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24 Decent

About bawat

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  1. Figured it out, guess one of the keys I dropped must been for the chest. Dropping the key temporarily acts as if you don't have permission to see inside of the chest.
  2. Should have taken a video of this, but at first I thought I'd accidently dropped the items somewhere. I've played the game for over 5 years and never experienced this before. Nor can I recreate the issue. Chest contained 100 lockpicks inside my inventory. Most of them had just been made and were glowing hot. Went to imp some weapons in the forge. Did my lockpicking tick. Went back to imping weapons in the forge. Went to do my lockpicking tick. Chest looked empty. Confused panic. Decided to drop the chest on the floor to see if it'd fix it. Chest looked normal and contained all the lockpicks. Problem solved. But the mental damage still remains.
  3. Posted in the Wurm Unlimited bug section by accident... How do I move this to Wurm Online bug section?
  4. Fatigue dissappearing too fast

    Oh I posted in the Wurm Unlimited bug section by accident... How do I move this to Wurm Online bug section?
  5. Fatigue dissappearing too fast

    I'm in Wurm Online - Epic. This shouldn't be normal, it's either a hack or bug that should be corrected.
  6. This happened to me this weekend. Somehow I managed to use up 1 hours worth of fatigue in under 45 minutes. [00:48:47] You have 1 hour left. [01:30:04] You have 0 seconds left.
  7. Terrain decay

  8. Terrain decay

    When a deed decays, the buildings and walls dissappear, but the terrain, the terrain remembers. After a server has been out for a while, after villages have come and gone, the dirt walls, pits and plateaus stay. One of the reasons I love new servers is being able to explore new, fresh land. Being able to find untouched land to build my new house. My suggestion; Any tile that has been raised above the height of when the map was originally created, should decay it's excess height over a long period of time This would remove dirtwalls This would not remove mountains unless they were player created Deeded areas should not decay Decay should not occur arround structures Walls/fences are structures Paths are structures Areas around water should have increased decay Water is erosive Land bridges - Reminder: Would still need to be undeeded AND not paths/fences to decay Raised dirt in the water would decay and allow ships to pass again Dirt tiles should have increased decay Stone tiles should have reduced decay Areas around "Should not decay" areas have a less likely chance of decaying governed by a function of distance Prevents jarring edges at the border of "Should not decay" areas The excess dirt should erode to a new location to fill pits
  9. Wurm Meme?

  10. Login issue

    Thank you Steveleeb, worked perfectly
  11. Who do you hate more?

    I'm gonna go for Retrograde. Simply because at some point during Wurm's life, the news numbers went all funky and made finding old news mildly inconvenient. It doesn't really have anything to do with Retrograde, but I blame Retrograde for not stepping in and stopping this heresy.
  12. Wurm Roadmap May 2017

    Wurm VR wooooooooooooo \o/
  13. Kingdom Influences

    I feel this is a nice idea, adding more depth into how towers work. So long as your idea gets the time and attention it deserves, then it will turn out well. Too many things in Wurm used to be left half finished and now remain/feel incomplete. This will of course raise the problem that some towers on the pvp servers may be misplaced and perhaps outside of their kingdom's influence. If someone only has the masonry skill to improve something to 50, then I don't believe they are ready for pvp. There's a lot of building involved in pvp servers and masonry is quite an easy skill to get. I don't really see why a cap to the tower strength needs to be involved. If someone has worked on the skills to imp a tower past 90, and is prepared to imp the thing for the required days then it should be possible. I wouldn't see many people spending the bricks needed to improve a tower from 90 to 99. Keep in mind that to get the most guards out of a tower you will need to improve it to 50. Increasing the ql after that only increases the influence, and would spread the guards thinner than thinner. A tower that has a larger influence would become a greater target for conquering too, since you would be able to gain more land by taking it over. Whether the difficulty past 90 should be tuned, or if the benefit from high tower ql should have diminishing returns would need to be investigated. Finding a balance that people will be happy with. It need to get the attention it deserves to work well. I really hope that the tower's influence/ql doesn't abruptly change, but rather slowly goes from what it was before the imp up to what it should be over time. A changing hidden ql that slowly goes towards the shown ql. Perhaps at the rate of 1ql hour. (Just an example, this update speed and influence radius change will need to be investigated) There are so many interesting things that could be done with the influence system. It could be made more interesting and less of a game mechanic for the purpose of a game mechanic. For example, in the case that a tower is growing it's influence and pushing against an enemy tower's influence. It would work best with some sort of visual representation. So that this "invasion" doesn't go unnoticed to player's eyes. I'd suggest that if a tower's influence is changing, and the influence area is contested with an enemy tower, that guards from both towers gather in that area and begin fighting. The number of guards sent from each side to the battle would be proportional to the tower ql. As the influence/hiddenQL slowly goes up to what it should be from the imp, more guards would be sent from that tower since a higher ql tower can hold more guards. This could be a proper battle to decide the influence, or just a theatrical display of influence changing. A proper battle could be interesting though, as one side's guards overpower the other side, they could start bashing the enemy tower to decrease the enemy tower's ql. This would also leave players free to contest the improvement. Perhaps by bashing the other tower while the guards are distracted, or by killing the contesting guards and swaying the battle into their kingdom's favour. Opposing towers with non changing ql would not fight, and the guards should not create a corpse when they die. Perhaps a very quickly decaying corpse? Could even create a truly epic battle with towers calling upon nearby same kingdom towers to send guards. It wouldn't get as huge as rifts, but it would still be an interesting display at the edge and danger zone of the kingdom. Either way, I urge you to have some fun with the system. It is of course one of the main pillars of kingdom conflict and could make contesting land very interesting and enjoyable experience.
  14. Weekly News #50 Shrimpalong!

    Please don't change the rare cookers giving different affinities.... I've done so much work and would hate for it to go to waste.!AnmP-odbnMGdinvvr9GY0p54ykpn