Wossoo

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  1. Hey Everyone! This week we have a special off-schedule News post ahead of upcoming improvements to the Wiki. There's also an impalong on Xanadu in a few week's time - you should check it out! Marni (bwg), as our new Wiki Head, has already started doing a fantastic job of organising the vast Wiki. The end goal will be a cohesive, accurate and highly informative Wiki that lists as much information as possible about the game. As a part of this, we will be reducing the number of player accounts to a more manageable size. Less than 30 players have edited the Wiki since the start of 2015, and the "manageable size" we have in mind is still far larger than that. Players will be able to apply for an account in what will simply be a slightly stricter and more monitored system than before. This will help to ensure that edit standards can be set and that vandalism/security issues can be prevented, while still keeping the Wiki open to all to contribute to. There's a full write-up below! Wiki Improvements How many of you have seen the phrase "read the wiki" typed into CA Chat? Everybody, of course! ... And you've probably checked it yourself too recently. Why? Because with over 2,600 articles it's the go-to resource for anything Wurm Online. We all like structured, informative and relevant information to help us to grow our skills and craft a new tool or decoration. Just as Tamorlane recently said in a City Hall forum thread: “Change is Comingâ€. The changes will include our Wurmpedia; the appearance, the content and how it’s managed. So I'd like to give you some insight into how we are re-structuring, developing and changing the Wurmpedia. The first noticeable change is the creation of our Wurmpedia Team. Our team is here to help keep the information relevant, informative, structured and easy to use for old and new members of our community. The Why Wurm is growing! In the beginning when the Wurmpedia started to take off the team was too small to have anyone dedicated to it. An overseer was put in place to keep an eye on the editors and weed out the vandalism but the community was let loose to share their findings. As Enki once said, “back then Wurm was ‘intended as a sandbox of discovery’ and this is how the players chose to share their knowledgeâ€. Most of that knowledge was great for the community. However as time went on updates were released, changes were made, and the community started to grow. Some of the knowledge became lacking substance, mis-informed, and did not follow any specific or consistent structure. So now, we have a Wurmpedia that has some fantastic information, but there is still a lot of unverified content. That's why some people in will tell you not to use the Wurmpedia because “most of the information on there is incorrect anywayâ€. We will change that by providing a strong, secure, and reliable source of knowledge for our community. We currently have somewhere in the region of 1,400+ editor accounts. This is far too many for one person to manage. Even if over half of those accounts are inactive, that is still a very daunting task. The community has also grown substantially, and with any luck that growth pattern will continue... With that growth (regardless of where we are today) it is not feasible for one person to control the access rights, ensure the data is up-to-date (correct and structured), and to resolve any vandalism, revert wars, or posting issues. Next Steps We plan to eventually have 3 levels of user on the Wurmpedia team; Wurmpedia Manager (currently Marni)Wurmpedia AssistantsWurmpedia EditorsThe primary role of the Wurmpedia Manager is to handle: Development and management of the team projects for the Wurmpedia. They are also to handle recruitment, interviewing, appointing and promotion of the Wurmpedia team applicants and team members. The Wurmpedia manager also oversees the day to day operations and assessments of the scheduled tasks.The primary role of the Wurmpedia Assistants is to: Assist and execute projects relating to the Wurmpedia content and structure.Monitor and review suggestions and updates posted to Wurmpedia section of the Forum.Assist in the moderation of contributions made by the Wurmpedia Editors to the Wurmpedia.Wurmpedia Assistants will also be the mentors to the Wurmpedia Editors, offering training and support in the day-to-day maintenance of the Wurmpedia.The primary role of the Wurmpedia Editors is to: The Wurmpedia Editor is a non-staff volunteer position. This position, however, is the team's eyes and ears to the community. Collecting information from the forums, chats, and test server. Helping review, test, and confirm the different page’s game information. They are the foundation of the Wurmpedia, having the most hands on position throughout the whole team, collecting, updating, and delivering the most up to date content to the Wurmpedia. They will help us to bring the Wurmpedia above and beyond the standards we all come to expect.All existing Wurmpedia accounts will be disabled soon, but not removed. This is to allow us to set up a new permission system, security measures, and adaptations for the Wurmpedia. The application process will be very similar to how it was previously, but just a bit more rigorous and with more resources to help new player editors. For the time being, we are setting a soft limit on the number of editors that will give us time to teach and train those editors on our new globalised structure and templates for the Wurmpedia. Then shortly after, if everything goes as planned, we will open applications again to give more players the opportunity to join our awesome and dedicated team. More details on when the second round of applications will be available once the first Wurmpedia Editors have been properly introduced. Also of note are player and settlement pages. They will stay as they are but won't be edited from now onwards - In the long run, we'd like to look into a new and exciting dedicated platform for recording Wurm history. You can now apply to be an assistant or an editor. This post is a summary of a longer write-up that Marni did here. Xanadu Impalong There is an upcoming summer impalong on Xanadu. The impalong will run from the 24th-27th July at the Misty Dragon deed, and is being organised by a number of local residents. So-called "Impalongs" are events organised solely by the community, where players can go to get tools, weapons and armour improved. They're fun, one-of-a-kind community gatherings that bring players together from across huge distances to socialise and share. North Indy Academy Playground, Independence In addition to larger bridge projects, some Wurmians have been building their deed complexes with smaller, more numerous bridges. Such is the case with the "playground" effect that has been achieved at the North Indy Academy by Journeya. The rope bridges connecting the buildings certainly do conjure memories of a children's play area. Their deed is recruiting too, so you can join up and see them firsthand for yourself! Find out more about the North Indy Academy: http://forum.wurmonl...-is-recruiting/ Screenshot of the Week This week's Screenshot of the Week by Alyeska depicts a party on horseback readying for the Treasure Hunt on Independence! It was taken at the Howl in front of a multi-coloured display originally made by Headhunter. It's a good example of the different armor, mounts and even dyes that can be used in the game... all in one screenshot! Looks like a GM photobombed the pic too! That's it for this week's News! We'll probably speak again soon in a few weeks' time. But don't fret if you feel lost and hopeless without us! Just make a campfire and use /weather to check the wind direction, and that will make you an easy smoke-based compass. Happy Wurming!
  2. no news today

    But they are so beautiful... As people said, we're at that point in the development year that things are slowing down so there's nothing much to report. May be occasional community news things maybe in future weeks but for the next few weeks or so there won't be much news.
  3. Hey Everyone! This week brings less news, with today being the Summer Solstice public holiday in Sweden and it almost being the summer vacation period. As of next week, most developers will be on summer vacation, and so we won't have much formal development news to bring you for a few weeks. But don't worry - devs will still be on hand to solve any critical issues that could arise and to provide maintenance for servers, so other than there being not much dev news for a few weeks you won't notice a thing! If there's community news or any bits of dev stuff to report on then we'll do a news post, but we'll skip weeks for which there isn't much to talk about until devs are back from a well-deserved break. The reward of the summer will be a refreshed, ready to roll dev team for the next 12 months! When Autumn comes around, we'd like to start looking into the next "big feature" to start developing. Up until then, work on bugs and smaller things will continue. We don't have any "shiny" news from developers this week, but can confirm that Wox has been working away on pauldrons (shoulder armour) that will provide an optional way to spruce up your character's appearance, and that Rolf has begun looking into issues involving the collisions system, that have caused some quirks regarding doors, archery and catapulting. It will be a bit of a hassle to fix but will be a part of sorting out some issues that bridges and doors (amongst other things) have had recently. The Week in Patch Notes There was one maintenance restart earlier this week. At a glance, the most useful thing looks like bridge decay now working in a similar way to road decay offdeed - they won't require as much maintenance so long as they're used, making using bridges in highway design that bit more convenient. Fixes that apply to all servers are in black, to purely PvP servers in blue and to purely PvE servers in green. 16/6/15Changed bridge decay, so if its used the decay is reduced (a lot).Fix for some notake items suddenly being possible to take.Improved the newbie light a bit.More breeding timer tweaks.Infection in wounds were bugged and will now be a bit harder to get rid of.The spell Ward should make more creatures flee now.Walls no longer keeps their colors when set to plan or rubble. Niarja - Twitter Tracking & Skill Comparison If you haven't heard about Niarja, it's a new tool developed by Chakron that parses tweets from the official Wurm Online accounts in an organized and searchable format. This is useful for staying up to date on the status of rare, unique critters as well as the most recent deeds to be formed or disbanded. In addition, the new Skill Compare feature of Niarja allows you to view character skilldumps in a consistent and attractive format. Compare your skills with other characters if you so choose, and even help keep track of your skill gains. It looks like an exciting new tool and a big thanks to Chakron for developing it for use by all Wurmians! You can read more about Niarja and the Skill Compare feature and go directly to its website. Warlander's Ramp It might not be as epic as some of the other bridges we've highlighted, but we think it's a good example of just how versatile bridges can be when it comes to decorating in Wurm. Warlander created a simple ramp bridge up to the second story of a building. Small ramps like it make transporting materials to other floors of buildings possible. It goes to show you how bridges, big or small, have been an excellent and welcome addition to the game! Screenshot of the Week Our weekly screenshot was posted by Bachus and depicts the Indigus deed. Someone certainly had fun playing with color and dyeing objects! It's awesome how the rainbow arches down on top of the deed, almost as if it was the source of the colored buildings. There's a bridge in the background to boot! Did you know that you can unhitch individual animals from a wagon while mounted? Well now you do. Happy Wurming!
  4. Hey Everyone! This week has seen more of the same from devs, with a continued focus on bugfixes and small additions. But Wossoo, what are these Fancy Pants that you talk of? Well you'll just have to keep reading! We also welcome Warlander to the team as a volunteer client developer. His focus will probably be on GUI improvements. The Week in Patch Notes The bug crusade has continued, and below is a roundup of the week's patch notes in full. Fixes that apply to all servers are in black, to purely PvP servers in blue and to purely PvE servers in green. 8/6/15:Fix so chopping a tree down leaves the grass (or mycelium) at same length (except lawn goes to short grass/mycelium).Fix for fsb and bsb becoming unplanted over server resets.Fix so can’t dig at the end of bridges.Fix so the max ql of floors and bridge parts is not restricted to 80.In order to prevent various annoying situations, siege shields (and unfinished ones) are now notake and must be created where they are supposed to be used.Turrets should now properly revert to unenchanted ones if dispelled.Removed false disease status which occurred in certain situations.Fix for fatigue going into the negative and blocking certain actions while mounted.Bulk container double turn menus removed.Scissors now take proper damage when shearing.Fix for floor/roof damage using certain tools.Blocked removing bulk items into tents due to certain exploitability.Harvesting now properly using 100 item inventory limitation.Exiting through a door with enemies players in local should now unlock it as well as when entering.Removed possibility to change creator by dealing damage to items.You can no longer tame creatures led by another player or hitched to a vehicle.Hens and chickens no longer autofollow due to disease issues.Summoned skeletons and wraiths should no longer attack same kingdom but other kingdom players.Made it so newbie tents can’t be put into containers due to exploitability.10/6/15: A few bugs that may have prevented Nathan from ascending were found, and he was ascended manually since Fo won this scenario.Powers and vitality for deities on Valrei are now recalculated when receiving immortality. The calculated attack and vitality values generated that are higher than 6 will start at 6 and add 0.1 per full point above 6. So a value of 11 will result in 6.5. This will balance the playing field better. Existing deities have had their values recalculated according to this algorithm. More New Clothing Following on from his new line of shirts released last week, Wox has continued working on Wurm's fashion range, with 3 new designs of pant. You can catch some sneak previews below - it's beginning to look like Wurm will have a pretty expansive range of clothing once he's done! Wox's next fashion venture could go anywhere... although a contact on the inside has informed us that he is currently designing new shoulder pads (pauldrons,) an optional armour slot made possible a while ago but not looked into until now. They're intended to be decoration-only. Marble Statues Continuing the trend of new art assets, we can confirm this week that we'll be releasing marble versions of all statues. For now, Saroman has given us a preview of a marble Lady of the Lake. Feedback Structure Here at the PR Team, we've also been looking into improving the ways that we collect feedback from the community. It will be an ongoing process - but to get things kicked off, we've created a new e-mail address, feedback@wurmonline.com, for general bits of feedback. Any issues with moderation should still always be raised with the moderation team, either through forum PM (or the in-game /support system where appropriate); bugs should still be reported in the maintenance area, where they will be picked up by staff and added to our lists of bugs; and suggestions for game features/changes should still be posted in the suggestions area. It might not feel like we listen to feature suggestions, but the simple fact is that the game is so huge with so many ideas that it will always take time to implement anything. Hopefully, recent dev work (like more clothing items, permissions and bugfixes) will help to emphasise that we do listen to suggestions, just that it always takes time to act on them. Most things are covered by the above, but we'd like to trial the feedback account as a way for you to communicate any other more general issues. The account will be staffed by numerous members of the PR team, and that will allow us to reply to all feedback within 24 hours - something not always possible under the current system of trying to find a team member to PM (who may be away or too busy to reply.) Handling feedback is difficult but is a top priority, and so we'd like to experiment with some slow expansion to see what works best for us and for the community. Tap Dance Bridge, Celebration It’s been exciting to see all the new bridges being created across the lands of Wurm! This week we continue to take a look at some of these bridge projects with the Tap Dance Bridge completed on the Celebration server. The folks from Mercenary Camp took it upon themselves to provide a quicker, safer route between Tap Dance and Southern Celebration. Hats off to them for such an impressive building project! The unique center arch-section allows larger ships to pass through and gives the bridge a fun, roller-coaster effect. You can learn more about the Tap Dance Bridge project here. GM Jberg/Logi also took some aerial screenshots of the bridge for us, which look pretty cool! Screenshot of the Week Our screenshot this week is courtesy of Calimdor. A fine example of covered stables now that the Devs have made it possible to plant thatch (i.e. grass) indoors. Looks awesome, Calimdor! Join us next week for a brief period of regret at changing the title format of the news. Happy Wurming!
  5. Hey Everyone! You join us this week under the premise of a new title and a little bit of a theme. Firstly, we've decided to change the format of the title to just be News, the number of the post and some information about what's inside. That way, you know what's in every news post and they'll also be easier to keep track of, especially now that the Weekly Update titles have gone on for over a year and some have the same number. Secondly, as we discussed last week, dev focus for the next few months will be on bugs and small updates. We came up with a theory that if a news header is worth doing, then it's probably worth over-doing... The B Word Hmm... Boats? Bridges?! Bugs! Starting from this week, we'll also be including all of the week's patch notes in the weekly news, which ought to help you keep on top of them. In un-noted news, devs have also began work on a server management tool to generally help with maintenance. Fixes that apply to all servers will be in black, to purely PvP servers in blue and to purely PvE servers in green, which will make it easier to work out what applies to you. 1/6/15: Changed display of received mail items, so can look in containers Fix so cannot charm animals when you are not allowed to tame them Merchants no longer may be threatened from another floor level Attempted fix for mycelium spreading to lawns Relaxed the checks for structures blocking tunnelling Allow fungus spell to work on lawn Fix for deity loss due to alignment changes A bug with faithful setting on spells was fixed 2/6/15: Fix so ballista darts do damage Creatures may now be blocked by doors when entering from bridges War machines now work a bit better against bridges but still needs tweaking 4/6/15: Removed enchant decay on weapons due to extreme rarity but overwhelming impopularity. Humid drizzle should now properly save the disease state when used so that it doesn’t reset on server restarts. Added marble planters as craftables. Should function in the same way as flowerpots. Possible fix for minedoors not opening for enemies trying to enter shortly after passing. Skillgain for battle camp guards were brought in line with kingdom guards. Fixed so water doesn’t get the rarity when tempering and improving. Fixed so you now can select a player when hovering over their face mask or ring. Fixed bug in skill tracker where the “show progress to next skill†button is always unchecked by default. Fixed for client crashing with out of bounds. Permissions We have a few news updates on the permissions changes that Tich is currently working on. In the long term, Tich will be working on new permissions options for *deep breath*: settlement roles, buildings, ships, wagons, carts, gates, mine doors, house doors (likely to be last due to complexity) and (potentially) animals. It's a comprehensive set of updates that will give far greater control over your possessions. This week, Tich has a preview of the new settlement roles window to share. Existing options are combined with an easier to use UI and a number of useful new permissions, such as "harvest fields," "modify buildings" and "mine iron veins." As with the old system, permissions are configurable for every role, allowing a huge number of possibilities - ranging from only allowing skilled farmers to harvest fields while letting newer players tend them for skill, to allowing the modification of buildings without allowing a citizen to build new buildings. We expect the new permissions features to come out over the next few months, either steadily or in groups. There are still a number of problems to solve, including more difficult tasks like how to get boat permissions to co-operate with changing servers - but it looks like it'll all be well worth the wait! New Clothing Items We also have some new clothing items to share this week. Wox has been hard at work on some new shirts for the fashionable Wurmian! They may be liable to changes before release and will be a part of a wider range of new clothing items. Serendipity Bridge, Deliverance Building new bridges around previously bridge-less servers seems to be making for a few big community projects, and so we're going to get into a habit of featuring a bridge every week for a little while. Serendipity bridge on Deliverance connects the Serendipity Peninsula with the Deliverance mainland. The main segment is a staggering 36 tiles long, just two off of the maximum. Has anyone built a single bridge that's longer yet, and who has the longest of each material type? Credits go to the Deli community and Yaga for the organisation. You can find out more here. Screenshot of the Week Lastly, it's time for our favourite weekly screenshot and is bridge-related too, and this week's is courtesy of Journeya. We really liked their creative use of bridges as roofs and archways, which isn't a way that we expected to see them used! More pictures of the building are here, including its roof made from bridge which is also worth a look. That concludes the 67th Weekly News of Wurm Online. 67, 'ey? How time flies when you're having fun. Happy Wurming!
  6. It's an idea for future development, not a plan at the moment. The difference being it's something the developers would like to work on but have not gone into any detail on what exactly they would do with it. We're several months away before any real decision about which major project to embark on, let alone its finer points. There will probably be consultation with the players on any combat system overhaul to look into what about the current combat system people like, what people dislike, and kind of work from there.
  7. Coming in one of the next graphics pack updates!
  8. Hey everyone! A few weeks have passed since the bridge update, and we've been thinking about one big question. What comes next? Thanks go to everyone who has ever contributed feedback to help us decide our next steps. It has been helpful to hear as many opinions as possible. The Summer of Bugslaying In light of community feedback, we've decided that our main focus for the next few months will be on bugfixes. Over the past three years, the game has seen more major features added to it than ever before. The game has experienced huge leaps forward with changes such as mutli-storey housing, bridges, the Epic cluster and the huge server Xanadu. We've done our best to keep up with bugs, and countless bugs have been fixed along the way, but we feel that it would be most productive to spend a few months focusing on polishing existing features before we start adding any new ones. You'll have to hang on for the next few months, as there won't be much by the way of new big features to report on! But we're sure that fixing a large number of game bugs will be as useful as adding anything new. And to help with the bug process, we'd love as many people as possible to get involved with the bug area of the forums. If you think you've discovered a new bug or that a bug hasn't been reported before, then please post it there; all bugs are recorded so we can look into them later. Smaller Additions But don't fear! We have some plans for minor cosmetic and customisation releases over the coming weeks and months. Firstly, there will be a focus on continued small art updates. We have already started looking into new clothing options for all of you fashionable Wurmians out there, and are also working on an in-game Valrei map to complement the semi-recent in-game maps that we added. We will also continue to keep up the stream of smaller additions - including this planter and jar (amphora) that Saroman has worked on this week: Secondly, there will be some client additions over the next few months. Tich has been working hard on a new permissions system, and we also have plans to make some changes to elements of the client's rendering system (which sort of falls under bugfixes but is an addition in its own right.) But What Then?! Once we've finished the Summer of Bugslaying, our aim will be to enter Autumn by starting development of our next big feature release. The developers have discussed many options that must not be spoken about, ranging from rivers to 3D caves to a combat overhaul. All that we can really promise though is that we'd like to work on something new and big come Autumn, which could be one, or more, or none of what I just mentioned! Who knows! Deciding for real is three or four months away after all. Maps The recently released map dumps have been a huge success, and our star server admin maximusi has some interesting statistics to share with us. In the past month, 440GB of bandwidth has been used by the map site, with just over 12,000 map views in total. There's a full breakdown of statistics including the most popular server here. We can't confirm when the next map dumps will be done, and the consensus seems to be that keeping a reasonable amount of mystery tied to the game's servers is a good thing. But occasional mapdumps don't hurt, and it's been interesting to see how much servers change over time. Screenshot of the Week This week's sea serpent photobomb is courtesy of LaRue, who joked about selling a deed with a "minor infestation problem." It made us giggle! News Format Lastly, I'd just like to mention that we're considering changing some elements of the weekly news. As such, we'd love to know below what you like the most about the current news format, and also what you'd like to see done differently. We may or may not update how we do things. Treasure Hunt The GMs have run numerous successful treasure hunts recently, and today (Saturday 30th) at 8PM GMT will mark the start of another. This latest treasure hunt is on the Celebration server, and you can find out more here. That concludes this week's News. Happy Wurming!
  9. Sorry guys, had an extremely busy couple of weeks. Posted the news today in City Hall. Covers some of the things that were going to be in last week too
  10. Hey everyone! The wait for this week's news, and last week's, has been a lot longer than normal. For this I apologise. Since Redbaron/Johan had to leave us PR has been handled on a voluntary basis. This means that, occasionally, there might be gaps or delays for any number of reasons. The developers have been helping us to continue the weekly news in a roughly similar format to what we're all used to, but the lack of presence in the office makes things slightly more difficult and time consuming. My solution to this problem has been to increase the size of the PR team with five new PRAs, along with the introduction of a Deputy PR Officer. From now on I will be delegating the drafting of Weekly news to the PRAs in the hopes that my personal unavailability, as has been the case for the last fortnight, does not stand so much in the way of getting the news out. On a lighter note, bridges have been in-game now for more than a week! It has been a very long time coming and thank you all so much for your patience and understanding. They were a huge technical and design challenge for the developers but they seem to be working very well. There have been a few bugs here and there which we have been smoothing off, but other than that it has been plain sailing. It has been amazing to see the creative possibilities that bridges have unlocked. We have seem some truly amazing screenshots of bridges used in such a variety of ways, many of which we never expected (in a good way)! Well done to everyone for their designs! And with that, here's the news! Team Changes The past fortnight has seen a lot of activity within the team. Our Head GM, Enki, has appointed three Assistant Head GMs to assist him in his good work. MamaDarkness, Pomona, and Tamorlane are all extraordinarily experienced GMs who have already begun planning improvements and changes which you should hear more about over the coming weeks and months. necroe has succeeded Mamadarkness as Lead Chat Moderator, and Bloodscythe has succeeded Necroe as Assistant Lead Forum Moderator. bwg (Marni) has taken up the newly-created position of Wurmpedia Manager. Their job is to make sure that the Wurmpedia is run properly and everyone who wants to contribute can do so, and those who abuse the ability to contribute are removed. If you're interested in becoming a Wurmpedia Assistant, applications are currently open. You can get more details and apply here. Finally, on the PR team, Bibi, Maxthx, Yldrania, Araninke and CanibalCamel have become PR Assistants. I was very pleasantly surprised by the overall standard of applications but I think these five really shone the brightest in different ways out of an overall impressive group of applicants. Docterchese was appointed PRA some time ago but has now been appointed Deputy PR Officer to fill in for me when I am unavailable. I look forward to working with the new PRAs to ramp up our communication efforts through social media, weekly news and in the press / media. Nordic Game Conference From Wednesday to Friday last week, Lead Developer Rolf travelled to Malmo, Sweden to attend the Nordic Game Conference 2015. It was an excellent opportunity for Rolf to meet other game developers and get a good insight into the state and direction of the gaming business through a range of impressive guest speakers and seminars. Hopefully Rolf has learned some hints and tips which we can apply right here in Wurm, to make the game more successful and all moving parts more effective. Golden Valley Map Dump We know a lot of players used to play on the old Tutorial server once it was freely accessible so, mostly for sentimental reasons, you can find a map dump for Golden Valley here. "Fight Club" Community Event Later on today, 24th May, at 1PM EST (18:00 GMT), Gumbo will be hosting a Fight Club community event on the Independence server. There players will be able to take part in duels, group fights, auctions, large sermons, imping stations and, very importantly, some high quality meals! Helmets, caps and hats off to Gumbo and co. for organising this community event. Full details can be found here. Please be aware of course that this is a community event, and the Wurm team has no involvement or responsibility for any losses incurred! Miscellaneous Changes You will soon be able to plant flowers, mixed grass, thatch and moss underneath bridges. Previously you could not dug or dredge under bridges, but this will soon be changed, except next to bridge supports. Also planned is the ability to plant thatch inside buildings. All of these changes should be released very soon and are live on the test server. Edit: Thank you Alectrys for noticing these are not in-game yet as I had previously announced. Screenshot of the Week It has been very difficult to pick out one screenshot in particular this week, of the many amazing ones we have seen which include creative bridge designs, so I think it is only fair this week to post up a link to our official bridge screenshots thread. The screenshot we used in our banner is of a set of three curvy bridges submitted by Dairuka, and selected by PRA Atazoth. That's all for this week, Happy Wurming! PS: 12 points if you got the reference to Building Bridges (Eurovision 2015 slogan) in the header image! Congratulations Sweden for winning Eurovision last night!
  11. I started on Wild as BL however I did my /playtime test for this on Epic. Maybe Epic came up in 1018?
  12. @Redd This was picked up and publicly mentioned by Rolf around a year and a half ago, in this thread. With hindsight we should probably have reminded everyone of this again prior to the update going live last week, but Rolf is pretty clear in that thread that the new collision system would involve being able to fall over things the top of fences and walls in new ways.
  13. Yesterday, we included the following in our patch notes: The new collision system may have made some old inaccessible areas accessible depending on how your deed is set up when it comes to walls and structures. You may consider restructuring your deed in order to prevent such access. Proper roofs still collide endlessly upwards which means these can be used to prevent access from above.Since then, a number of players have raised concerns about what this means in practice and how they can ensure their settlements are protected. Some also wonder whether this is the implementation of jumping (or flying) in all but name. Firstly I will say that the collision system does not allow players to jump. Neither flying nor jumping have been implemented by this update. The issue is the new collision system allows players to fall over things they never could before from height. This means that some types of defence are less effective than they used to be. For instance, if your outer deed or enclosure security is a single row of fences and there are places where people can climb up and then throw themselves from height, it is possible they could be able to enter your settlement using the power of gravity. The best way to combat this in the first instance is to build a structure in the way. House roofs are an exception to the new collision system, and it is impossible to fall over, onto or through a roof. In other words, buildings with roofs cannot be accessed by falling onto them. Indeed, the other side of this is that buildings without roofs are now less secure so they will require a roof if they are next to cliffs or other elevated terrain features. Alternatively you could deny access to or destroy elevated areas from which people could fall into your settlement, enclosure or building. Secondly, and this is extremely important on PvE servers, make sure deed settings prevent unwanted visitors from being able to take items, and ensure that everything important is safely locked. Would-be thieves cannot take anything from your deed unless your settings allow them to. Failing that your settlement guards should be a further layer of defence. If in the worst case scenario someone falls into your settlement and they are allowed to loot, locked gates should prevent them from being able to escape with ease. On PvP servers, settlement guards will be important in eradicating intruders, especially if they are from enemy kingdoms. The ability to fall over walls might change the dynamic of raiding in certain ways, but it is far from an overpowered or risk-free method of attack. The methods of defence against people being able to fall into your deed should otherwise be identical to PvE servers. The safest method is to build roofs on your castle walls. The final note I would add is please make sure you don't fall down into places you cannot get out of. It may put you in a very difficult situation that will require you either to contact the owner of the place you fall into, teleport out using karma or meditation abilities, use farwalker twigs or stones, or in a worst case scenario - use the suicide feature. If none of these work you should send in a /support ticket.
  14. Removed one, but only because you asked
  15. We've been updating them to bring them a bit more in line with our overall website design so everything feels a bit more... coherent and uniform. They are brand new so there might be tweaks here and there. Overall I think they look nicer though
  16. [14:01:43] You entered through the portal to Wurm on day of the Wurm, week 1 of the White Shark starfall, 1018. That's 2930 days, 23 hours and 24 minutes ago. One of the day 1 crowd ^^
  17. If towers being on the starter deeds is an issue I am sure they can be moved off the deeds very easily.
  18. Only on paper. This may shock you, but Jberg is a real person with real world things to attend to outside of the weekend, which he has spent rebuilding Flamma. He volunteers his time to make Wurm better for us when he answers support tickets, and goes above and beyond to do things like remodel kingdom start deeds. There's no point in getting him burned out by forcing him to spend 9 days straight building three deeds. We are working on getting other team members involved in the building but we don't want to take GM away from answering the many support tickets they receive every day. As I said earlier, these deeds are fundamentally cosmetic and they have no actual PvP gameplay benefit to their respective kingdoms. I don't think I have heard a solid reason yet why all three have to be built immediately after one another without any rest or consideration for the builder in between.
  19. If you can do it faster that would be a great help
  20. Maybe if people promised not to compare the starter towns and argue over which is the "best" one
  21. Looking great! It's nice to have a bit of justice done to the starter towns on Elevation. As everyone can see, this was a massive project undertaken by Jberg mostly on his own initiative so I don't blame him for needing a little rest after each one. I know a few people are a little bit worried that Mol-Rehan was randomly chosen first to get the fancy re-design. But as Jberg says, the starter towns for Horde of the Summoned and Jenn-Kellon will get similar treatment over the coming months. However as anyone who has built a big deed like that knows, it takes one heck of a lot of time to do it all in one go when you're alone. Even with Arch GM powers! Starter towns are not intended to be used for usual game-play or as places to take part in PvP so this re-modelling is entirely cosmetic. There should be no gameplay benefit to Mol-Rehan for having theirs first. Similarly, when we get to the point where two of the three kingdoms have them, the final one will be at no disadvantage.