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Samool last won the day on February 23

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  1. There wil be an option to launch the new UI in the low memory setting once the old UI is gone.
  2. It's in the UI tab of the settings, though it seems only in the in-game part of it. We'll add it to the launcher settings as well.
  3. We don't have launch shortcuts on Linux, but running the client with a "-c" argument will have the same effect.
  4. Combat Overhaul public testing If you haven’t tried it out yet, make sure to go on the test server and check out the combat changes. With the intention of making the combat more interactive and readable, we’ve changed up a lot - the stance mechanics, special moves, and we gave it all a lot of visual feedback to keep your eyes away from the combat log, and all on the action. Here’s some more details on it! What about content? It's been a while since we've released larger content updates, but rest assured, we are working on some exciting things! The combat update, which we expect to go live as soon as the public testing concludes, is only the beginning. Following the roadmap we released last October, we have two larger content updates coming in the near future: First is an improvement on animal keeping mechanics, slated for this spring (so not too far off!) Second will be an exploration themed update, planned to be released this summer. Exploring the lands will be significantly more interesting and rewarding. It'll happen around Wurm's 15th anniversary, so watch out for anniversary events around the same time! We’ll release some more details as we approach the release of those updates. For a refresher on the roadmap, see below: Old UI client While we’ve always mentioned the old UI client would be going away, it’s only now that we have features coming in that won’t be able to support it anymore for future changes. You should expect the old UI client to be removed sometime between a month and two months from now. There have been many improvements to the new UI since it was released, the most recent of which addresses the issue of it being too bulky - a new “Text scale” option was added, in addition to “UI Scale” that was there previously - make sure to play with that if you haven’t yet. (Setting UI Scale to something low, yet text scale to something higher, allows you to make the UI look less bulky while maintaining readable text) If that doesn’t solve all your new UI worries, please make sure to note them in the appropriate feedback thread, so that we can have another pass of issue fixing on it before the old one is no longer available. Community Manager Role As you might have noticed, with Retrograde’s announcement, the role of Community Relations Coordinator, and related assistant roles, have been changed to simple “Community Manager”. While it’s mostly semantics so far, the intention of this change is to have a less hierarchical structure that can just focus on the developer-player communication and other aspects of community relations, as well as make the position more suited to be occupied by more than a single person at once if such a need arises. For now though, please welcome DemonaNightshade as our new Community Manager! Please go easy on her, at least until she’s hooked in for good Hopefully she’ll be handling the next news posts, and I can go back to the code basement. Meadhalla Make sure to check out Stanlee’s upcoming event, Meadhalla. Puns not optional! That's it from me this week - thanks for your attention, and keep on Wurming!
  5. Yes, critical hits will be enabled on PvE with this update. The balance of those is still up for tweaking, but critical hits are now a damage modifier, dealing 150% of original damage (that was missing in that changelog, will add it now)
  6. Patch for the combat changes was released on test just now, changelog below:
  7. It's still in our plans to improve the support of newer visual features in the client on Mac, but it's not something we're currently working on.
  8. Hi, we'd like to invite you all onto the test server to check out the combat overhaul that has been in the works for a while now. With this combat update, the defensive and attack stances have been separated, special moves have been overhauled, and the visual feedback has been increased to a point where for most casual PvE combat, it should no longer be necessary to follow the combat log. At the same time we did not want to overload the player with information, so certain less relevant information such as glances or parries will stay in the combat log (but you will be able to follow those easily by sound effects) Auto fight has been reworked to fit the new combat mechanics, and it will now attempt to switch both the attack and defence stances when it makes sense to do so. However, it will be significantly slower than changing the stances yourself. The AI of the creatures will also use the new auto fight mechanics, but the swiftness of their reactions to your stances will depend on their strength and skills. Public testing access Changelog Things to look out for during testing We’re looking forward to your feedback from testing the combat overhaul. Other than general feedback, this is what we’d like to hear more about: Accuracy of the displayed creature difficulty - green should be easy, red skull should mean it’s not a fight you can win. When you find a case when it’s not at all accurate, please report it here with details of your skills, equipment and what the creature is. (also, the creature’s condition) The effectiveness of using auto fight (compared to not using it) Any other visual feedback that would be useful, or information that could still be moved out of the combat log into a better place PvP related balance concerns Please note that the details of this are still up to change and the general balance will definitely be tweaked. See you on the test server!
  9. We agree that this is a bad situation, forgive Retrograde's confusing wording. We'll be working to address this, as it doesn't make any sense for decay to work this way. Thanks for the suggestions on possible fixes too @Oblivionnreaver, we'll definitely have to take the effect it'll have on lag into account, as there is a ton of on-deed items on the servers.
  10. We'd love to see some of those ideas in, some might be more involved than the other ones to implement but they fit the exploration expansion part of our roadmap well. We'll definitely look into adding some of those into the game.
  11. The login server has crashed, we're working on bringing it back up.
  12. This is already a thing since the last larger update, along with some more conditions preventing accidental selling:
  13. We're more concerned with the relative improvement of the change, which ended up at a similar point in the fixed simulation, rather than any given target hours. We feel it's a good middle point between preserving the efforts of the skilling done before the update (as that is something that we're always going to consider when changing any skilling mechanics) and making it much much less of a pain to get up, so no, it's not going to be undone.
  14. The action time counts may not be exactly accurate due to other things that used to be involved in the prayer skillgain calculations (like altar quality - that no longer affects the skillgain), but the percentages that Retrograde presented here are representative of what the change(s) result in. Today's patch notes contain some more details on this.
  15. The issue is now fixed and the links from before, as well as new registrations, should work fine.