps, religious sites, and another feature that I’d like to tease later. The release date for this update will be determined by how the launch of the first update goes, as the priority will be on fixing any issues that arise. Finally, I’d like to talk about our development cycle and the rest of the year. While having extensive updates is lovely, I plan to return to a time when we had more minor updates more frequently, with more comprehensive features coming once or twice a year. This way, we can keep some developers on quality of life improvements and bug fixes, and some developers pushing forward on new features. The lack of context-switching will help speed up development, and the more frequent updates will keep Wurm fresh and healthy. As I suspect Exploration will push into late spring or early summer for the second update, the rest of the year will be dedicated to the things I mentioned previously. This includes PvP (Epic, Chaos, and Defiance), new decorative options, and reviewing specific skills for improvements. Those skills will likely have meditation and another look at animal husbandry. This will also include the aforementioned bug fixing and quality of life improvements, which will become more frequent. I hope this post helps shed some light on what is coming in the future, and as always, please let us know what you think! Happy Wurming!
  22. 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
  23. 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!
  24. 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
  25. 81 points
    Hello all! I’m here with an update on what’s happening with Wurm Online! First, we will be having a Black Friday sale again this year! Like last year, this sale will run from Wednesday through Sunday and will feature 25% off premium and silver prices, with 30% off one-year premium purchases. Don’t worry; we’ll get this information in the launcher soon. Next, I’m pleased to announce that Exploration: Part II has a release date of December 13th! We will be opening up the Cartography part for playtesting this Friday, with other features becoming available for testing as they pass our internal tests. This date is a goal, but we will change it if needed to address issues that may arise from playtesting. Finally, I have set a goal of having a better road map ready by January 2023. We have many suggestions from when the site was open, plus what has been made on the forum and what we already had in our pipeline. 2023 will be a year of new player retention, quality-of-life improvements, reworks, and bug fixing. We do have the desire to implement more significant features, but this work will be secondary to the goal of improving the current Wurm Online experience. Thank you for your support, and I hope everyone stays safe out there! Happy Wurming! Keenan
  26. 81 points
    Hello all! So it’s been a bumpy ride since the 28th, and due to the downtime, we will be extending the skill gain and affinity bonuses until 11:59 pm server time on Friday, November 5th. The Halloween event will also be ending at the same time. I’d also like to talk about the situation with bugs and our QA process as I understand how frustrating it is for you all to have to endure hotfixes, or often worse, the bugs they fix as well as the ones that don’t get fixed immediately. First off, I’d like to welcome Radia to the team as a QA engineer. They join Daciana, who has graciously helped with testing in the past along with her other duties. Led by Willow, this QA team will help to prevent bugs from going out and to address the bugs that are reported by you all. Please keep reporting them on the forums as it makes it easier for us to reference back to the post. We are also making changes internally to support our QA team and to reduce bugs. This includes a longer lead time for testing, more code-level tests, and dedicated time each month for fixing bugs that already exist. We will monitor the effectiveness of these changes and make adjustments as needed. Thank you all for your patience. Happy Wurming!
  27. 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.
  28. 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!
  29. 75 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
  30. 73 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
  31. 72 points
    Hello all! As per Samool’s post, I’ll be stepping up as the product manager for Wurm Online. Thank you for all the hard work you’ve done Samool. Working with you has been a pleasure, and I wish you all the best. I do hope you are able to bring your amazing skills back to us in the future. I’d like to start by saying that I am working on an updated road map, which may take a little more time before it’s ready, to ensure accuracy. What I can say right now is that we are shifting priorities a little: the Exploration update is still on the radar but will be pushed back to allow more time to finish and test it; in the meantime, we will be focusing on smaller suggestions, as well as some surprises for Halloween, all coming later this month. There is other content brewing as well, but I’ll leave that for teasing later! Map dumps will be coming around the New Year, as per our normal schedule, but they will include Northern Freedom Isles! Defiance will have a map dump that is delayed somewhat, with the actual delay still being determined; this is to protect fledgling villages that are still working on defenses. Finally, as a thank you for being patient with us, we will be running a 30% skill-gain and affinity bonus weekend at the end of this month. This will start with the update on the 28th of October and continue until midnight, server time, on the 4th of November (Thursday - Wednesday). Thank you all and happy Wurming! Edit: Due to some recommendations, we'll be doing a full week of bonus instead of just a weekend. This is to accommodate folks of varying play times.
  32. 71 points
    Questions have arisen regarding whether the company and its parent company Game Chest Group are behind Black Lives Matter. The company will not use Wurms forum to express their political views, nor discuss or express anything that is not related to Wurm. This is why the company is by default silence in such situations, which we want you to understand that we are for a good reason. However, we believe that this is about human rights, and we do not want the Wurm members to get the wrong picture where we stand on the issue. The company and its parent company Game Chest Group, stands behind Black Lives Matter and are strongly against any kind of racism. // Robin Bäcklund CEO of Game Chest Group AB (Parent company of Code Club / Wurm)
  33. 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.
  34. 70 points
    A new hatchet model for all your woodcutting needs! Also my first post, Hello!
  35. 69 points
    Some random guide i wrote up because the actual info around for grinding is laughable at best outside of like 2 good guides and some newbies might actually think thats correct This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it. Types of grinding Imping - Use high ql tools and imp one item to the sweet spot (skill x .77 +23), this will give double sized ticks when you are imping above it. If you can get someone with higher skill to give you something imped this high OR can create it high ql by default, it's a huge help. If you're imping it by yourself, you'll get about 60% ticks or so double sized when imping at this point, if you have a friend with much higher skill (or a single imbued tool) keep it slightly higher than this point 100% of ticks will be double sized. Do not let timer length go over 15 seconds when sweet spot imping as this will ruin gains. You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping. CoC skillgain only effects thing being used, not parent skill. So if like you're doing fine carp vs carp, imping mallet you'd get 100% carp, but imping rope tool you'd get 100% fine carp 100% carp normally, with 100 coc it'd be mallet 200% carp vs rope tools 100% carp 200% fine carp. Sweet spot changes this to 400% vs 100%/400%. It's anywhere from 25-100% more overall skill to grind with the sub-skills than the parent skills, so if you're planning to grind both to a certain point it's more efficient to grind the sub-skill first. If you cannot make the materials required to sweet spot imp, you want to imp things that are around 15-0 under your skill, depnding on your tool ql. Tool ql equal to skill you'd want 10ql under. Use the grinder to find out the perfect spot. Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain. Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach). By default these grind much slower than other skills due to the 33% skillgain on creation/continiung. Best skillgain is around 75% attach chance for continuing, same as creation, if you use equal ql mats to what you used to create it then that's the continue chance. Alcohol increases diff but is too much actions for little benefit here imho Creating houses is fine skillgain for masonry/carp but doesn't come close to sweet spot imping. Random skills that might not be obvious/don't deserve their own paragraph Nat subs - the potency of the cover (part 1 x part 2's potency) is the diff of the item. Coalmaking - CoC kindling + logs is best, making actual piles is worse. Firemaking - unfinished torches with CoC Tar. (thanks ping) Milling - Anything till like 70, corn after that Paving - imp catseye Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off. Prayer - Faith gives a bonus to skillgain so want 100 faith. Exorcism - Low ql altars, a priest to heal you coz you will get wounds that can kill you. Ql of item you have activated is used as the tool. Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp. Meditating - Start with like a 40ql rug and drop it over time to 1ql at 60 skill, don't meditate on special tiles as they'll mess with skillgain. you can get 11 at least a month before the timer for it if you're meditating 9x a day. Shipbuilding - small tackles are impable, 6.5kg, fit in inventory and can be bsb'd if you need to save logs, but a rare ship is a valuable thing you can sell for a sleep bonus fund so either are good. Cooking/baking/beverages/whatever uses cooking system - you want diff of thing being made to be as close as possible to 10 under your skill. Alcohol increases diff. Best way to grind is to get lots of forges/ovens/whatever, fill hundreds/thousands of items to be made, light them all at once and if using alcohol get yourself to good spot. turn on sleep bonus right as the ticks start flowing in. 30+ diff meals give the biggest skill tick size, anything less than that is smaller ( 1 toast which is 10 diff, has 1/3 the tick size of a 30 diff meal). Meat+veg for HFC, fruit bread for baking, spearmint tea for beverages. Shield bashing - you have to hit the shield bash for skillgain, if the bash does damage you chance to get another tick that's double sized until 50 skill. Low body control and starving mobs are easier to shield bash (most passive mobs, trolls have really low BC, can combine shield bashing training with pen shield training), so best way to grind in pve would be to pen a troll in a cave and keep it starving but not dead, as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists. First aid - Bigger wounds - higher diff healing. should be 75% of bandages to actually heal for best skillgain, haven't tested in a while. Wounds on your hands lower your effective first aid skill which means you can use lower diff to grind. Repairing - Mallet to 50, Ring to 70, Large saddle seat to 85, chain jacket to 100 ( beaut med rugs are better 90+ but dont form piles, chain jackets are much easier to manage but you need a lot more of them). Lava is your best way of damaging to grind, 24 hours on lava gives 96 dmg so its a daily grind thing. Fishing - you want to balance fish diff vs skill+rod ql+ things on rod. Huge tick for hooking fish, small ticks every few seconds while it's hooked. When you get message that it's hooked, turn on sleep bonus then click to hook it, then turn off sleep bonus after it's caught/swims away. Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy. Fish nets work until like 40 or so then gains drop off hard. Spear fishing is very good for grinding, but requires you to be watching the game, compared to using a fishing rod which you can set up a wurmassistant notification for when a fish is hooked. Farming - 1ql rake, potato/cotton/wemp/rye from 1-70, oats/pumpkin/cucumber/reed/barley/carrots 60-100. wheat from 70, cabbage/corn from 85. Garlic with 80+ skill 90+ql rake is good gains too but you need more land to make up for fast rake times. Anything harvested with scythe uses coc/woa for harvesting, all other plants dont coz they use hand to harvest. seed ql+farming skill = plant speed. Forestry - Harvest is best, pick sprouts if nothing is season Gardening - imp trellis Animal taming - (assuming venerable no traits) pig till 40, black bear till 65, cave bug till 75, unicorn till 95, hell horse till 100. Animal husbandry - shearing sheep is great gains if you have lots of sheep, otherwise groom everything. Metallurgy - Brass/bronze till 60ish then electrum. Low ql lumps are a necessity. Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing Plate armor smithing - can imp scale which uses leather, or iron plate. Lockpicking - lock ql = diff, assuming you're using 80+ql lockpicks lock ql near lockpicking skill will do well for everything past 50, otherwise calc it in the grinder. You can coc/botd the lockpicks but you'll break hundreds of them grinding. Lib basically gets free favor so if you have a good channeling lib botd all the picks Treb/catapault - Put treb/cata at base of dirtwall, wall on top of dirtwall, shoot 0.1kg lumps, lump lands on dirt wall next to you or inside building, pick it up. Winches is diff for cata, counterweight in treb is diff (25 rock shards = 25 diff) Thatching - imp thatch roof Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves). Chest wounds reduce effective climbing skill which can make it easier to grind. Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, you want average frag ql of a stack of 100 to be around 25 or so for best skillgain. Around a 40ql brush at 90 skill was good for me, but that might not be good for you if you have more/less disbanded deeds in area than me. lowish ql chisel to do restoration afterwards each time you get a message in the middle of an investigate action that gives a chance for skill same as finding a fragment so much faster to skill up on disbanded deeds Weapon skills - Weapon skill is based on damage dealt, and is capped at around 50% of the enemies health dealt in a single blow, so tanky mobs that you glance a lot against aren't good for skillgain whereas squishy mobs are. You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill. Venom is the superior grinding enchant as it removes glance entirely means you hit more often which means more skill more characteristics more affinity chances. BT increases damage+skillgain but often takes you well over the 50% cap on skillgain, FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling, ED is just bad and people make fun of you for having ED. LT is a contender for best skilling weapon if you're not that strong or there is a lot of mobs in the area that your natural health regeneration can not keep up with. A good skiller would be WoA (nimb if it's a 3 second swing weapon) - Venom/LT - CoC - MS. Good ql armor and weapons, a fast horse+geared up and high Web armor casts on your armor are all massive boosts to how much skill/hour you can get hunting, if anyone tells you WA doesn't work in pve or that you should use aosp in any form inside wurm online thats not a horse barding /ignore them. Shield skills - Shield skill gained is based on damage blocked, so blocking stronger mobs = more skill. Pen training you're limited to 15 minutes per mob until skillgain stops, this resets after 4 hours of not fighting the mob. Your CR vs theirs is chance for skill tick, so there's lots of variables so you'll have to play around with it yourself to find the best way. Ideally you want something you can tank for the full 15 minutes without healing, and if you're pen training, catch some angry/greenish trolls or hell scorps for high level. Use around a 80ql shield starting out, and once you get to 90ish skill drop it down to 40ql. For grinding mobs, you want things with strong slow attacks, as you can only get shield skill ticks so often. Ideally you want to just get to 60-70ish by hunting in normal fighting and not worry about shield training until you can tank trolls/scorps for extended periods. If you get in a fight and target something else you won't attack but you can still shield bash, you can also repair your shield and cotton yourself, as long as you don't queue actions, if you do you have to leave combat to fix it. Make sure you're not in the influence of your god, this will absolutely trash the skillgain calculations by putting your shield blocking difficulties into the negatives, build another gods altar at your shield training pit if needed. Sindusk goes into depth about shield blocking if you want to calculate gains properly https://docs.google.com/document/d/1DcmhFgG98O6H2tteBtDehhRcn9cdWAD0lQvIdFA69iU/edit#heading=h.rhkeoj4xtjhx Make sure you're half a tile away from the mob, if you're too close you won't get skill for blocking. You have to face the mob to block. If you need to drop your CR you can either ride a horse and have the horse face away from the mob but you face it (cr uses horses rotation, blocking uses yours) or make a nice dropshaft into the ocean to sit in. Gathering skills - using a 1ql Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway. Digging - Digging is special in the fact that 5 slope - 1 diff so you can grind to 100 digging on moss clay even dirt if you're digging at the base of dirtwalls but for this we'll assume it's flat ground coz its easier. Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory. Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff. Woodcutting - Chopping down diff is based on tree age, cutting up is based on tree type. Most common tree types are 2-10 diff, walnut 15 willow 18 oak 20, so 1-80 you can either cut down+chop up everything with a 1ql hatchet, or cut down with a high ql hatchet, load like 60 felled trees into a wagon/have dedicated storage boats for felled trees, turn on sleep bonus and go to town with a 1ql hatchet and crates nearby to chuck all the low ql logs into for coalmaking grinds or fuel or whatever. After 80 You either want to grow a huge walnut forest (takes irl months to grow to overaged) or have a fo priest wild growth oaks trees (if you're wild growth-ing you can have them all packed together, they only kill nearby trees when they age up naturally), takes like 15 casts or so to take an area to overgrown trees, chop em all down, chuck into a wagon, turn on sleep bonus and go to town with 1ql hatchet. I'd recommend getting yourself a nice wound to grind with, as getting trees to grind with is pretty hard at this point. You can also go around deforesting everything still, but skillgain for WC drops hard after 80 skill if you're cutting down birch/pine/whatever. Channeling Best way to grind at high levels is to give yourself a neck bruise wound and freeze it with a 6 healing cover, easy to get in a spar. neck wound lowers your effective channelling so you can grind with lower difficulty spells indefinitely, just get a 50-60 wound (each 7.6 damage reduces effective channeling by 10%, so a 50 wound is 65% skill reduction) frozen on neck and cast light token/opulence/morning fog until you hit your desired skill. If you're using this way you need to either sacc on a link or only sacc 49 favor at a time because saccing 50+ favor full heals you. If you don't want to grind with the wound the normal way is in the spoiler. Butchering For butchering the animal, diff for meat is parts already butchered x 3, so the first one butchered is 0 diff, the next is 3 diff, one after that 6 diff, and so forth. Around a 15 diff mark is where you'd want to balance your knife ql for. Use CoC+WoA/BOTD and be full health+stam as the butcher/filet time does not effect skillgain, only how many things you butcher. For fileting, diff = damage, so ideally you want to lava the meat to high damage and counter that with a high ql knife for really fast butcher actions. From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting. Pre-fsb meat can be 0.6-1.2kg whereas fsb'd meat is 0.3kg so you'll get way more use out of your time fileting meat before you fsb it ( a 1.2kg meat gives 4 butchering tick chances, a 0.3kg meat gives 1). Characteristics Characteristics work similar to channeling, you want the diff to be 10-25 under your characteristics, say you were mining rock (2 diff), you had 90 str, 50 mind logic, 20 stamina. You'd get a str tick on 1.55% of mines, a mind logic on 34% of mines, and a stamina on 53% of mines. Each characteristic does its check seperately so having super high str won't impact your stamina gain for example, but if they were that far apart you wouldn't be able to grind both at the same time effectively. For imping, the diff is equal to the ql of the thing being imped ( imping 90ql tool = 90 diff = no characteristic gain for pretty much anyone). For Melee weapons, its equal to the weapon skill (90 huge axe skill = 90 diff str check = barely any characteristic gain again). CoC does not effect characteristics, i dont care if you heard in ca help that it does because it doesn't. Best way to grind each characteristic, other ways are almost always slower/require too much input Body Strength - Woodcutting to 40(will give 2x strength 1x stam ticks when using a hatchet, but hard to use this effectively past 40), mining/digging from there Body Stamina - mining/digging always, woodcutting is equal with them up to 40 Body Control - Archery or Longsword+shield shield training in pen(requires your attention but great gains), Archaeology(afkable) Mind logic - Panfilling, Mining/digging Mind speed - Shield training, Hunting Soul strength - Mining Soul Depth - Panfilling, Farming Grinding wounds You can freeze wounds so that they never improve/worsen might have to examine wound if you dont have high first aid its around 6-10 depending on fat layers to freeze a bad or severe (fo's passive makes severe unbandaged wounds stable and anything below heals, with no fat layers bad wounds should be frozen), depending on your fat layers and if you're fo or not you might have to do some trial and error. Frozen wound = stamina doesn't go up past that point = longer timers = less materials used, good for things like restoration, metallurgy or anything really if you're a path of power boi. Lava gives pretty consistent wounds as does jumping off a dirt wall, so they're a good place to start one. when you're finished and want the wound gone just sacc a rare/like 50 favor worth of things and the wound will instantly heal. Wounds in certain spots reduce your effective skill, so for example, if you're 70 body strength, and have a 60 wound on your lower back you can mine rock/cut down trees for great body strength/hour. Lower back or top of back = body strength, crotch = body control, face = mind speed Make sure to only use non-cuts for grinding wounds as cut wounds have a rudimentary infection system where wounds will occasionally increase in worsening rate, unfreezing your wounds. Rare spamming/Imping rare Note: Rare creation was changed without patch notes for the NFI launch, effecting all servers, that massively drops the rarity window chance when making tools, weapons or tool/weapon heads. Other forms of rare windows, such as creating bulk resources, resource gathering etc are unaffected and use the old values. Leaving this section for anyone that wants to test, but anecdotal evidence points to extreme diminishing returns in windows after making a rare to the point that imping low quality items is often better. For rare spamming, you want as many alts as you can handle, ideally premium to get supremes as well (Premium has 0 effect on rare rolls but 4x as likely to get a supreme roll *I don't know if this is still how it is but it's how it was in the past, untested*). Personally when i did it i'd run 9, as 9 64kg lumps fit in a size runed forge. Mine heaps of ore, smelt and combine it and chuck the 64kg lumps into a wagon so you can just drop new combined lumps into the forge as you use them instead of having to mess around with backpacks etc. Once you've got that set up, light your forge and heat up the lumps, while they're heating up set up your accounts in an organised fashion so you don't have to mess around with alt tabbing or anything like that to see the create button in the craft window. Set up a Wurmassistant notification for "Action Queue" With a 25 second notification delay on your first account in the lineup, with a 30 second rare window (20s default, sacrifice 5 valrei items or a bunch of decent ql cordage to get +10 on village bonus) this will make sure you hit the majority of windows while not being wasteful with materials once you factor in the craft timer. During the craft, try not to mess around ingame with your inventory, right clicking things etc as that can use rare windows, https://forum.wurmonline.com/index.php?/topic/183756-rarity-windows-get-consumed-by-actions-that-dont-go-through You can expect about 1 rare per 2 hours, and 1 supreme per 24 hours, per account, assuming you have 100% create chance (takes about 30-35 skill with a 90ql tool for most tools you'd want to spam). 9 Accounts would get about 4.5 rares an hour and a supreme every 3 hours on average, for example. For imping rare, put a tin vyn rune on it and imp with super high ql tools every 25 seconds, same wurmassistant thing as before. Because the imp needs to be successful, lower skill will make this easier (imping 20ql with 20 skill 90ql tool is like 75-80% success rate depending on parent skills etc, 90 for all is 51% chance). If you only want a rare and don't care about supreme, a non-premium account is best for this due to them being capped at 20 skill, therefore never leaving the perfect spot for imping rare. Otherwise, on an alt, give them high ql no enchant tools, freeze a wound at like 60 dmg for longer timers and imp away. On a successful imp with a rare window, it's 1/5 chance to go rare and 1/25 chance to go supreme (so for a 50% successful imp rate, would be 1/10 and 1/50 for example), compared to creations 100% for rare and 1/12 for supreme. Again, don't mess around with the client while imping or before imping as per that post above. if you comment below just to argue rethink life
  36. 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!
  37. 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
  38. 68 points
    If the devs treat the game like it's in Beta the critics will as well.
  39. 67 points
    Hi everyone! I just wanted to pop in with late heartful cheers and congratulations to everyone involved in the Steam release. I'm thoroughly impressed and in awe with what you've achieved both gameplay wise, graphically, with the marketing, new maps and server wrestling and I am very happy to see all you players who are supportive through this. My thoughts also go to Oracle, Tich, Eir and Duce who would have loved to see this happen. As you probably know I'm not active in Wurm development since a couple of years back and this release was done without any involvement on my part so I want to mention that I've asked for my accounts to be removed from forum and other administrative roles for security and clarity reasons. Lastly, I know this release has been a bumpy and sometimes exhausting ride both for the team and players but from what I can tell it's panning out nicely. Player numbers are on the rise which is always what keeps Wurm alive. Being on Steam is a crucial step to that end and probably will be for years to come. It's fascinating to think that back when we released commercially in 2006 I thought Wurm had the potential to survive for decades but I also estimated that we ran the risk of being put out of business if competition would catch up around 2011. Seems the decades estimate is ON mostly thanks to superb team members and all you loyal players With Love!
  40. 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
  41. 67 points
    While the servers are down, have something to look at at least!
  42. 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!
  43. 65 points
    I've been one of the many that are highly disappointed and concerned at how the game is being managed right now. But, in light of recent staff statements, I am even more disappointed. Enki, your statement on seeing red read more like a threat and excuse than anything reassuring to the community that is wondering what is happening. When you say things like the staff are not robots and "are very busy and have lives too ya know", it sounds like we, the customers, are in the wrong for wanting an engaged management. That is not wrong. That is wanting what all decent and living games provide today. We are paying customers. You are here because of us. You also say "all this doom and gloom is just a mood that people feel from time to time, public updates will resume when the devs are ready", and this, to me, sounds like Wurm is not about us, the players, but about you, the staff in the background, and what is good for you. More salt in the wounds.. Otherwise, your entire statement, including the title of seeing red comes off as very threatening and very unconcerned for the player base and where it stands. If anyone was doxxed or harassed, I never saw it, but that is certainly wrong and should be punished. However, deep dissent alone certainly is not grounds for punishment, and I hope that's not what is being insinuated. It feels that way. Pandalet apologized at one point for the lack of engagement by staff and mentioned holidays in Europe, but in my experience, significant holidays were always acknowledged by the game and its management, not a cause for total neglect of the game and its players. Demona, mentioned personal issues, and of course, I feel bad for such issues. Likewise, Enki acknowledged being away for a while. So my question is if all of the staff is either on vacation or out due to personal issues, at what point is this unacceptable? It's been going on for long enough. Then we receive this damning statement from Enki, like we're being bad children for being sick of how Wurm is being run right now. Wurm is a 24/7 entertainment and service-providing business. Like any other business that makes its money in this capacity, there needs to be regular engagement and management. No other business like this can just expect to disengage but then have a happy customer base that stays infinitely happy and loyal. Wurm is no exception. Instead, we've got a contest that was totally dropped with zero results but excuses, broken animal systems with no fixes in sight, zero acknowledgement of huge dates like the Steam anniversary, no monthly updates as promised, and very little communication except to make excuses and even threaten the player base for a very legitimate state of insurrection. If I get banned for saying all this, then fine, Wurm isn't the place for me, but I very much wanted to say that the disappointment in a game I love (and an alternative digital life I've long-loved) runs deep right now. It runs even deeper when there is no sincere apology from staff, but excuses and even threats over not just shutting up and expecting nothing but what staff wants to do "when they are ready." We deserve better.
  44. 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.
  45. 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!
  46. 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!
  47. 61 points
    Hello Wurmians! As we haven’t had a proper summary to the Steam launch yet, let’s start with that - the player counts since that time have been just unprecedented, and we are very excited to see how lively Wurm has become. Now that has also brought an extreme load to both our dev team as well as the entire staff, hence the initial hiccups - but it seems we’re well past that point and almost back to normal. (almost, since we still have some unresolved things to handle) The surge in popularity has definitely exceeded our expectations and it seems like it can give us some headroom in expanding the development team, which should help us increase the development pace of both new features and bug fixing. Most of you might not know this, but we have had very few hired or contracted developers for quite a while now, much fewer than you would expect from a game of this scale - but we’re well on the way to fixing that. (and if you are interested yourself in becoming either a volunteer developer or a contractor, feel free to contact me with the relevant details at samool@wurmonline.com ) I ask for your patience in this part, as it might take us a while to actually get to that point, and the recruitment and training itself might be taking some time away from the direct development in the meanwhile, but after that’s sorted out we will be going ahead faster than ever. And obviously, any new developers will be put on the mandatory bug duty first, fixing those pesky recurring bugs! In addition to expanding the dev team, we’re expanding our marketing efforts as well, which we’ve already started on - we haven’t been great about that before, but we have a lot of ideas in store for promoting the game now and in the future, and you might’ve already seen some Wurm ads around the web. Now, the thing most of you are here for - what are we doing next? While we’re happy with how the improvements to the new player experience and the new tutorial have turned out, it’s obvious from the feedback that there is still work to be done there. As we continue to have plenty of new players joining the game, that will be our focus in the upcoming weeks - the tutorial will be getting some polishing, and we’ll be introducing additional in-game tips and tools to help the newer Wurmians learn the ropes and perhaps not get too frustrated by constantly digging through the wiki. (though we do acknowledge that at some point that might always be a requirement) This will also include further UI improvements, which should make the UI more comfortable to use for everyone and bring some of the requested features and tweaks. I’m sure that’s boring stuff to most of you reading though - worry not, during that time we’ll also be working on finishing up a large combat overhaul! This was something that was meant to be there for the Steam launch, but we have decided to postpone it to give it the attention and polish it deserves. The goal of the combat update will be to increase the interactivity and engagement of combat, by both providing much better visual feedback (significantly reducing the need to read combat chat) and changing certain mechanics, like making special moves more prominent and useful in PvE. This will be put to public testing before it goes live. We have done decent progress on this up to this point, but it still needs a good bit of work to be ready for us to show it to you in full. Once we’re done with those first two focuses of ours, we have multiple major content updates planned out for the upcoming months - those will be released along large marketing pushes to bring even more players to the lands of Wurm, and should bring a lot of content for both newer and older players. Included in those updates will be a large exploration focused update, intended to make the wilderness of Wurm more interesting to explore, with different random encounters to be had around the world. Something we are looking at as well is a unique creatures rework, as well as some more chances to brush up on some less used skills. This update overall should provide a less grindy alternative to other features of Wurm, and in general make PvE gameplay more varied. We also intend to expand further on the construction features, adding both new building elements and decorative items and features. One of our desired features that we’ve been playing with are docks, which would allow you to create structures on water. On the decoration side, a popular suggestion (as well as something we want to see in the game) is hanging items on walls - we’ll be looking at how we can add that. Animal keeping is another feature that we feel has much more potential to be realized. We’ll be working on expanding that part and making keeping different animals a more varied and in-depth feature, with perhaps a new animal or two thrown into the mix. Other than regular content updates, we plan to continue improving the visual side of the game as well - certain elements of Wurm look aged compared to others and we want to fix that soon. One of our desired upgrades has always been an overhaul to how the characters look - while it might be a bit far off right now, we will be looking at improving the character’s appearance along with better customization options. Along with any visual upgrades we’ll be working further on optimizing the game’s client, as we have identified some causes for the high memory and GPU usage issues that some of you may encounter. Since we’re now talking about the client side of the game, another thing we want to tackle is the sound design, which is something we have to admit is quite lacking at this point. That will include adding more sound effects to creatures, as right now, your farm animals are a bit too creepily silent, but we also plan to have another pass at the general action sounds. I realize this post is a bit short on the PvP side of the game - for more information on that part, you can see Darklords’ newest thread on our plans and ideas for the Defiance going forward. There have been quite a few questions and suggestions regarding the future of Jackal. While the first iteration of that has been quite fun, it does require a ton of work and changes to make it worthwhile to run another edition of it, and that is not something we’re interested in - we feel that work is currently much better directed at improving the base game, and not the extending “episodic” content. Generally, you should not expect another Jackal run for quite some time, as we prefer to focus on the other things we have planned. But, never say never! Since the questions about the status of the Northern and Southern Freedom Isles clusters keep appearing, we do want to reiterate that at this point we do not plan on a merge, and it will be a long time before we will start considering one (it is not guaranteed in any case). We’re happy with how both of the clusters are working out and there seems to be a healthy population on both of them. While our promotion of the game with the launch focused on the new Northern Freedom Isles cluster, the future promotion we do will most likely focus on all of Wurm, so that all servers should have new players joining them, depending on each of the server’s qualities rather than our own recommendations. The final thing that I want to announce today is that we're also currently working on a long desired and requested feature which is a complete account system, the main purpose of which is to consolidate character ownership into a single account, improve the security of your accounts and ease the management of them. This will also help us with adding some more features that you could manage about your characters without logging into the game, improve account recovery methods and more. We'll reveal more details on this soon. This should cover some of our plans for Wurm and hopefully makes things a little bit more clear. I want to mention though that this is not an exhaustive list of the things we have in store, and there are plenty of other features and changes coming to the game soon, many of which stem from your suggestions, so make sure to keep those coming! For now, keep on Wurming!
  48. 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.
  49. 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!
  50. 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!