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wipeout last won the day on September 9

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About wipeout

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  1. The devs wanted to have a harder then normal wurm setup Our village apparently went 1 step further Introducing our 2nd in command who's only defense against claw attacks aimed at his chest are his nipples made out of steel And yes you are seeing that correctly that is underwear made out of human skin from the last villager who dared defy him(Sickle might or might not have been the murder weapon)
  2. Pelts!!!

    or or you know that lake that sits just a bit west of spawn? go to the west side of that and cross the mountains and its hunting grounds everywhere all the way to the south coast not a single wurmian in sight anywhere
  3. I think it rains to much on jackal its started to rain in caves now
  4. Dont worry my game runs fine normally just changed some settings to and bam funny bug message Congratulations, you found a bug in the test client: <Unable to link program (program.white): class.TaNqtePNeP: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\Desktop\wurm\console.thijs.log Time is Tue Sep 10 19:24:52 NZST 2019 Running client version 4.1.73 client build# fcc70e68cdac7d3f5b13e629e27971cc4a5f86cd client build time 2019-09-10 00:45 === System information === Executing from C:\Users\USERNAME\Desktop\wurm\ Operating system: Windows 10 (arch: amd64, version: 10.0) Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 8 === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 1 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 4 colorItemsDamage = true color_black = 0.0,0.0,0.0,1.0 color_cyan = 0.0,1.0,1.0,1.0 color_enchant_desc = 0.5,0.5,1.0,1.0 color_enchant_name = 0.0,0.5,0.5,1.0 color_enchant_power = 0.0,1.0,1.0,1.0 color_error = 1.0,0.3,0.3,1.0 color_fuchsia = 1.0,0.0,1.0,1.0 color_green = 0.08,1.0,0.08,1.0 color_grey = 0.5,0.5,0.5,1.0 color_lime = 0.0,1.0,0.0,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.5,0.0,1.0 color_outline_ally = 0.5,1.0,0.5,1.0 color_outline_friend = 0.5,0.75,1.0,1.0 color_outline_hostile = 1.0,0.0,0.0,1.0 color_outline_neutral = 0.5,0.5,1.0,1.0 color_purple = 0.5,0.0,0.5,1.0 color_red = 1.0,0.0,0.0,1.0 color_royal_blue = 0.23,0.39,1.0,1.0 color_salve_acid = 1.0,1.0,0.0,1.0 color_salve_fire = 1.0,0.0,0.0,1.0 color_salve_frost = 0.0,0.0,1.0,1.0 color_silver = 0.75,0.75,0.75,1.0 color_system = 0.5,1.0,0.5,1.0 color_teal = 0.0,0.5,0.5,1.0 color_white = 1.0,1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0,1.0 compressed_textures = false compressed_textures_S3TC = true contribution_culling = 200 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1920:1080:32:-1:false:true enable_contribution_culling = true enable_debugs = false enable_lod = true enable_shift_drag = true enable_vsync = false event_log_rotation = 2 exec_source = 0 fast_yield = true fbo_enabled = 1 fog_coord_src = 1 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 90 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 1 gpu_skinning = true gui_opacity = 4 gui_skin = 1 has_read_eula = true head_bob = false hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 limit_dynamic_lights = true loadInventoryStartup = true local_list_in_event = false lod = 2 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_dynamic_lights = 7 max_shader_lights = 8 max_texture_size = 3 mega_texture_size = 5 model_loader_thread_priority = 2 model_loading_threads = 4 mount_rotation = false multicolor_usage = 1 multidraw_enabled = 1 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 1 normal_maps = true occlusion_queries_enabled = 2 offscreen_texture_size = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 3 quick_keybinds = true reflection_texture_size = 2 reflections = 4 remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = true render_sun_glare = false render_vignette = false renderer_type = 1 resident_models = false save_skills_on_quit = true screen_brightness = 0.0 screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 9 shadow_level = 0 shadow_mapsize = 3 shift_drag_default = 1 showKChat = false show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 2 sound_al_gain = 10 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = true sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 5 sound_play_PMAlert = true sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = true sound_play_weather = true sound_play_work = true structure_render_distance = 4 submit_client_data = 1 supersampling = 0 swap_mouse_buttons = false terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 0 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 2 use_fast_clock_work_around = true use_nano_timer = true use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 0 viewport_bob = true water_detail = 2 Setting up WurmModel Model Loader Executing C:\Users\USERNAME\Desktop\wurm\configs\default\keybindings.txt Translating legacy key NUMPAD3 to KP_3 Translating legacy key SUBTRACT to KP_SUBTRACT Translating legacy key NUMPAD2 to KP_2 Translating legacy key NUMPAD9 to KP_9 Translating legacy key NUMPAD7 to KP_7 Translating legacy key NUMPAD8 to KP_8 Translating legacy key NUMPAD5 to KP_5 Translating legacy key MULTIPLY to KP_MULTIPLY Translating legacy key LBRACKET to LEFT_BRACKET Translating legacy key NUMPAD1 to KP_1 Translating legacy key RBRACKET to RIGHT_BRACKET Translating legacy key ADD to KP_ADD Translating legacy key DECIMAL to KP_DECIMAL Translating legacy key NUMPAD6 to KP_6 Translating legacy key NUMPAD4 to KP_4 Translating legacy key NUMPAD0 to KP_0 Translating legacy key DIVIDE to KP_DIVIDE Word filter loaded: 23 Starting global job manager with 8 worker threads Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize Generating: 128 source channels. === OpenGL information === LWJGL version: 3.2.2 1.2.0 OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 1080 Ti/PCIe/SSE2 OpenGL version: 4.6.0 NVIDIA 436.15 OpenGL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.60 NVIDIA GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 124 (124) GLSL max lights: 8 (8) GLSL defines (4.6): #define USE_CLIP_VERTEX 1 Vertex/index buffer memory limit: 5632MiB Starting workaround for fast running clocks Using nano timer. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 512 Preloading builtin materials Failed linking program: program.white Execution aborted at connection 0, iteration 0 Run time 0s, local time Tue Sep 10 19:25:00 NZST 2019 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.fgtPPuD8uC: Unable to link program (program.white): class.TaNqtePNeP: <no message> at com.wurmonline.client.fgtPPuD8uC.mMV5oPkCW(SourceFile:63) at class.oEJTbxTYtU.FZOk5L6Gfy(SourceFile:238) at class.oEJTbxTYtU.FZOk5L6Gfy(SourceFile:156) at class.Vnr6InK1qF.iHOS3zg1KL(SourceFile:158) at class.Vnr6InK1qF.FZOk5L6Gfy(SourceFile:86) at class.Vnr6InK1qF.XwhlvVTrl(SourceFile:1068) at com.wurmonline.client.WurmClientBase.run(SourceFile:33286) at java.lang.Thread.run(Unknown Source)
  5. Really? as a new player you can easily spend 2+ hours making a large cart if you dont know how to get a few points of fine carp before hand on jackal i made a large cart in under 10 minutes with 0 skill on the first day so what are you trying to make? If you want a wurm unlimited experience with 10-20x skill gain go play that large cart gives you around 10 fine carp like this server is supposed to last 6 months but it takes 4-5 days of not even really focused grinding to get 50 mining 2 days for 50 wc a few hours for 50 digging about 3 days for 50 blacksmithing(gotta get that mining) like how much faster do you want it to be? where we can get 50 skill in 5 min?
  6. And that is bad? We are still using it to level our smithing skills and support beams and nails and ribbons we are still going to need to replace gear and you want more then ql 50 for sure in order to actually make it be worth while As for moon metal veins they are rare and hard to mine adamantine veins have a difficulty of 60 which means at 50 mining and ql 50 pickaxe most ores that come out are still ###### so ya you can create 40 sickles but you wont be able to imp all 40 up to 50+ without finding multiple veins As for normal veins you want your abundance of ores in them as people will find plenty of reasons to have them from brass lamps for that extra shinyness to silver for the weapons extra damage to gold and silver for electrum horse shoes and the list goes on All that lowering quantity of ore veins and quantity in ore veins will do is more mining needed to get the metals you need to build what you need to build and only add to a mining grind that 99% of the wurm population hate(i myself love mining) you want people to focus on the new content not more on the old
  7. But veins already have a limited quantity random between 5k and 10k with moonmetal veins being 50 max
  8. I agree with some of faty's points 1. starter deed is to fancy 2 templars and guards really shouldnt be the cure to beasts 3. chain beacons yes but do not restrict their radius to 50 but make them require a nearby beacon in range equivalent ofa ql 90 beacon(how ever long that range will be) Something else id like to see is that we keep jackal hard we have to travel back to safety to leave jackal lands What i imagine jackal to look like as it stands right now within 2-3 months is a road system or a cave system towards the stronghold area with an array of towers and beacons along the way and walls everywhere with all guards inside those walls on the roads with random deeds along the way with their own roads branching off from said main road leading all the way back to spawn deed What i hope jackal will be in round 2 a few months in is something like this Players are making outposts that are nothing more then a small walled in area/cave connecting up to a small road(bigger rift creatures get rid of walls when they come across them and not just random bash like a troll does) with tents for respawning while a small collection of people are making gear while a bunch of fighters are trying to hold off a wave of monsters that are spawning from a jackal beacon that the group is trying to destroy while deep inside of corrupted land Where instead of having a straight road towards the stronghold you got small roads leading everywhere towards jackal beacons with every beacon requiring quite a bit of effort to destroy where death becomes an accepted thing but people still try to avoid it where loss of gear is accepted What i hope jackal round 2 will be like at the start is people being more organized less random of a mess groups being focused on what they want to do(something we could not do due to lack of info) where before the round even starts people start to plan and work out and assign tasks to people who join said groups so that when launch day lands everyone can start from the get go and get started with a mindset of getting specific things up and running and less freedom/chaos style living and playing It might be me but jackal has the potential to be similar to poe's league's sure its not for everyone(and thus normal wurm) but there will be quite a few people who will enjoy the new challenge the new start the more ways to refine things but quirks just need to be sorted out like the following(next to stuff i mentioned before) 1. pelts should not be made easy to get(eg no buying from traders) but pelt bearing animals should be abundant enough for the expected amount of players 2. Deeds requiring a guard tower and beacon within 10 tiles in order to place a deed(stops the massive land hogging with dozens of deeds full of templars leading to everything being dead and no animals spawning around starting deed and thus people complaining) 3. We dont need random events where "oh we are in corrupted and suddenly you loose health" as we all know how wurm is and it will be "oh suddenly you die as you set foot into a corrupted piece of land for 1 second" we need things like what is on chaos where normal skills suffer while enemies are around and instead of fighting skills working better you just dont get a buff 4. A more evened out terrain that isnt loads upon loads of 30-60 spike pieces of land around spawn i get you wanted to encourage weta travel but for those who dont have a rope its a pain 5. Skills should be at most 10 if not remain at 1 this is supposed to be hard sure its grindy sure some people wont like it but i myself i got to 50 mining 40 woodcutting 30 masonry 30 digging 20 carp 20 blacksmithing 30 leatherworking and 3 priests up to 40 faith and 20 channeling and a bunch more in 6 days time while working as part of a big group and me mostly being focused on hollowing out a cave I would much rather start at 1 skill again and again and again every 6 months and have skill transfer back to freedom at the end of it then start at 50 skill because "oh no the grind is so bad boho after 3-4 days i cant stand it" becoming the reason we dont get skill transfer 6. crop rate increased for the first 2 weeks to be growth time of 2 days to allow a lack of food or cotton or wemp not to be a death sentence in a harsh setup 7.Less water, like seriously why do we have to have spawn deed be on a hilly shitty terrain surrounded by water it just encourages people to make row boats and ###### about not being able to use it throw us in a valley surrounded by mountains on every side but 1 leading into a giant forest full of corrupted land and horrors 8, rift creature waves: these waves would start out as a few rift beasts the first week or so slowly going up to 10-20 roaming together leading into more rift creatures joining with a new wave every few hours(random to a min max of 2-8 apart) rewarding every person who partakes a few jackal points and some rift mats(solves your lodestone problem) from humanoid rift creature "captain" type( warmaster and such) 9. enable newbie buff of food and water loss for the first 24 hours of gameplay but not the others 10. tone down damage that rift creatures do to armor at low ql(2.5-5 damage per hit of a rift beast to ql 25 is insane vs 0.08 of non rift creatures) 11. corrupted land should not look like a dense forest but empty plains with occasional trees and with the odd rift mat tree/rock/crystal around(with a cap of 20 of each type spread out around a rift beacon) 12. most important: have a clear list of every feature and its stat and all of its info everything written down in a properly written out post with no holding back or "lets keep this mysterious" 13. Spawn tools should be there in the sense of tents some ql 10-20 armor and a weapon and shield but no tools itself I know i reply a bit often to this topic but when jackal is something that i wish wurm should have had years ago except even harsher then what we have now and i see people complain about "its to difficult" in the first 2 weeks and wanting to give up already and pushing for changes to ruin the experience and make it easy i cant help but not be quiet You cant load a boat into a ship transporter? go mine for 8 hours across 2-3 days do some woodcutting for 2 hours you will have the body strength You are afraid you cant get back to freedom to take care of your deeds over there? Dont roam to far away without a means of getting back(infrastructure transportation what ever) Cant find a resource you need? barter and trade Animals to hard? ask around in local or freedom chat form teams work together dont rush things so quickly Think the grind is to hard? Go back to freedom the grind is easy really easy Word of advice discard how you think wurm works dont rely on "oh i want my skills here as this is what im used to having" We are people on an expedition to a new land and for some reason(come up with a good lore related one retro) our experience and skills did not transfer over but our knowledge of how to get those skills did(player knowledge of the game) Yes i am passionate about this as this might be the the start of something great for wurm that can and will bring in new players and return old ones for a few months on end and i really do not want to see this turn into "just a hunting server where your skills transfer to and from with the map reset every 6 months" as whats the point in that? we have hunting servers and then deeding was enabled on those ruining those servers just make a 4k x 4k hunting server and slap better ai mobs on there and disallow deeding of any kind(besides a coastal respawn deed) and link that to normal freedom and leave jackal be a themed server
  9. Keep things difficult its supposed to be a hard server right now it might seem insanely hard to get back to a start deed or any groups lodestone but once we got a road system made it will take under 30 min on a 5 speed to get anywhere if this map is cele sized so really it wont be an issue If 1 rift beacon destroyed doesnt equal 1 lodestone who cares go destroy a few more if its hard to do with just your group gather more groups thats the whole point of this right? to work together as a community to take on the jackal creatures so also this should be hard and hey if you dont want to travel 5-10 min to the nearest lodestone then dont setup your base that far away just like people in normal wurm live on the coast for easy access to other servers vs those living inland same goes here
  10. It is wurm we beta test every feature they want to work on but jokes aside they could do what some wu servers have in place with the road system where roads build between 2 beacons are counted and logs are checked to see who worked on them and reward points based on that And where those who craft gear get points rewarded to them when their items are used to kill creatures Yes jackal needs a lot of finer details worked out to make it really a good thing but as it stands its a good start As for me personally im not to worried about the points and the cosmetic skins that come with it later on im enjoying the experience of what jackal can offer and once the deed im part of is properly setup and we got our wagon convoys made beacon after beacon with road after road is gonna be made while others try to find out where jackal beacons are so that we can hunt them down and destroy them and honestly that kind of teamwork will be fun to do for a while
  11. So less then a week or 2 on a new map with a new gametype and its a bad thing? When wurm originally started it was way way worse then jackal is with wurms first "gold" release the woods where seen as death traps almost every mob would kill you and walk away with nothing but a scratch if you saw a spider you would run and not look back for a good 5-10 min only to end up being clubbed to death by a troll Months later 1 server melt down later and gold 2 came around and the forest south of newtown was seen once again as a forest of death with whispers of slavery beyond it pelts where in high demand for months ql 50 tools cost 10s+ getting to 50 skill in any skill would take well over a year Within a week or 2 jackal's pelt situation will be solved even at the low spawn rate of pelt bearing animals You do not need to move your entire deed forward constantly you build a deed up where it is safer where crafters can focus on crafting and make outposts and roads to said outposts to push deeper and deeper(a well planned expedition is boring and safe v s a badly hasty put together one that ends in failure) If working together as a team sharing resources and taking the time isnt something for you then why you playing wurm? this is meant to last 6 months with a possibility of us not even getting the stronghold destroyed the first time If you venture to far into xanadu in the first week you where also lost cut off from your boat back to indy its the same here make roads map out the area be smart not stupid If the mats for a lodestone where easy to get everyone would get a lodestone and no one would work together now if mats are rare then trade will happen for the mats to make central outposts with lodestones at them for people to branch from alongside roads And with any new server comes new prices at a time where a blacksmithing imp to 90 was 1s on indy when release came out it was 5s+ when people got there it is normal its called supply and demand I myself love the way this server is setup it focuses more on the community as a whole of big groups working together and working with other big groups to push deeper and deeper to establish trade and a road network to establish a community that will function properly to win this round it is something wurm hasnt had in a very long time so its not surprising that some people are not seeing the point of this and get bored of it and get worried about their other places but in the end dont over extend and dont be to hasty Edit: To add look at american colonization history how they explored and build infrastructure over time to gain easier access to the wild terrain we have to do the same here and then your issue of lode stones being to far away wont be an issue
  12. Could we either for this one or next jackal round to have a daily map dump made(kept private) of the server which is released at the end of a server where every day is 1 picture and we can slide through those pictures at ease/autoplay through it? Would be something nice to have a history of themed maps turned into pictures
  13. That would be great yes for what i was thinking There would be the odd case where a person wants to resize their weirdly shaped map of 14w 21n 9e 8s to 50x50 without clearing it and setting it to a set size quickly vs typing in how much each direction and then being off and having to shrink it and so on For that case having the resize to set size vs add/remove might be a blessing for them
  14. With resizing map can we get the set size back vs only add/remove tiles? When trying to make weird shaped deed maps its a bit weird to get it to the right size
  15. Well you do make us pay for it well more specifically rolf does as he got us hooked on wurm and we cant live without it >.> And thank you hopefully he will accept it as i would love to see this changed be it being able to buy 1 year at a time or more options