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Showing content with the highest reputation since 03/30/19 in all areas

  1. 81 points
    A group of people decided to try a very despicable form of cyberbullying in a pathetic attempt to force a developer to leave the team. I have seen my fair share of disturbing things and this is one of the lowest and most disgusting events I have witnessed in our storied history. This has gone way beyond anything that can be tolerated and it will not be tolerated! These individuals have attempted to humiliate and harass a developer to get the developer to leave by threatening to release information that they mistakenly believed would be humiliating to them. First off, this is completely unacceptable behavior anywhere! Cyberbullying is a crime, and it will not be tolerated here either! Secondly, they have nothing of interest on the developer to begin with and have attempted to twist innocent information to fit their demented criminal narrative. This case was researched behind the scenes via various avenues of inquiry and logs tying everyone and their efforts together have been confirmed. The following people are confirmed to be involved with this cyberbullying ring and they will forever be labeled as Toxic Players and unwelcome in Wurm Online! Alexgopen Chromie Niki Propheteer Zehive Thank you, Enki (Head Game Master)
  2. 48 points
    Hi everyone, With the upcoming Steam release there’s been a lot of questions and discussions around the future of RMT within the game. We know Steam will not allow RMT within their platform and there have been many questions about what this means to the original servers, given the talk of merging at a currently unknown point. We will go into detail below about not only what we plan on doing but also why we plan on doing it, and what you can expect from here on out in regards to it. Real Money Trading When Wurm was started, it was started with the belief that players should be able to profit from their time invested in the game. This core belief helped build the economy into what it is today. Many players have relied on this system in converting ingame assets into real world money but it does cause issues within how players interact with Wurm, and what they expect from it. With a direct, open translation of silver/goods to real world money, many players took prices dropping as views of direct loss of income, similar to being told your boss is paying you less because they hired more workers. It built many expectations of the trade in Wurm and a major focus on maximising profit even if it was not needed ingame, the excess could be sold. Value of items was inflated because they were seen as investments that could be sold off should the need arise, and unfortunately was the core reason behind a large amount of macroing cases the GM team has handled over the years. It also provides an issue where we ourselves are competing for sales with our players, with players able to sell their currency for cheaper than we could due to no overheads and taxes on it. The landscape of the internet and online gaming has vastly changed over the past sixteen years, and many parts of Wurm have remained in simply because changing it was too big a step to take. With the steps to Steam it gives us an opportunity to re-evaluate many aspects of the game that have felt a little too daunting to touch, and offers us the chance to make major changes in order to provide a welcoming environment and reduce premium and silver costs as well. Currently having RMT on the regular Wurm Online servers we would not be able to have any connection with the Steam servers, and the existing client would not be able to connect to the Steam servers. With this in mind we have made the tough decision of no longer allowing any and all RMT and account sales effective March 1st, 2020. This will include sales of silver, items for real life currency and account trades. Account trades It has been raised in many threads that account sales mean high skills never truly leave the game. This causes a huge top heavy system where high skilled accounts are sold and resold and we want to encourage new players to gain skill and take part in their community, feeling accomplishment for gaining their skills. This also occurs with accounts shared between a group of players, such as a highly skilled weaponsmith or priest that can be accessed 24/7 We want achievements to be individual based rather than adding value to an account, and as such we will also be placing a ban on account sales for ingame silver AND Real Money Trading. We will be adjusting our stance towards shared accounts. Your account may be shared on a personal basis (i.e. a family member or a close friend) but sharing your account with multiple people will be against game rules. We will also not be providing ANY assistance with account ownership disputes where the password has been shared in ANY way. Trader Mechanics Traders have long been a contentious point, with Xanadu and Jackal both disallowing traders. Initially launched as a means of offsetting the high upkeep costs of large deeds, traders have since been used as a means of farming silver from the coffers on a large scale, using minimum size deeds which goes against the original intention and is not ideal. Trader items have their benefits in being sold, but the ongoing ability to use them for means other than their directly intended purpose is something we are taking the opportunity to address. After the end of February update traders will no longer pay out silver earned from the kingdom coffers or give a portion of sales back. Instead they will now grant a percentage reduction on the upkeep of the deed they live on which cannot stack with multiple traders. We will be discussing the actual percentage over the month and have the final decision before the launch. We will also be revisiting trader prices and reducing them to account for these changes. In order to accommodate players wanting more traders on their deeds we will be reducing the minimum range between traders to 20 tiles. Traders will no longer be able to operate on land without a deed, and if they are on un-deeded land at the time of the update they will disband immediately. We know these changes may affect some who rely on the silver but we feel the deed upkeep reduction will still provide significant value while removing the ability to farm multiple traders. We’re aware these changes are major changes to mechanics and our stance on Real Money Trading. They have been controversial mechanics with many suggestions about removing them, and with the Steam launch coming up by mid 2020 we feel this allows everyone to have time to adjust to it prior toit, meaning there will be no confusion about whether we allow it. Changes to store prices This time is also an opportunity for us to adjust our store prices for both premium and silver. After the shop maintenance today our store prices will be: 5 silvers - 6.49 euro (1.3 euro per silver) 10 silvers - 12.99 euro (1.3 euro per silver) 20 silvers - 21.99 euro (1.1 euro per silver) 40 silvers - 43.99 euro (1.1 euro per silver) 50 silvers - 49.99 euro (1.0 euro per silver) 100 silvers - 99.99 euro (1.0 euro per silver) Premium time 1 month: 7.99 euro 2 months: 15.99 euro 3 months: 20.49 euro (85% original price) 6 months: 38.39 euro (80% original price) 12 months: 67.19 euro (70% original price) These prices will be the same across Xsolla and PayPal and effective after the store update. Steam server connections These changes allow us to announce something else we have been working towards, and that is how the Steam servers will integrate with our existing servers. The Steam servers and the regular Wurm Online servers will be available via BOTH clients, and simply be disconnected via mail and travel. This will mean that all servers can be accessed from Steam, as well as the Steam servers accessible via the regular client. This will still require separate accounts. Moderation This does mean that selling silver or any other ingame goods and accounts after the cut off date (1st March 2020) will lead to moderation penalties including suspension of accounts. During the last update we included several new logging tools in order to help GM’s track items and silver trades, we’ll be using this period to test it out and make adjustments if necessary. As Real Money Trading has been in the game for such a long time, we’re aware many merchant threads do mention sales of silver, as well as official comments, so we’ll be spending this month updating all of our documentation to remove it. We will also be working with players in ensuring their forum market posts are in line with the new rules, such as hiding or editing threads that include it. This is a big change for all of us, and while we've done our best to address the issues you might raise already, we will be here to answer all of your remaining questions, and Retrograde will be more than happy to discuss it during our live-stream on Sunday at 9pm UTC as usual. Regards, The Wurm team
  3. 43 points
    Alright, here’s what’s happening over the next few months. As said in the last dev blog, we’ve switched to a different update cycle with monthly smaller updates and interspersed larger marketable updates, aiming for a few large updates a year on a predictable schedule. This month’s small update includes the client rendering distance changes that have been worked on for the past while, as well as some new creature AI additions, and the usual slew of bug fixes. These AI changes are intended to finish off the work started a long time ago on the Valrei creatures with the initial Uttacha changes, making them more interesting encounters in combat than the usual ‘target and wait’ that a large portion of PvE combat is currently. These Valrei creature changes will ideally make any fights involving the remaining creatures more interesting and varied than normal, and will lead into some content for the planned large update later on. The June and July updates are currently planned to include a few new UI changes for the preview client, as well as overall UI QoL features and general combat & combat UI improvements with some focus on giving more information to the player about what is happening in combat, as well as the usual bug fixes and possibly another new feature that I’m not ready to share yet. The first planned large update in this new cycle will be a large expansion to an existing set of content in Wurm Online which will see players exploring new lands and working together against a common enemy - hereafter codenamed Frontier. It will combine a lot of existing features and recent changes in Wurm into a big chunk of new content available to all players - old and new. The Valrei creature changes going live this month are a precursor to some of the work that will be involved with this update, and the reason they are going out early is to help us gather feedback over the next short while to lead into some of the planned changes for Frontier. As I’ve said in the past I don’t want to share too many details before they are finalised or well underway, so the most I will give out right now is that it will be a large update with new repeatable content that should entice players with a wide range of interests, and touch most parts of Wurm as a whole. Later in the year after Frontier is complete we’ll be moving onto extending the building options available to everyone, and later on after that we will begin working on plans for introducing another new skill to the game. Frontier will also be a precursor for big changes that will come to Epic in the future, and feedback from how everything goes later in the year will inform us on how we implement the current plans that we have. These changes to Epic won’t be anytime in the next few months, but when they do come they will involve a large overhaul to the cluster in an attempt to bring it closer to the original design for Epic years ago. We will be addressing the larger complaints of the Epic community in that update - but some smaller changes will be heading to live in the coming months as well. For those changes see the recent feedback thread posted here. More info about the exact plans we have for later on will be shared after Frontier is live. As always, more information about everything we’re working on will be shared closer to the dates that they’ll be coming in. Frontier will be accompanied by a marketing push to help make the most out of the new update cycle, and is where everyone will get a lot more info about what exactly is coming into the game.
  4. 38 points
    All of this heated debate is entirely self-inflicted. The unwillingness to be a more open and communicative entity causes all of these threads. Your players - no, your customers - are literally just asking for information. Information that's being adamantly refused based on policy with roots in ancient history. Games survive by adapting to their player base. When League of Legends first came out, it was marketed towards younger players with a more animated art style and more colorful characters than their competition. Over time, the player base grew up and now you have characters resembling a harbor butcher and heavy metal meat grinder in the game. When Path of Exile first came out, it was marketed towards those who wanted a dark, slow, gritty ARPG. It's adapted over time and become a fast-paced, high-depth ARPG that now dwarfs the genre. If you want Wurm to continue, it's time to re-evaluate and adapt to your market. The refusal to change the way you share information and stifling it from your consumers is ancient. It predates my introduction to the game entirely - years ago. You need to bury the hatchet and win back your community (both players from before and after) instead of holding them at arms length and hoping the problem goes away. Your fear for sharing information comes from getting flamed in the past. Welcome to the internet. Everyone gets flamed no matter what they do. You get flamed right now for not sharing future plans. You share future plans, you get flamed for those plans not being good. The plan gets delayed, you get flamed for not getting it done. You execute your plan, you get flamed because the implementation was bad. I've been flamed for releasing a free, open-source public mod here on these very forums, calling it shoddy work and a disservice to the community. The perception of the general public comes from how you handle pressure and respond to getting flamed. Frankly, and sorry if this comes off as flame; you're not doing a very good job of that. First of all, agree with people when they say something correct. When someone mentions an issue that's valid, such as priests being a sore spot in PvP, just admit it's a fair point. Now they know their issue is recognized and you're on the same side. When you're on their side and agree with them, you can then correct their points. Follow that up with information about how you would address it, or just tell them it's something that will be addressed later. Secondly, learn to take a knee and apologize when mistakes are made. If you recall this incident, you can notice very clearly there's no official statement saying something along the lines of "Sorry we banned over a dozen people who weren't even online at the time. Here's why, and we'll do better in the future." It's actually remarkable how looking through so many public statements, the only one that even resembles an apology is when horses turned gray. Even then, the lines are remarkably unapologetic. Third and finally, make clear official statements regarding popular issues. If you hear something enough times (cough epic cough) you should be willing to put your foot down and make a clear, official statement regarding that topic to set the record straight. Not here in this thread, not even in the one asking for it. In the City Hall with a thread of it's own, addressing the topic in the most clear manner you can. I know the argument to this will be "there is nothing to say" which, while false, can still be worked around. State in an official manner that there's no plan, or some plan, or a plan in the works, or whatever - and that it will or will not be coming out any time soon. Say that epic will remain open or not for X amount of time. Take questions you see a lot regarding the topic and answer them. You don't need a release date. You don't need a roadmap with a sequential plan. You don't even need a plan. You just need go get over this stupid policy of leaving your customers theorizing potential futures and wallowing in the unknown.
  5. 37 points
    The rust on metal, Crack in the wall... What starts small, Can mark your fall. Bridges collapse, As time flows by, Highways don't last, Catseyes go blind. From deepest valleys, To Wurm's high peaks, Lie ruined cities, Rotting old keeps. A Wurmian's plan, Grand or humble, In due time can All just crumble. Goals, ambitions Fleetingly burn, Greatest visions To dirt return. Magic chests, full, Try as you may, No spell or rune Holds it at bay. Mere fragments speak of ages gone by, of mastered skills, the daily long grind. Fine tales of fame, Riches and pride, One day just fade, Dissolved in time. Witness and yield! Struggle's in vain. All that you build, Decay will claim... [19:18:48] Archaeology increased by 0,000008 to 100,000000 Chosen title for 100 skill in Archaeology: Witness to Decay (if confirmed to be first and right to custom title is granted)
  6. 36 points
    Allright, so I thought I'd quench some of the will I stay or will I go-rumours by starting a new thread about an idea I've had quite a while. Back in 2015 we put WU on Steam and it has worked out allright. Now sales there are dwindling but Steam remains the best place to promote and sell PC and Linux games. Trying to promote your game via Facebook or Google ads is very expensive to the point of being pointless unless your game looks and has a really triple A newbie experience. The attempts we make have very poor conversion rate. Not to mention larger expensive ads on websites which simply are huge costs per click for us. Also trying to SEO the top rated search places for sandbox games isn't easy either even if we actually show up which I guess yields some traffic. But trying to improve there won't give much bang for the buck. So I figured, how can we go about putting WO where the PC players are and words spread nowadays - on Steam? If someone searches for a type of game they'll get one hit per game instead so it's a democratic search of sorts. Free to play games are highly sought after and I think A LOT of people look for and try free to play MMOs there. Compared to finding us online and download our client via custom links and registration, on Steam we would work exactly like all other games. We would probably get a fairly stable stream of players who look for games like these and decide to try them out. I asked the other devs and while moderately to very positive they raised the same initial questions many of you will. So I thought I'll start with them and a couple of my answers and then we'll discuss the rest. Here goes: Q1) Would we be risking more fracturing of our player base? I think it would be best to start clean server/s for a couple of reasons and aim to keep it/them in a separate cluster a good while. One is that new players deserve the feeling of being a newbie among other newbies with fresh land. This means that I believe their experience and inclination to stick around could be hampered by encountering very experienced accounts and high quality items. As the servers mature we merge them into the main cluster. Exactly when this merge would take place would depend on how well the release goes. If we receive virtually no new players and it's basically a failure, the server would merge very quickly so fracturing wouldn't really happen. If, on the other hand thousands of players come we would have to consider more carefully when the right time to merge is. This would mean Wurm becomes more sustainable which surely must be good for everyone. If we are extremely lucky, we receive so many new players that we can merge earlier because the old accounts and items will be quickly dispersed among the new population (but then we're probably talking about tens of thousands of new players). Q2) Steam gets a bit fussy with real money transactions. Can we abide by Steam Guidelines? I don't see how we wouldn't abide by Steam guidelines. We aren't involved in RMT or account sales. Our players may be but that's not unusual for online games. We would look into what we can do with the Steam shop though so we support their systems. Q3) How about the code base? Won't another branch be too much to handle? We'll see about branches and code base. Basically the server shouldn't need a new branch as far as I can see. There will be new clients though but it sure must be worth it if we want to get thousands of new players. Q4) How about staffing the servers? Will there be enough volunteers around to help out? We don't know at this time. We can't require anyone to help out. Hopefully some will of course and perhaps some GM's might consider returning if they see Wurm on Steam. I'll be interested in pitching in as well at least around launch. It's also related to Q1: If it's a success there will probably be resources to staff the servers, if it's not the server will merge fairly quickly. The initial success of the game shouldn't be based on whether people get help from GM's really - the thrill of encountering Wurm should be the main attraction. I'm fairly sure there will be players to answer questions in chat channels though. When it comes to answering questions in the Steam forum, hopefully Retro can manage some there as well or we suggest they visit these forums. Depends on the pressure. Q5) Will we be able to deal with the added cost of infrastructure? I am fairly certain the amount of new players will be able to sustain the cost of at least one server. If we need more servers the revenue is good so then we should be safe from other perspectives as well. Q6) Would we release both Freedom and Epic servers? We'd start with a Freedom server and be ready to launch more. You will have to discuss moving the Epic server there but from what I gather it would help with some multi account issues and might be a good solution for that. Q7) What timeframe are we looking at? Well, we would want the client to feel really polished. There are quite a lot of improvements planned and from what I understand we're looking at around Q1-Q2 (let's say February to April sometime) next year. Okay so these are the initial thoughts I have. I am sure you have more so let's discuss more pros and cons!
  7. 35 points
    Hi all, I have some time while the system updates to post a bit about what's going on. The original plan with Jackal was to roll it out into AWS, but due to time limitations and the growing complexity of the task, I was unable to meet that deadline. As a result I felt the old Independence hardware would be sufficient even with the lag it was causing before. My thinking was that Jackal is a fresh server with little data, so that should mitigate the lag. I was obviously wrong. In the grand scheme of things another piece of hardware was able to be utilized - all it ran was the Wurmpedia's database at the moment, so moving the Wurmpedia to AWS seemed like a good forward step. I started that process earlier, and I'm waiting on some DNS updates before I can finish it. Meanwhile it was Jackal's turn. The move was smooth actually, but due to the host having been set up quite a while ago and simply unused, the system is outdated and the server crashes at the first polling. This is why it seemed up for a moment for some people but crashed soon after. I am in the process of updating the system now to see if this corrects the issues. Should this not correct the issue, I will move Jackal back to the old hardware and work with Rolf on a better solution. I apologize for this and take full ownership of the problem at hand. More updates will be forthcoming as I have them and the time to post them. Update Hardware woes all around. It would seem the hardware I wanted to use is suffering from memory issues. That's why the server kept crashing. Even after a system upgrade, it is dying on initializing variables. The current plan of action is to get the laggy hardware back online so folks can either brave the lag or head back to Freedom while we sort this out. I'm not without a plan to resolve this however, I simply need to discuss with the team and Rolf. Thank you all again for your patience. Update 2 I'm currently working with Hetzner to replace the memory in the hardware I attempted to use today after I was able to run a memory checking tool to provide that's the cause. I was doing this while waiting for the old hardware to finish some routine tasks, which are taking considerably longer than they usually should. I believe the server just went offline to be fixed, and they quoted me 30-40 minutes to do the job. I'll post more once the hardware is back online. Update 3 In an amazing turn of events, Hetzner was able to replace the RAM of the server. I've been running a tester on it and all checks out! We'll be taking all servers down for a hot fix and then Jackal will return with all the other servers right after. This should resolve the lag!
  8. 34 points
    Hi everyone, as you’ve probably heard by know, I’ll be taking the role of Product Manager of Wurm in place of Budda. This should not disrupt development too much, but the direction of our work will change for the months leading to the Steam release - there’ll be more focus on some of the long requested QoL changes (good time to put some more in the suggestions forum!), new UI, combat changes and early game improvements. The majority of mentioned QoL and UI changes is aimed at improving the new player experience and retention, but it should also make for a much less frustrating experience for everyone while playing the game. There’s still some new content features going out soon for you to look ahead to, but that might slow down a bit for a short while. One of the features we’re planning to introduce soon is a new premium loyalty system, which is our way of saying thank you in a better form than yellow potions All of those changes will of course go to both current Wurm Online and the Steam version. Right now we aim to keep the differences between the two to a minimum, but that might still change. We’re open to the possibility of a server merge in the future, joining the new servers to the Freedom cluster, but only if it makes sense and doesn’t impact any of the servers negatively. Whatever happens, the original Wurm Online servers will get the same attention and features the Steam ones will. As previously mentioned, the Epic overhaul update that was scheduled to launch late this year is no longer on our radar, due to the work direction shift the Steam launch requires. Instead we’ll be working on incorporating those ideas into a PvP server we intend to launch alongside the Steam PvE server. I hope this clears out some of the confusion. It’s been a very busy couple of weeks here with all the announcements, but it should be smooth sailing from now on.
  9. 32 points
    Hi all, Most of you are probably aware that the forums have had... difficulties... lately. The issues we faced were hardware ones, similar to the issues Independence faced not too long ago. These issues were exasperated by some malicious traffic - not entirely a DDOS attack, but more like a swarming of bots. The extra traffic put a strain on failing drives which reduced disk I/O significantly. The result was a slow-down and eventual shutdown of the database. Rather than working with Hetzner on hardware replacement, we've moved the forums to AWS! Specifically we are using a LAMP (Linux, Apache, MySQL, PHP) server within their Lightsail offerings. For full transparency, I feel a quick explanation of what this means is in order. Lightsail is a "virtual private server" offering from AWS. For all intents and purposes the servers are private, though many servers can share the same hardware. This isn't a bad thing in today's world of mega servers, and it's why the Lightsail option is far cheaper than the hosting we have with Hetzner. On Hetzner we were basically on "bare-metal", which means the hardware wasn't shared. The forums and the wiki shared the host, and it was ultimately overkill for two web applications. While we're now on shared hardware, I expect performance to be close to what it was when the forums weren't acting up. If we find that the performance is degrading, we can always increase our instance size. One of the benefits of cloud hosting! Just in case it comes up as a question: When Wurm transitions to AWS it will be using full EC2 instances for hardware, not Lightsail. And yes, the Wurmpedia will be transitioned to Lightsail sometime after the coming release. For now it should still be functional as it's database is not hosted on the same machine. Only the code that drives it is and so far that's fine. Like I said though, there is a plan to transition it and retire the failing host entirely. So far the new host has been smooth for me. I'll leave this topic open for others to comment on their experiences. Edit: I should point out that there are background tasks running that may slow things down slightly. This is due to the upgrade I've also installed as part of this move. Any sluggish response should pass in another hour or two as these tasks finish. Thank you all for your patience during this.
  10. 32 points
    So sad to hear you pass and hard to fathom. I loved to receive the occasional email with recent news about your recent Wurm endevours, thoughts about cancer treatments and learning stuff like the Budwig Protocol. You were always so loving, caring and kept my hopes high although I sensed your struggles. Thanks for all you've done for Wurm and the community. Rest in Peace, Janice.
  11. 32 points
    Hi all, We’ve been aware of the discussions on the forums regarding the desire for a completely new and fresh experience in PvP on Epic. The issue we face with this is the long term requirement in order to set something like this up. As such we've compiled a list of changes we can make in a short timeframe that we feel address the majority of issues raised. Everything below is planned for just after the end of june update about a month from now, but is dependent on a vote to be held soon to see if the majority is in favor of a reset to the Elevation map and some pretty heavy mechanic changes for epic in general. Everything below is not final and we are more then open suggestions of things to add/remove/change. Larger changes to Epic as a whole are planned for later in the year, and will include any successful changes over the next few months as well as extra planned content and changes for that time. Changes below are all Epic Only Changes and some are also Elevation Only Changes General Changes(All of Epic) New 2k Sized Map by Ausimus This week we will open a public poll on the forums to vote on the possibility of a new map for Elevation. The current 4k map size is a bit large so we would like to go back to a 2k size map. This map will be a temporary map and will be unlikely to be around past the end of this year we have future plans that could easily force Elevation to change again in the future. Resetting of the map would also come with no new map given for the first month or two, allowing for exploration and unexpected confrontation. Deeds disbanding on a set number of chain drains(Elevation Only) A common complaint is deeds can be near impossible to disband even after its clear the owner has not been defending it in days. Our current plan is to require 5 drains in a row to disband a deed but we are open to suggestions on what number of drains in a row should trigger an auto disband of that deed. Meditation effects will cap out at 9, effect above 9 will no longer work on epic. Scaling SOTG is disabled meaning no sotg at all. Hate path creature damage effect will be changed to something non damage boosting. Insanity Clean wound will be reworked to heal more wound types. Balancing all the effects over level 9 are just not viable in the time we have, we propose disabling meditation skills/passives over level 9. These will be revisited in the future when there is more time to spend on Meditation as a whole. Stone Skin, True Strike, and Continuum will have their cooldowns drastically increased to 1 hour. Currently these spells are way to powerful and can be cast almost endlessly with enough karma. We are looking for some feedback on what you think good cooldown lengths might be for each of these spells on their own. Physical Damage Resistance/Penalty will be replaced by Fall Damage. Stacking DR can get a bit crazy, the idea behind this is to change the physical damage valrei trait and replacing it with fall damage similar to the water damage one. Rare vehicles will no longer increase the speed of an under crewed boat it will now increase its cargo. This perk has been long known to be one of the best rare item bonuses in the game for pvp, we would like to remove the passenger bonus and instead allow rare+ boats to have increased cargo areas instead. 30% increased cargo space per rarity level Reduce Hell Horse Speeds Hell horses might be a little too fast, we are looking for ideas on how you would like to see them slowed down some ideas include reducing rare shoe bonus and removing the always on speed traits. Combat skill Soft Caps To help balance out the top tier accounts vs people just joining we would like offer a sort of soft cap on some combat related skills including body stats. This would not make leveling them any slower but would reduce your effectiveness per level in that skill above a set level for each. Your total carry weight(for example) and other less combat oriented areas will still receive full benefit from levels. Open up quick travel between any server border with a 1 hour cooldown for everyone on the boat before they may cross using that again. Many know that sailing between servers on the epic cluster can turn into 2+ hour long trips, I would like to find some reasonable limit to help prevent abuse but I think we can find a good middle ground any suggestions appreciated. Speed up horse breeding Currently losing too many horses in a short period can mean sitting back for weeks to restock. The current plan is to speed up gestation to roughly 2 days until birth but leave growth periods the same. Remove Karma Recall(Along with recall being gone will mean no teleporting out of stupid situations you might get into). It’s no fun to be tracking someone down from a sticky situation they got into and for them to just vanish from being cornered back to a safe deed with everything they own. Map Reset Specific Changes (Elevation Only) Reduce the max slope you can dig to something under 300 while keeping the skill you need to dig it the same. This will make creating massive dirt walls a bit harder and allow more people to help build deeds instead of requiring 99+ digging accounts to finish walls. Reduce the max rock you can surface mine and place mine doors on while keeping the skill required the same. Rock pits are an issue as they add onto dirt walls, though with mine door restrictions below might not be needed feed back on this appreciated. Can only have 4 mine doors placed on any given 11x11 area and must have 3 spaces between each individual mine door. We all know of the current mine door meta, we would like to end that with this new map and put some hard caps on the amount of mine doors in a given area. We’re looking for your feedback on this all but won’t be responding immediately, instead we’ll be collecting some questions and things to discuss on the devstream later today.
  12. 32 points
    I've put everything here so it wasn't burried in thread and got told a suggestion would be better. I'm aware that "reset epic" is a thread but this isn't about resetting epic. It's about resetting PVP without effecting epic, currently. @Retrograde Honestly, you're far past the point of this, so it should be done: You should put the new map on its own server. "waaa a new server waaa" yes, but make it so you require new accounts/fresh skills if portal over. Be strong emphasis on the fact things will reset, they will wipe. use it as a more Permanent test server - use it as an event server, host Hunger games, host different pvp-focused events, make the enviorment more about FUN. Remove skill loss from PVP - item loss is enough. We will test all mechanics through gameplay without effecting epic/chaos - Nobody loses their progress on Epic/Chaos but it's to the point NOBODY playing those servers anyway, you'll see great population boost on this new server. if people rather stay on epic/chaos, that's fine, they have that choice. If you release a quirky mechanic, we can event it, the map has to be good - it could even be old Elevation. Without hota and instead battle camps, the dynamics can change. You got a chance to make a Challenge 3, except it plays out for far longer. Give players some power to host Campaigns, with the help of GM's we could setup mini missions and events. Have a part of the map especially for this, a hota-type zone where nobody can deed but GM's can easily wipe/rebuild for each campaign/event without effecting the other portion of the map. Could even have an "event island" so its out of the way. Then the fact that we should all make new accounts will realllllly give new players and returning players a level ground - it will also extend the time it takes to stag the server by about 2 years. If we are all on 1 server, we have to go out and train, if we're all old accounts on a new map, why are we leaving deed? The pvp will be great. There will be an actual market for items. Honestly, this would be the most SICKEST thing wurm has done for 5 years. Make a new map, make it new accounts only, you'll have a new epic-type environment for a good year or two whilst you focus other areas and players aren't drowned in existing items or skills and tomes. Gaps and old exploits that once existed would exist no more. We'd all grind on the same methods. No windows. Let's do it. Do not under estimate how fun starting out fresh is, with groups meeting each other on foot. People who are worried about reset, do you think that you have to sit there and grind 50 body str and 90 weapon skills. no. You'll literally be getting 20 chain smith just to create your friends a chain set, you won't be sat there making 100 Chain gaunlets you'll be making 5 chain sets for your friends, you'll be relied on. It's so different now for the Kingdom and Group experience, we have 1 account that can do EVERYTHING. It's wrong. Hunting will be dangerous, you'll do it like the old days where you go out in duo's to hunt cause chance of pvp was high. You'll have "roles" again where people are concentrated on different skills because nobody can be a jack of all trades for the first year, it isn't a reset of characters it's a reset of PVP - Bring back what truly creates a PVP server, the fellowship. The working together. The mclovin where are my crops i need to tame and you're the highest farmer with your 40 skill. Take pvp back to the roots and test everything that came and has been added from the ground up. Fresh accounts. Fresh map. The deeds will even be small because we just won't have the skill to do these grand projects. It's literally a extended challenge 3 server. You could even add "challenge portals" so we can teleport over on our current accounts but load in with fresh stats. it's guaranteed to carry us over until you guys truly work on Epic and we'll have the right idea from a fresh players perspective of what works and what doesn't. End the stagnation with accounts, items and map itself. A new start, one simple map, on a simple server. I do not care if after 1 year you wipe me and my account, I'm not going into this server with a mindset of grind but a mindset for pvp and fun, with events.
  13. 31 points
    Hello all! I’ve made quite a bit of progress over the last week. We now have fully functioning game server instances, complete with MRTG and server stats. So the servers will have all those stats you all love. On top of that I was able to set up infrastructure for an IPSec VPN Tunnel. This VPN tunnel will allow us to uplift servers individually, rather than take all of Wurm down for a considerable amount of time to uplift all servers at once. Even more exciting is that I took the test servers down to nothing and was able to restore them from backups in a short period of time. 20 minutes for Druska, which has the Jackal map at the moment! That was a pretty nice time frame for a complete server restore. We are currently working out an uplift schedule, but I can tell you that the first server will be Jackal. We are starting with Jackal because it still needs to run to transfer folks off, and it will be a good test with minimal interruption. After Jackal we will likely begin the Freedom server uplift with Celebration. Again the schedule for this is forthcoming and needs to work around our patch schedule and time off. It’s been a long road - much longer than I had originally anticipated. A lot of the delay was the result of failing to find time, but much of the time spent on this project was sheer trial and error. We have a unique infrastructure and trying to get it right took time. Samool also helped us right-size the test servers with some memory improvements, so if you have a moment please do hop on and see how it feels. We will monitor performance of the servers we uplift and make changes to instance-size as needed. Samool also plans to monitor and make improvements to memory usage which will help with server lag overall. So what’s next? I still have the build servers and the main Wurm website to do. The latter will cause some launcher downtime so I’m being careful with this. We’re getting close though! That’s all for now. Happy Wurming!
  14. 31 points
    Some bridge - Yaga Greetings Wurmians! That's right, I'm back with another edition of the valrei international. We've been rather busy this week with the launch of wurm unlimited 1.9 to catch it up to wurm online, but there's still plenty to talk about, so let's get to it Wu live This week saw the launch of (and quickly, pesky bugs) and it's been huge. There's already been a few mods for the new content and seeing the servers buzzing with activity is awesome. I was playing on a server on Monday, and playing again today after the update made me realise just how big our visuals have come in the past six months, so a huge personal shout out to both Samool and Saroman, their continued work to see wurm look and feel better than ever has really impacted the game, and it's awesome to see. Far far away Speaking of visual improvements, samool has been doing some amazing things with distant rendering. Gone will be the days of bland green land, and instead, we will have this! Does anyone else like beavers? Cos dam! (seriously, who doesn't like beavers, otters or ferrets, they're the adorablest!) Coming soon One thing I have been working towards and talked about in many places is the start of our very own wurm dev streams! From general discussion, answering questions and playing the game, to specific streams about upcoming features I'm excited to say we're getting near the point we can start with this and see where it goes. If you have ideas for things you'd like to see, whether from how we play to segments we handle let us know below and we'll see about whether we can include it. We have no firm date to the start of this yet, but our goal is to start in the next month or two with weekend streams That’s it from us this week, we’re doing some behind the scenes changes to how we handle things approaching the switch to AWS, once we are closer to those changes we’ll lay out our plans for future works . There’s a lot going into it and some pretty awesome things, so stay tuned for that! Until then though, Keep on Wurming! Retrograde & the wurm team
  15. 29 points
    ne and all are invited to attend the slaying of The venerable fat fierce green dragon hatchling. The slaying shall occur promptly at 8pm UTC. The following clock has been provided for those whom may live in timezones that are not GMT, and require conversion. And it shall occur only at the location marked roughly on this map: N13 upon the isles of Release. Turning up elsewhere is extremely unlikely to incur a dragon fight. the bottom left arrow is nearest, it's on N13, I should stop using this image The rules of previous dragon slayings shall be repeated in this one: Alts in local are fine. All those who join in the fight (and are not, themselves, alts) are eligible to retrieve loot rolled from the corpse of the dragon, as well as the corpse itself. All items attained from the dragon will be rolled. All people are advised to arrive early, lest they miss the event. Washing basins will be provided to slow the spread of COVID-19 in this trying time. In the leadup to the fight, all characters are asked to wash and engage in social distancing.
  16. 29 points
    in the wake of the changes to the repair system it has come to our attention that multiple people may be in need of a support group to handle the changes we are seeing it become more common in the populace to exhibit unhelpful thinking patterns, such as "it is only when we see our motivations laid before us that we can begin to challenge or change them" - me as such we are assembling a multi-disciplinary support group to help the citizens of wurm it is located at what was the Great Release Bake Off (and still is called this) located near O13 on Release despite this name it is not a Bake Off, however refreshments will be provided activities included: art therapy - join in creating painting and murals to the repair system as it was, allowing ourselves to leave behind the idea that keeping an item at QL98 literally forever was sensible percussion therapy - let the sounds of the bells put you in the now, rather than the what was guided meditation - remember to get your 5 ticks in today. that's literally all of the guidance mindfulness lunchbox construction - subject to the mission still being there, seriously who gets the lunchbox missions done? we will, and we'll all get SB and maybe learn something primal draconic screaming - led by our very own venerable white dragon, an opportunity to Release the pent-up anger caused by this update we hope to see you there
  17. 27 points
    At 03:50 server time an issue occurred that affected the skills tables for both creatures and players. This caused an issue with reading skill data and possibly saving skill data. The issue was brought to my attention at 04:07 server time when players complained about having no skill and being unable to complete actions as a result. I had first attempted to repair the table while the server was running in order to preserve any data from skill gains that I could, but this only made the problem worse - the table seemed to have vanished due to the repair failing. Xanadu was brought down at 04:20 server time. At this point I was able to save the binary data of the skills table in order to preserve it and initiated a MySQL restart. When the database server came back online the table was restored and repaired. I verified that skill data seemed intact by picking a few players who had complained originally and finding their skills to have appropriate values. Xanadu was brought back online and available for connections at 04:50 server time. Due to this issue there may have been a period of about 30 minutes where skill ticks were not saved. I will be meeting with Samool in the morning to discuss compensation for the downtime and possible 30 minute skill loss. Most likely we will be doing 5 hours of sleep bonus on Thursday's restart. We will update to confirm the decision. Edit: Confirmed - 5 hours of sleep bonus on Jan 23 restart. Thank you for your patience.
  18. 26 points
    Some might say that I have a presence in the community. I've been vocally in support of removing RMT for the past months leading up to this news. We all knew it was coming as soon as the steam launch was announced in typical Rolf style. You'll be upset to know that actually the vast majority of people I've interacted with as a result of these discussions have been in favor of these changes. You're right though, this will cause some people to leave, however this change is made not under the intention of trying to retain people but under the intention of creating a better game for the future. There's no secret that Wurm has been in decline for a long while and Wurm needs to go where people are looking for games to play - which is Steam. It's no secret that RMT has shaped Wurm to where it is today however it IS bad for the game and this change is a good one. It is a shame for my back pocket in that going back 5 years ago my entire game inventory and toons were worth maybe 3-4k euros. Now that's basically nothing, but the basic concept that I should be able to enjoy the game for another 5 years instead of seeing a slow decline until it's servers are shut down due to expenses (which is our trajectory atm). Makes it worth the gamble, I want to see more of these big, decisive changes that will drive Wurm to a proper vision instead of a compromised wishwash, trying to make every player happy. Best of luck to anyone who leaves. Thank you for your contributions to the game and for the enjoyable memories. For those who stay, I look forward to making new memories with you all.
  19. 26 points
    Afraid so, I gained ptsd after the brief period we were hunting uniques. Not so much the uniques themselves but the people that we encountered along the way. Wurm used to be a mysterious place that I loved exploring and so many people I admired, respected and wanted to meet. Sadly it turned out to be a cess pit of toxic, full of selfish individuals in sad little cliquey groups, most of my friends stabbed me in the back and now Wurm will never be the same again to me. On the plus side I get to take away with me the most amazing thing, a diamond in the rough, Zorana. We met in the game and have both realised that we found what we were missing in our lives. All the proceeds from sales are going to our wedding which is in May. Therefore, I am not bitter, I thank Wurm for what it has given to me over the years and now with the final piece I shall go and live a happy life. I shall do my best to stay in touch with the few that remained true.
  20. 26 points
    The Hunters Guide of Proper Unique Creature Hunting Etiquette To maintain proper etiquette when encountering a creature of unique stature, one must always heed to sportsmanlike conduct as written below. When you discover a unique creature, you have two courses of action available to you. The first course of action is to attempt to contain the creature so that it will go un-bothered until such time as you have fattened it up for slaughter. This is by no means the best option as any unique creature can escape any confinement you build at any time of its own choosing. Under no circumstances should a contained unique on or under a deed be 'lured' out by any means outside of the intentions of the hunting party with claim. This will be classed as griefing and will net the offender/s a ban. The second course of action, and most sportsmanlike to boot, is to gather your friends, family, coworkers, and any spare un-dead you may have lying around collecting dust, and have a splendifirous slaying party as soon as possible. Children always have lots of fun playing games like 'fingers and horns', 'tooth tail toe', 'foot toss', 'tug of entrails', ' and of course playing the old classic scene from the famous 'Swamp Wars' play and pretend to be Duke Skyrunner battling Barth Tater with bloody severed arm sabers. The adults meanwhile can butcher the rare and unique creature and create wonderful stews and other fine meals from the leftovers of the creature to eat as they haggle over the dispensation of the more valued body parts of each slain creature. There is of course a third action available to you, though I am loath to mention it, but you could, in theory, turn, run away, and pretend you never saw it. With multiple hunting parties hunting down these poor misunderstood unique creatures, recently, it has become such a war for the blood and other various body parts of each unique creature that many of the people hunting them are no longer having fun at this time honored blood sport. This is where proper etiquette must be applied for all to enjoy their kill and wear it too. So, with that in mind, let's lay down some etiquette for this wonderful tradition. First come first serve! What does it mean to be the first? I am so glad you asked. Normally, first person on scene is the one to claim the unique, but arguments do arise and we need something more solid to go on at this stage. So let us start a more tangible system by which if an argument were to arise, an arbitrator can be sent out to scout the situation, and determine decisively who is first. Step 1. Commit one of these actions within range of the unique. Mine a tunnel Build a colossus Dig a dirt, heap of sand, clay, tar, lava Plant a sign Cut a tree down Build a bridge Surface mine a shard Step 2. Remember where you committed the action! If the arbitrator cannot find proof of work, then your claim will be denied. Keep in mind, the above is only necessary if there is a dispute, which will likely only happen during the first few hours of discovery, but for your own sake, commit one of the above actions should you encounter a unique creature and wish to claim it for your own group to eviscerate. Containment Protocols! If you have chosen to lay claim to a unique, what do you do with it? Kill it of course, you silly dunderhead! Since most of you will not be able to take on a unique creature by your lonesome, you should gather up a slaughter party and throw a big bash for the unique creature as soon as possible. Unfortunately, it can take time to gather a large enough group of blood ravers to attend so you may decide to confine the unique creature in a 'pen'. This of course is not really intended, and unique creatures can escape on their own volition, so if you try to confine one of these poor Wurmland denizens, do not come calling to us when it escapes to get to the greener grass on the other side. Should the unique decide to escape your attempts at confining it, it is again wild and can potentially be claimed by another, as long as they follow the above steps, if your party is not actively present to maintain your original claim. Under no circumstances should a contained unique on or under a deed be 'lured' out by any means outside of the intentions of the hunting party with claim. This will be classed as griefing and will net the offender/s a ban. Attempting to merely 'pen' a unique creature without a deed such as, using a sealed mine or a fence may work as a temporary option, but once you leave the area, any claim to it becomes invalid! The slaying! This is by far the most fun part of the event. Unfortunately, some have tried to sully the experience and so we provide you with some basic common courtesies that all should respect. Courtesy #1 – If you are not with the slayer party that has claim to the unique creature, then leave the area! Courtesy #2 – Do not bring alts into the loot drop range. Courtesy #3 – Do not steal the corpse, body parts, or loot drops from the claimant party. Courtesy #4 – Under no circumstances should a contained unique on or under a deed be 'lured' out by any means outside of the intentions of the hunting party with claim. This will be classed as griefing and will net the offender/s a ban. Going against these courtesies of etiquette will be considered an act of griefing and will net the offender/s a ban. Community slayings! There are times in which hunting parties will organize a public slaying of a unique creature to share the spoils. These are come one, come all events. No one will be turned away from these, but a certain decorum of etiquette must be observed. Courtesy #1 – Do not steal the corpse, body parts, or loot drops from the organizers of the community slaying party. Courtesy #2 – Under no circumstances should a contained unique on or under a deed be 'lured' out by any means outside of the intentions of the organizing party with claim. This will be classed as griefing and will net the offender/s a ban. This guide will be updated and adjusted to counter loopholes as more scenarios are considered in order to keep these activities in line with the spirit of the game.
  21. 25 points
    First of all I want to thank you for the Steam discussion we've had. Even though there are both strong skeptics and very positive opinions I have decided that we're moving in that direction aiming for a Steam release in the beginning of next year. I've been doing a road map for it and most things just have to be implemented in a pretty straightforward fashion which means we need to redirect our resources.That's why I also announce my decision to appoint a new Product Manager for Wurm: Samool. He's has worked hard on improving the look and feel of wurm, with huge improvements in client performance, massive visual features such as distant terrain, modern renderer and a lot of old desired client changes. He's been doing some server changes as well and even though he'll have a lot to learn we both positive he'll do fine.We're upping his contract and he'll now be taking a more focused approach in generally improving the game, leading to the Steam release. Myself, I'll be looking at implementing different QoL changes mainly for the Steam release but depending on your approval for the current version of the game. Buddas contract will expire in a month, and although I know many of you will miss him sorely these are the types of tough and possibly disruptive decisions I have to take from time to time. I can't say how thankful I am for him taking over the helm of Wurm back in April 2016 and for all the great work he's done for Wurm and you the players. As everyone understands. filling Buddas costume wouldn't be an easy task for anyone and therefor it's often best for a successor to do it in steps, sometimes changing parts of it and taking his or her own path. Hopefully game management won't be too disrupted though and soon move on in old wagon trails.Budda's legacy will live on in things such as the archaeology skill, the new journal system, the ability to gain affinities through pve, runes, and the new jackal server. I want to say from my heart, thank's a lot Budda and Welcome Samool!
  22. 25 points
    It's all right, my love, we can manage without a trader. We'll find a way. If you'd just wait a few more minutes, I could imp it to 80. I'm sorry, it may be more "modern", but I'm not playing Life is Feudal. It's such a drag whenever somebody founds a PMK. Enki, are you coming to the impalong or not? "I thought you said he had a knarr." "Shh!" He's getting a bit old and set in his ways. We really need a younger dev with your skills. ... and so on. (Lots more paintings here.)
  23. 25 points
    Personally I ALWAYS hated the Player god mechanic. It was always broken and unbalanced, I think it's just a shame that it's taken the devs to realise this was terrible idea in the first place. Ongoing a focus on just 4 major gods makes complete sense and hopefully result in a better balanced game in the long-run both for PvP and PvE. Whilst I can understand some peoples frustrations on not being able to access some important spells (because certain player gods were more blessed than others). The fact that one god has so many crucial spells for your everyday stuff is a perfect demonstration that some were OP and others vastly irrelevant on the basis of the order of the algorithm that they were generated under. I feel like Wurm is going to be making many more of these unpopular and hurtful changes in the lead up to releasing on steam. However, looking forward. It's better to make these changes now than continue to pretend its not an issue and have continued impacts hurting the game. (This applies not just to player gods but also to many other factors of the game I hope to see changed.)
  24. 24 points
    The Lunalong Building - Dracaa Greetings Wurmians! Retro here with the hottest of goss, the juiciest of news, the most scandalous of tidbits, aka the Valrei International! But first.. Patch Notes We'd be alright if the wind was(not) in our sails! No sea shanties here, but there is something coming very soon! That's right, the long wanted ability to furl sails and remove windspeed affecting the ships movement. This allows for better control when parking and also makes the docks a little nicer looking in my opinion! In the hall of the mountain farmer Also coming soon is the ability to farm underground! We'll be adding farming boxes for you to plant and grow any crop inside caves. These will be able to be built below ground as well as above ground in buildings. They are not able to be tended however. They don't need sunlight either, but that's wogic for you! UI works One of our goals with the UI update is to add scalability to text to allow for 4k monitors to be a lot easier to read, and with that we're working on allowing UI elements to be resized as you can see below To cut down on clutter within the UI the health/stamina bar will also be compacted, showing CCFP and sleep bonus when moused over Wurm Unlimited news As some have already stated, our focus for Wurm unlimited is shifting from content updates from WO to bug fixes and more modding support. We'll be adding the client modloader to the vanilla WU client which will allow for easier control of mods as well as many other features. We'll be working closely with server admins and modders via the Discord server in providing as much support as we can. While this does mean the end of content updates from us, our goal is to provide as much freedom as possible to the modders to continue to push what is possible in Wurm. Community Content The Lunalong is here! In the amazing underground halls of Kappa on Xanadu, located just near Lormere is the annual Lunalong by Dracaa, it's an amazing deed, with amazing people, and just, gosh, so amazing. There's even a maze...ing This Friday our very own Bloody Drongo will be hosting his annual fashion competition there too, so make sure to get your swimsuit body ready (or harvest one) and attend! There's a lot in the works, and our focus is on making Wurm the best game it can be over the next few months, this includes the loyalty system I have discussed as well as other features including improvements to Animal Husbandry, combat and a bunch of other things yet to hit the table. We're always looking ahead, and it looks great. Until next time, keep on Wurming! Retrograde & the Wurm team
  25. 24 points
    Finally!! I reached 100 Huge Axe today. It took a good amount of time since i relied on a decent creature population and respawn. Definitly underestimated it, especially between 99,90-100. I decided to go for the 100 around 6 months ago at skill 35. Since then i did nothing else and i mean literally nothing else in wurm then switching between the servers and fight 6-10h every day. With all the travelling around i met alot of great and interesting people, made new friends and saw many beautiful deeds out there! No creatures were harmed or killed during this grind...eh wait what? After checking the achievment window it seems that i killed around 56000 creatures in 6 months ( not sure how accurate this ingame function is though, a number of creatures arent counted on kill like sheeps etc.). Here is a screenshot of all the rare/supreme coins i gathered with all the fighting: I would also like to thank some people here: - Thanks to Simyaci and Cenotaph for improving my weapons, very reliable and perfect pricing! - Thanks to Pankivtanke for giving me information about the creature population on Pristine whenever i asked - Thanks to Zaj for shipping me over to a RoS server last minute to get my precious sleep bonus! - Thanks to all Locals who sold me some sleep powder when i was hunting and ran out of sleep bonus or helped me out when my horse died again (yea i went trough a bunch xD) I need a little break now from fighting. See you ingame o/ Warjack
  26. 24 points
    There is a loot places left after disbanded deeds, damaged terain, high slopes. I pick random place and take some diging teraforming to change it so it look more natural Here some screans from my first place https://imgur.com/dsG1m6z https://imgur.com/86fiDB5 https://imgur.com/PF0w6nj https://imgur.com/fFaLt6W
  27. 23 points
    In the far distance, the last popping sounds of the Blackmoor Impalong fireworks display could be heard. One by one, our friends departed Independence but not for home. No! For they came to Release. Far across the seas, their swords raised high and with the wind on their backs (hopefully). It was on this cold winter's night when every man, woman and child gathered for a sight not seen by many in their lifetime. 'Twas a great Raging Black Dragon and he had but one message... "Join me on Release for the Blackmoor Impalong Afterparty! A PUBLIC DRAGON SLAYING!" Well, who would turn down such a request! Location is the deed Knight's Rest, K18. See y'all there. Bring your party pants! *due to unforeseen circumstances of the RL variety the event will no longer be streamed on the Wurm twitch. location will be added Saturday - will be coastal location. Loot roll will be public -- one roll per RL person, must be on kill list (niarja/twitter). (ps please don't bring 3 million alts. We'd all like to be able to move, and actually leave with some scale. Please be reasonable ) Special thanks to finders and penners and live bait: Brainer, Malokai and Deri.
  28. 23 points
    Over the last few years the update cycle for Wurm Online and Wurm Unlimited has been a bit sporadic to say the least. The goal in that time has been to stick to a fortnightly schedule with the odd larger update for big changes or new mechanics, but there have been many times where that hasn’t been effective or possible. There are various reasons for this, ranging from needing to push out bug fixes soon after a larger update to not having enough changes ready to go live in that two week timespan. With such a small team working on Wurm it can be difficult to get enough ready to go in that two week timespan to have something meaningful to show or have enough time to get sufficient testing completed. Starting with this week’s update and going forward into the future, our development cycle will be changing a bit, meaning that the update cycle will change to match. The new goal will be moving from fortnightly-ish updates to a more predictable schedule of the last Thursday of each month - plus any necessary hotfixes in the week afterwards. This should allow us more time between updates to better plan what new things are coming, flesh them out a bit more, and have sufficient time for internal (and public where appropriate) testing periods to nail everything down. It’ll also better allow for us to schedule and share information about upcoming updates and share tidbits of new things coming on the planned devstreams. This new planned schedule may not translate 1:1 to Wurm Unlimited in most cases, but we will be aiming for those to be a bit more consistent compared to the latest 1.9 update to WU. Included in this change to the update cycle we’ll be changing our planning and development cycle to shift towards a more predictable pattern of larger content updates, currently planned for a few times a year. Because of this the primary monthly updates might be overall smaller going forward, but will still include things like bugfixes, tweaks/changes, and smaller content additions as appropriate. The larger updates will be planned around a theme and should include additions or changes to a variety of things in the game, as well as introducing new mechanics and things to do. We hope this change going forward will put our development cycle back into a more predictable pattern, giving us a bit more time to get things right, and give everybody playing Wurm some clear knowledge on when new and exciting things are due into the game.
  29. 22 points
    Jeston's deed - Deliverance Greetings Wurmians! Retro coming in early with the news because... well, I'm a little late really. Between all the news on the forums, a month absence while I went to Australia, and getting sick after returning I've been a little awol. I'd like to thank Madnath for his "valerie international" in the meantime, it contained just enough absurdity that I had to double check I didn't write it. But enough of Valerie, I'm back and getting back into the saddle, so onward! The big forum news While I was gone the announcement of Budda being replaced by Samool was made. I just want to take the time to publicly thank Budda for his friendship and all his work, from Archaeology to Jackal and including all his bug fixes his work will continue to be used in wurm daily. With this change the roadmap announced previously has shifted a little; some things have been delayed, other things added, and plenty of reworking of our goals for the game. The big goal listed is the eventual launch on Steam. This is currently slated to happen by mid 2020 and there's a lot of work that needs doing. We aim at spending the time between now and then polishing many mechanics, adding new things to improve mechanics and lots of tidying up. It's a long time until it does launch on Steam but somehow I feel it'll go by fast One thing that's been raised is the complete separation of the servers and the reasons behind it. There's a few reasons here and there but something that is a major issue is RMT. Steam does not allow RMT in the sense that Wurm does, the sale of currency, items, accounts for real world money is strictly forbidden, and would require us to do our due diligence in ensuring it doesn't occur. Wurm is a small game that logs every currency transaction already, we would be able to abide by these requirements quite easily. However, that impacts on many existing players, and I'm sure many would be hesitant at the idea of no more sales of accounts, silver or items. If we keep these completely separate it may be possible to continue as normal, but there's also the possibility that Steam will require we remove all RMT from both sides. Now it's possible to use the Steam marketplace to sell silver, but it's not in our immediate goals to add this functionality so we can't guarantee it would be part of the Steam game. As you can imagine a step such as this would be a tough one, and a bitter pill for many of you to swallow. This is why we have not made a firm decision on allowing the outside client to connect to Steam servers. As we get closer to launch midway through the new year we'll likely be spending time talking with Steam about this and what we need to do in order to ensure we meet the requirements, but hopefully you all understand the reasoning behind it a little more. Lookin' Good Coming this week are more visual upgrades to Wurm, with the HDR post-processing setting, new shadows, and ambient occlusion! These all add better distinction between items and the ground, improve the general feel of the game, and best yet, make winter bearable! Previously: With the new post processing tweaks: Getting hitched No not me, the animals! With this update hitching posts will be added to the game. I believe this was one of the first content oriented WU mods, but we finally caught up! Creatures that can be led will be able to be hitched to these, with 3 hitching slots. Hitching posts will contain troughs that hitched creatures will feed from at the same rate they feed from a pile on the ground. Halloween! That's right, Halloween is back, and many witches hats and troll masks are abound. It's currently the same as last year, hunter mobs drop the witches hats and pumpkin shoulders while trolls drop the troll mask. Could there be something more? Watch this space (because I forgot to check with Saroman) Continuing Development Along with the news on break our devstreams have also been a little quiet. That's going to change this week with the return to Under Development, where I will discuss the game as I play it with you all, so make sure to follow us on Twitch at https://twitch.tv/wurmonlineofficial so you can catch the action! That's it from us this week, there's lots to discuss and more to come but the thing I'd like you all to take away from this is that we may not have the answers yet as we simply do not have all the facts of the moment ready. Rest assured once we know them we'll let you all know too! Until then though... Keep on Wurming! Retrograde & the Wurm team.
  30. 22 points
    Oinky Boinky Binky Doinky come and join the stabbing party! When slain, every premium player in local will receive blood. Mixing Troll King blood with source salt will create a Ointment of Stone Cutting Loot will again be rolled among all participating slayers listed on the Niarja kill list (limit one roll per person, no alts) Location is N13. Access available by canal from North, south east and west. Location is close to the water. Deed name 'Who ate all the pies' For those who attended the last kill we had, it's a little way west along the road.
  31. 22 points
    I recently updated my hardware and I am amazed how much better Wurm looks now . The beauties of the modern renderer with full graphics settings:
  32. 21 points
    Greetings Wurmians! These past few weeks have had a fair amount of big news changes, with priests, RMT and traders all getting a look in on the “big changes of 2020” chart, but that's not all! This week we’ll touch on traders and the plans for them with the announcement of the numbers as well as a huge rework to follower bonuses as well as applying an early game curve to armour, shields and weapons, so let’s get into it! Traders As previously stated, traders will be reworked to no longer pay out silvers based on kingdom coffers and ratio, but instead reduce upkeep of the deed they are on by a fixed percentage. They will reduce deed upkeep by 20% and instead of being limited by a tile range will simply be one trader per deed. We will also be working on a limited time arrangement with the GM team to move traders from small deeds to the main deed of a player as long as they are able to prove ownership of it (ownership of the house, and deed). Undeeded traders will not be claimable. This will be available until April 1st, after that it will no longer be possible to do so. When this option becomes available Enki will make a post in the GM hall with information on how to request it We will also be adjusting costs of trader items to compensate for the inability to drain back funds from purchases and possibly adding new items to traders in the future! Racks on Racks Long requested are the addictions of saddle racks and shield racks, and they’re finally here! Quite simple in their function, they will both hold their respective items and have models for empty and full: Nice and stylish, compact too! Elevation Premium Requirements We’ve had some discussions lately about the use of free to play alts on Elevation, as well as them being killed by others, and around the original intention of Elevation being premium only. As of the update at the end of February non premium accounts logging into the Elevation server will be sent to their home server. Currently there are no PMK’s on Elevation but should any be made we will visit theoretical solutions then. Stone Strike Balance We'll be "striking" a balance for the new spell, Stone Strike too! With this update we'll be increasing the surface mining chance cap to 60 when Stone Strike is cast on a pickaxe, making it more meaningful at higher skill. Creation QoL Improvements In an effort to make the early game much more accessible, we’re implementing a feature that will remove failure to create on certain items. For these items creation will be 100%, with the ql output at a minimum of the ql of the item or 20, whichever is lower with the final cap by skill: For example, if your Carpentry skill is 17 and you attempt to create a plank, even on "failure" you will still create a 17QL plank, unless the log's QL is less than that. At 25 skill, you would create a 20QL plank on failure instead. The currently planned items are: Plank Shaft Rivets Stone brick String of cloth Large nails Small nails Rope Stone slab Hunting arrow head Thatch Clay brick Clay shingle Pottery shingle Wood shingle Yarn Rounded stone The reason behind this is to make early game such as creation of houses, fencing, and basic materials for building easier to get into and find the groove of the game. Starting out with new player gear and tools planks and nails are at best 50% creation chance, meaning not only do you need 80 planks for a 1x1, you need to go through on average 160 actions! If you can think of others that may benefit from this for new players let us know! Effective QL curve on armour, shields and weapons We’ll also be introducing an effective QL curve of armour, shields, and weapons up to 70, meaning these items at lower ql have a slight buff vs the current system. This means we can reduce the starting QL of the long sword, shield, and leather armour while they still maintain effectiveness, yet make improvement of crafted versions reward more early game. A sample of the ql changes: Actual QL Effective QL 1 20 10 34.7 20 43.6 30 50.4 40 56.1 50 61.2 60 65.8 70 70 80 80 90 90 100 100 Follower changes We’ll also be adapting how the Follower benefits work, as well as adding in a few different features to global rites! One change to be aware of is that the learner bonus of Vynora (10% to all skillgain) will no longer affect ALL characteristics. Instead characteristic skillgain will be split amongst the deities and provide a scaled bonus based on alignment to that God from 2.5% at 1(-1 for Libila) and 10% at 100(-100 for Libila) The other deities will now get a higher skill gain bonus to specific skills, while the learner bonus will apply to all skills. Fo +15% skill gain to Nature & its sub skills and Cooking & its sub skills +2.5%-10% skill gain to Body Stamina, Soul Depth scaled by alignment +40 to Taming skillcheck bonus (was +20) 20% slower food/water bar drain (was +25% food gained when eating) +1 range for Gardening/Forestry-dependent mouseover info (trees, grass, etc.) +10% QL gain when improving cloth items Priests get defensive CR bonus on steppe in addition to the other “natural” tile types Holy Crop Flower spawns will increase Grass will grow faster Vynora The 10% skill gain will no longer apply to all characteristics instead Vynora followers will now get a +2.5%-10% skill gain to Mind Logic, Mind Speed scaled by alignment 5% shorter action timer when building walls 10% shorter action timer when paving roads 7.5% shorter repair timer No more faith loss for non-priests destroying pavement/structures +10% QL gain when improving wooden and clay items Magranon +15% skill gain to Fighting subskills, all “weapon” skills and subskills, and Archery & its subskills +2.5%-10% skill gain to Body Strength, Body Control scaled by alignment +1 Offensive CR (priests in favoured terrain only gain the +2 CR) +1 range for world slope/flatness mouseover info +10% QL gain when improving metallic items Ritual of the Sun Meteor showers will occur and boulder-like meteorites will land across the server which have random metal type and can be mined directly for lumps (They will not change the terrain) Libila +15% skill gain to Religion & its sub skills, Alchemy & its sub skills, and Thievery & its sub skills +2.5%-10% skill gain to Body Strength, Soul Strength scaled by alignment Human corpses will give meat when butchered for followers +1 Offensive CR (priests in favoured terrain only gain the +2 CR) +10% QL gain when improving leather items (PvE only changes to serve as an alternative to the various mycelium/HotS benefits Libila gets on PvP servers, retaining the theme but without implementing mycelium “Consume Corpse” ability to regain health from corpses by consuming their residual life energy Only usable on non-butchered, non-damaged corpses (no hoarding old corpses for health), and when permissions would allow butchering Health gained is dependent on creature, age, condition and scales with CR Auto-targets your most severe wound, like healing spells Sets corpse as “butchered”, so there is a choice between this and butchering products When Rite of Death is in effect, Consume Corpse has a chance of triggering an effect similar to a Mindstealer enchantment 10-minute cooldown timer Rite of Death Mushrooms will spawn far more often, and on significantly more tiles PvE only changes to serve as a PvE replacement to Rite of Death’s other effects on PvP: Far less skill loss on death, similar to dying on deed Libila followers and priests gain +15% combat damage (similar to a Magranon priest) and a bonus to Consume Corpse (see above) for the duration of the rite Rite Changes We will also be making a few generic changes to how rites work as well To encourage long-term diligence instead of “grinding” them and to encourage all followers to pray from time to time instead of relying on mass-praying priests, only prayers and sermons that could cause valid Faith gains increase deity favour To offset the changes here we will be improving how deity favour is gained: Missions now give deity favour, partially scaled by difficulty of mission Prayers and sermons now give 3 times the deity favour Spell effect visible to players in status icons/spell effects window, showing which Rites are in effect and when they expire. This serves multiple purposes: Making it more clear to players when they can claim a bonus by praying Notifying players of ongoing rite-related effects, such as Vynora’s boat speed boost or Libila’s follower/priest bonus All of these numbers are considered set, but as with all features are subject to change. Taking the chance and providing the exact numbers early on allows you all to provide feedback on them and for us to make adjustments where we feel may be necessary. As usual don't consider any of this wholly firm until the patch notes! The February update looks to be a big one, and if you have any questions or comments, I’ll be going live with the Wurm Online stream at 9pm UTC to talk all about this and more, so catch me there! Until next time, Keep on Wurming! Retrograde & the Wurm team
  33. 21 points
    Hello. In order to prevent people creating PMKs just for money, could we introduce a system where the PMK gear (wagons, banners etc) unlock after reaching 1% influence? Wagons and banners are the main source of kingdoms funds, and their price is high because the money is needed for the deed upkeeps, expanding the kingdom, and other unexpected expenses. PMKs created purely for monetary gain are descreasing the value of other PMK's gear and destroys Chaos reputation. Thanks a lot.
  34. 21 points
    Our current focus is still general balancing of the game and making it more accessible to a wider range of people. And no, that does not mean dumbing it down, as some tend to assume everything that's what any attempt at making the game more approachable is. This encompasses all kinds of tweaks and larger changes that we've already introduced and some we still plan to (most remaining now being related to early game experience) For the past couple years the focus has been on new content, but for the while being we're more prioritizing the polishing and reconsidering some of the already existing features. For a more inside view, in the upcoming weeks you'll see the some more instances of the new UI changes, of which many features will be of good use to more established players as well, a VI post will soon reveal some more details. When deciding on the roadmap to the Steam release of Wurm Online, we essentially had two options - we could've introduced the major changes only to the new upcoming servers, cut off the possibility of a future merge and prevent any influx of players from the Steam release to the current server clusters, or we could introduce the changes to all of it and keep it a single unified game. We chose the second option, because we're not interested in splitting it all and cutting off the older servers already filled with players from the new marketing opportunities (which include Steam), but we were also not happy in bringing WO as it was to a possible wider audience. Wurm will always be a niche game, but we aim to widen that niche, which we really can't do without affecting the meta, and effectively making some not universally welcome changes. This has been a very change intensive couple months and we appreciate anyone sticking with us in this time - this pattern of sudden gameplay changes is not something that'll be seen for long, but we've found it necessary so far. While this depends strongly on the success of the Steam release, afterwards we'll most likely return to focusing on developing more content features, but we're still not entirely happy with the existing feature set and we'd like to tweak some stuff further on - for example, in the near future we'll revisit fishing, as while it's a good system, it does have a fair share of annoyances and drawbacks, and its complexity is a bit much for what it offers in return.
  35. 21 points
    Make no mistake, some of these "little" forum accounts, usually are longtime players who have pumped allot of time and money in Wurm over the years. I know of 3 friends, who hardly come on the forums <10 posts, but who played for 10+years extremely active. Not everybody is interested in drama-doom-gloom and hardly visit the forum, having this topic broadcasted in event makes some of them poke their forum account. There was actually a time that I stopped logging in on the forum, even stopped lurking, because I got really sick and tired of the same doomsday messages and drama over these past 10 years. So you looking down on low-post forum accounts says allot about your very narrow point of view. If my friend would come on his sub10post forum account, who is a huge fan of wurm for 10+years and raked up over 800+days of playtime, to post his positive opinion about these changes, you would just ignore the value of his post? Sorry to go off-topic, but stuff like this rubs me the wrong way.
  36. 21 points
    probably a dozen years too late, but its great to see wurm becoming a game again instead of this "investment" b.s. wurm is much cheaper than most other games out there that require monthly subs, and people who threaten to quit over this is great, i'd rather have 1 brand new player dedicated to wurming as a game than 20 gold farmers with purchased accounts
  37. 21 points
    Hello Wurm students! Today I'll be doing a news post on the current news going around the starter areas. As you can see up top we've got our fancy new title font and style ready to rock and roll from our original, in house design team. The font cartel has long been knocking at Wurms doors, demanding that we submit to using Times New Roman or Arial and to them we say "No! We will make our own, new and original font!" Enough of that, let's focus on the most important thing....The news! Priesty Bois stand triumphant! After an overwhelming amount of angry replies and envelopes filled with smallpox, we have decided to throw the community a lifeline. Libila will be replaced on Freedom with Nacho, effective the Jan patch. We hope that those Libila fans out there understand our difficult position, but between sea creatures turning to zombies on land and the newfound mycelium farms on Celebration and Pristine, we have decided that Libila is the best God to take the fall. Journal gets more pages! With the Jan patch we will also add two new tiers to the crafter journal. I have the pleasure to be able to tell you early what one of these tiers entails and give a rough guideline what to expect in the entry after, due to it still being work in progress. Destinations Unknown Found: Create a fantastic item Improve an item beyond quality level 99 Repair 6250 fences, floors or walls Create 5000 liters of wine Catch 1000 fish Mine an exquisite gemstone Perform 100000 actions Reward: A random tome! Titles Unknown: This tier is fluid, meaning it changes depending on the player! This tier is all about the tome you win. When you win your tome, you get a single charge tome automatically used on your account with full benefits and penalties. From there, you'll finish this tier by using other tomes to advance your title until you have went through all possible combinations. Reward: The ability to choose your sorcery title! We would like to note that using the incorrect tome is likely to brick your journal, and we will not be reversing this if you do it. So you've been warned! Wurm Online follows in the footsteps of The Witcher! No, Rolf has not sold the lore of Wurm to CD Projekt Red for a few Euros! We are happy to confirm that Netflix has chosen Wurm to be the next game to get a dedicated series on their platform. Auditions for roles are still ongoing, however we can confirm that the director has already signed on to the project. Soon, we will have a thread Q&A with director M. Night Shyamalan to answer all of the questions. Confirmed roles so far are: Ryan Gosling - Protagonist Sean Bean - Deedmate of protagonist Willem Dafoe - The Goblin Leader Benedict Cumberbatch - Venerable Blue Dragon Danny DeVito - Angry Old Troll Adam Sandler - GL-Freedom jester Jim Carrey - Darwin Grant MacDonald - Oblivionnreaver Enki - Takeshi Kitano You wanna pizza me? We will be introducting pizza ovens to the game, which will take those endless amounts of sandstone and marble bricks you all have around deed. Using one of these pizza ovens adds +1QL to your pizza output, with rarity boosting that effect. Expect low market prices for these due to overabundance of rare bricks. They do look pretty though, so maybe it's time for some cool new deed decorations with them? Wurm got a 25 (s)killstreak! As a bonus way to absolutely demolish the mobs on Northern Xanadu, we will be adding killstreaks to the world of Wurm. Each kill you get with your weapon of choice counts towards a total kill count logged in event tab, and once you hit 25 kills, you can unleash your inner rage and kill everything within 25 tiles! This counter is reset each time the player is hit as a balance countermeasure, and the killstreak effect when used will give a random skill tick the same way Mindstealer would. Each mob gives a different killstreak name, so get hunting and discover your inner beast. Nacho is always watching Saving the biggest news for last, we will be removing the Libila colossus as a craftable item and replacing it with the colossus of Nacho. As there is currently no model due to our art team being too busy making Jackal skins for troll clubs, branches and mallets, we are opening the floodgates to you, the community! Design how you imagine Nacho to look each time you picture him, draw it to the best of your ability, taking as many hours as you need in your paint programs and post it here. To help your minds visualise how the demigod himself would look, I will be showing off our first submission from our very own Retrograde. We know it's pretty much already a perfect idea of how the colossus should look, but feel free to attempt to prove us wrong. Entries close in 5 days from this post going up, so get arty people. And that brings the news to a close this quarter. We hope you understand our position on the upcoming changes and will help us make Wurm the best it can be. Thank you for your patience with what I'm sure you'll agree, are the best quality of life changes you've seen posted in a news thread so far. As always, keep on Wyrming...
  38. 21 points
    Theres 2016, 2017, 2018, and 2019. See you guys in 2020.
  39. 20 points
    Hello all! This morning we brought Jackal into AWS. Everything went smooth and we're now monitoring the server for any indication of bumps in the road ahead. \o/ You may be wondering "But Jackal is over?" - and yes it is. We need to keep the server hot for Jackal transfers right now, and since you all were so busy on there creating items and building things there's plenty of data to poll and help us see where any bottlenecks may be. The true real test will be Celebration, but this gives us insight on what needs to be changed or optimized before we go that far. Right now the tentative uplift schedule for Celebration is early to mid March, but this will depend on our findings over the next few weeks. We'll give a more firm date once we have one. We are not looking to rush this!
  40. 20 points
    As some of you might have seen, Retro announced the steam page last night/today and revealed that I had been making some screenshots for that purpose. To make my task easier, Retro and Samool helped get me set up with the tools I need to be able to make them, and so over the past couple of weeks I have been traveling around the various servers admiring your guys amazing creations and taking screenshots of the ones that felt especially picturesque. Retro already revealed some of them in the Steam page, but I thought y'all would be interested in seeing the rest of the final ones I came up with, together with what was the name of the deed and what server it was on. Below, are just a few samples. There were 41 in total. Here are a few samples, but if you want to check out all the rest, you can do so from this link: https://www.andrea.net/wurm_shots_fixes/forum/
  41. 20 points
    Personally I don't understand why some people wanted to change wurm in their own personal revenue stream, at the cost of the developers income. Income that's necessary to hire programmers, fix bugs, develop the game, add content, etc. At the end of the day Wurm, like any game took money and time to make and if you want to play it, it's normal to pay for it. It's a free game to get into but if you want to develop you subscribe. It's as simple as that. The more I look at the conversations the more I see greed out in the open, and it saddens me. It's a game. It's about fun, not money. As for the pay to win aspect, I've come to the simple conclusion : Outside of pvp, what is there to win? In pvp it makes sense for a player to get as geared as possible. I recall the time when someone spent 600 euros or more on the first tomes that dropped on Epic. But on freedom such things don't really "win" anything. Bragging rights and vanity at best. What is there to win exactly ? Wurm isn't a cheap competitive petty mmo that drops you in a pvp environment only to push you to buy in game currency just to stay competitive. It doesn't shove in your face seasonal discounts for gems, gas, cars, or whatever in game currency many cheap chinese knock off mmos are out there. You literally aren't forced to buy anything if you don't want to. On freedom your village will still be there tomorrow. Deed Upkeep is just wurm's way of saying : Please help support the game with a few euros and in return you get no decay. Simple as that. Do you really need a drake set to hunt in the wild? Nope. Do you need to spent 100 euros on one so you can "survive" ? Nope. I've hunted in my plateset for years, both on Epic and Freedom and I haven't died to mobs. You don't win anything on freedom. At best it's : pay for convenience, but not win. Also, when it comes to RMT, why would you honestly bypass buying silvers from CC? This is a game that needs money to grow and be sustained. It has a legacy. All servers are books with every player leaving their stories in it. You want your own greed to delete that? For what? A few euros you could make from working at home? If you want to buy a drake set for 90 euros, wouldn't it help the devs more if you would buy 90 S from the shop and traded that in game? Why have so many people ended up equating Wurm to their own money making personal machine? It's a game most of us love and want to see it successful and thriving. That won't happen if players just want to treat a game like their own bitcoin operation. It's a game. You put time and money into it like all games since they were first developed. They weren't made for your own revenue stream. The fact that the devs and Rolf first allowed it to happen is just probably the best case study on the market for what happens when a game experiments with the concept of allowing in game currency to be valued with RL money out in the open. Well we saw how that experiment panned out. It reinforced greed at the expense of the ingame economy and the game's well being. Good thing it needs to end.
  42. 20 points
    Yep, you read that correctly. We got you another one. Loot will be rolled among all participating slayers (limit one roll per person, no alts). Location is within local of water and will be added later in the week. Please be reasonable with bringing alts again, thank you Thanks to Nineol for the penning assist. Location is about N13. Access available by canal from all sides. Location is close to the water. Deed name 'Cheesy Wotsits'
  43. 20 points
    My deed dropped less than 24 hours ago and some upstanding player came along and built a shed 3 tiles from where my token stood, just to steal a planted HOTA. Now, they've got the HOTA and I am left with a shed in the center of what was my deed so that I may not deed again. I've already put in a /support in, though I don't think it'll go anywhere. I've read here in the forums from others with similar thefts that have claimed that the team considers using a shed to circumvent anti-theft mechanics on PVE to be "fair game". Whatever. Another ridiculous decision in the long list of Wurm's ridiculous decisions... Standing here at the location my token once was, I am now over 3 hours in waiting for a response for my /support call. And when a GM finally does contact me, in the off chance that they're able to help and remove this shed from the center of my deed, the question begs to be answered: Do I really want to bother redeeding? Honestly, at this point, no. There are many reasons, including the ever-dwindling player base. No, I'm not rage quitting over a silly statue. But I am finally giving up, disappointed. How many are left playing this game? And out of those people, how many are not even giving a deed owner 24 hours to redeed before hawkishly building sheds inside of the deed to swoop down on valuables? And how many of them are leaving their sheds behind, as a big middle finger to the person they just stole from, blocking them from redeeding over their hard work? Please, I implore you (the remaining community) to take one thing from my post: This game is dying and doing scumbag things like tossing up (and then leaving) a shed in the middle of a village that has just disbanded, just so you can acquire a 5s item, is going to leave you with nobody left to play with. To all of those who I consider my friends, I will try to see you one, last time in-game. Some of you aren't very active so I don't know if I will get to visit everyone. For all of those that I've had good relations with, thank you for the 10+ years of fun gameplay and a great community. If any of you would like to keep in touch, feel free to add me on Steam. Send a private message if I won't recognize you by your Steam handle.
  44. 20 points
    Woohoo! I did it! I did it! After 15 years I finally succeeded! I can't believe it! I finally did it! [19:45:49] YOU ARE HIT BY LIGHTNING! OUCH! [19:45:49] A strange dizziness runs through your head, eventually sharpening your senses. I have new super powers now! or at least a mot more Mind Speed! There I was minding my own business moving boats and swimming out to my boat in my shiny new steel plate armor when I got distracted, overshot my boat and started drowning. While awaiting the village to decide who or if a rescue party would be dispatched, by a sheer twist of fate... BAM... I am struck down by mana from above. Still clinging to life in the Jackal sea a rescue party from HQ Bravo was dispatched (Tria) and I was once again snatched from the icy grip of death! Take that IRL! All I got for my troubles when I got hit IRL was an insane need to drink mass amounts of water and memory loss! Take my word for it, getting hit in game is much more rewarding!
  45. 20 points
    Independence is 10 years old, and Julie, the NPC who has totally always been around and in the background of every major happening on Independence wants to celebrate, and she needs your help! Ever the fun loving kind, Julie wants to invite some unknown and well known names to this party, but being an NPC she can't wander around, this is where you come in. Travel around Independence and invite the weird and wonderful NPC's of Wurm to come along to a party, some may require some help before they can come though! This event starts at Freedom Market, and will travel far and wide across Independence. To start on this you will need to be a premium player. Depending on how many people you can find and invite, you will get a common, rare, supreme or fantastic version of the item, the wonderful Statue of Dragonfang! The event will run until the end of July update, so you have a whole month to check it out! I'll also be doing a community stream at 10PM tonight GMT time, where I will be going through the event and chatting as I do, if you'd like to join me on it be at Freedom Market then! Alternatively, you can watch it at https://twitch.tv/wurmonlineofficial
  46. 20 points
  47. 19 points
    I don't know where this is, ask - Demonanightshade New Year, well, same me! Greetings everyone! It's Retro back with the first VI of the year! We're hitting the ground running in 2020 with some big changes (and more on the way!) I hope everyone enjoyed the Christmas gift of the festive bedroll, I'd like to clarify that I did state it should be damage free, this is not the case. As it is an item with a use function it will take damage when you sleep on it as well as being prone to decay off deed or in a container (standard decoration mechanics). The craftable version will be going live along with the bugfix of making them improvable with the next minor update. This week though we'll be talking about what's going live in the big update at the end of the month, so strap in and check it all out. New Loyalty System WIP shot, prices hidden due to not being finalised. Items so spicy you won't be able to eat them! We’ve talked about it a bit in various places on the forums and on our Twitch broadcasts, but it’s almost time! I’m really keen for this to come as it’s something I worked on personally, so I’m quite proud of it (unless it breaks, then I had nothing to do with it) For premium purchases (excepting the the first 2s purchase if purchasing via token) players will receive points that they can redeem at a token to purchase items. The points awarded for the different purchase options are as follows: 1000 point - 15 days premium 1500 points - referrals 3000 points - token 4500 points - shop (per month purchased) The items that can be purchased are as follows: Random Moon Metal Lump Self explanatory, a 99ql lump of a random moonmetal -- seryll, glimmersteel or adamantine Random Ancient Jackal Moon Skin A random skin from the Jackal points list. Gift pack Open the gift box to find a random reward from the following: Sleep powder A star gem Seryll lump Adamantine lump Glimmersteel lump Imbue potion Supreme bone Transmutation rod Staff of the land Pale mask Plumed helm of the hunt Cavalier helm Challenge statue Returners mask Trader items Items such as shaker orbs, Rods of Transmutation, Small and Large Magical chests are available as well Care for token This adds another care for slot to your character, it’s limited to one per character! Golden Mirror No clue what this does, no one knows about it. Just kidding! This will allow you to change your gender AND get a makeover Affinity A random affinity is assigned to your character. Wooden Name Plate Hang this nameplate on a creature that is tamed or dominated to rename it! Magical Ink Ever had a special item that meant a lot to you? You can now add your name and a special name to the item, turning that longsword into Retrograde’s Excalibur. All renamed items will include the person's name, so GM named items will still be different. Sleep bonus This increases your sleep bonus cap by one hour, meaning 6 hours if you have not completed The Winding Path in your journal and 7 hours if you have! Note this does not increase the maximum cap of 10 hours from server based compensation. Faith Swap and Meditation path change These are pretty straight forward, allowing one time faith or meditation path swap per redemption. Magical Tome Random tome charge, who wants a red cherry? There’s a lot of variety there and there’s a lot to work towards, some of these prizes are intended to take 6-12 months in order to earn enough points to redeem, and we’ll be able to add and swap out things as we go, meaning limited edition things or even discounts! Priests After a long time of balancing the pros and cons following the priest update over a year ago, the decision has been made to remove the ability to follow player gods entirely. With Libila now a PvE god as well all spells are available and balance is much easier to work across four known sets. We also are able to bring back more flavour for the original deities and followers. This means that existing priests of player gods will be converted to their template deity with the option of a free faith swap to any template deity. Alongside this we’ll be boosting template specific favour options and adjusting favour from chopped vegetables. Although popular we would like to bring more options and variety to the choice of favour, encouraging the use of more template specific favour options vs thousands of chopped vegetables. We’ll have the exact numbers in the patch notes for the launch. Third person Wurm That’s right, you saw in the end of 2019 thread but third person is coming to Wurm! It’s a completely different feeling playing in third person and I think everyone should check it out. It’s already on the test server if you’d like to try and let us know what you think and if you’ll be playing with it when it goes live! Jackal The stronghold has fallen, and Jackal has been cleansed for this round. I’d like to congratulate everyone who took part in the final battles, and a solid well done to everyone who spent their time playing on Jackal. We’ll be winding the server down and returning players back to their Freedom servers, so if you have deeds there still remember to disband them to avoid any issues with lost silver! This is all coming at the end of January, along with a bunch of tweaks, bugfixes and adjustments, so make sure to catch us live on Twitch at Sunday, 9pm UTC to chat about what’s coming, see it all on test and ask questions! Until then though, keep on Wurming! Retrograde & the Wurm team.
  48. 19 points
    We are currently experiencing an all-server outage. Due to the nature of the outage we suspect Hetzner has had an internal issue that has made all of our servers inaccessible. Even our build infrastructure is unavailable at this time. Only the services migrated to AWS and the main website are accessible, with the main website being a different type of Hetzner service than the rest of the servers. We've lodged a support ticket with our provider and are awaiting a response. There is currently no ETA. We will update this post once we have more information. Thank you for your patience. Edit: 04:30 (server time) - Servers appear to be online and accessible once again. Edit: 04:35 (server time) - Hetzner has confirmed a network outage and are working on the problem. Expect connectivity to be degraded or intermittent while they work to correct the issue. Edit: The issue has been resolved.
  49. 19 points
    A little somethin' somethin' I've been building for an upcoming Wurm video: EDIT: In my Wurm Roulette stream I was showing this area, if anyone wants to see video footage of it.
  50. 19 points
    No strings were harmed. [14:01:28] Cloth tailoring increased by 0.000008 to 100.000000 [16:49:58] Your title is now Fateweaver. Do i get to choose title or somebody else beat me to it ?