Retrograde

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  1. I dont think you're supposed to kill her!
  2. Priest overhaul testing

    Yes
  3. Can you provide a client log of this please?
  4. [Resolved] Unable to Replace/Remove/Bash Waystone

    Thanks for that! Log a support ticket ingame and a GM will be with you as soon s possible
  5. Priest overhaul testing

    Alrighty, time for testing! I want to strongly remind you all that this is testing only, and the values inside can and will change according to feedback, so give your feedback! We'll be on hand to provide support with many factors, if you need help with anything grabbing a GM in IRC is the fastest way We've added the ability to set your faith, and spawn priest items and vesselled gems. The priest overhaul is on Baphomet only, not on Oracle, to get to Baphomet you will need to take the portal from the oracle starter deed. Gary is currently not a deity on test, we'll likely be adjusting this later. As usual, test client found here: http://www.wurmonline.com/client/wurmclient_test.jnlp New Spells Cleanse [33 faith, 26 favor] (Fo) - Targets tiles. Converts a 3x3 area of Mycelium or Mycelium trees back to normal grass or normal tree. Also works on dirt, converting dirt tiles to grass. Essence Drain [61 faith, 100 favor] (Libila) - Targets items. Enchant that serves as Libila’s version of Life Transfer. However, the healing done is only 1/3rd of what Fo’s Life Transfer grants. To counterbalance, Essence Drain also deals a wound at 10% of base damage as internal damage. Focused Will [31 faith, 10 favor] (Magranon) - Targets wounds. Heals 5% to 20% damage, based on cast power. Drains stamina from the caster equivalent to the amount healed. Amount of stamina drained is reduced by body stamina, similar to all other stamina drains. Can be cast on a creature and will automatically target their highest severity wound. Hypothermia [70 faith, 50 favor] (Vynora) - Targets creatures. Deals 10,000 base damage and 300 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 15 seconds. Shares a spell resistance with Inferno and Worm Brains. Inferno [65 faith, 40 favor] (Magranon) - Targets creatures. Deals 30,000 base damage and 75 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 20 seconds. Shares a spell resistance with Hypothermia and Worm Brains. Summon Soul [80 faith, 100 favor] (All Gods & Demigods) - Targets items, creatures, and tiles. Allows a priest to summon another player to their location. Disabled on PvP. Requires consent from the target to be summoned via a window that pops up. Deity Passives Warrior passive damage bonus has been decreased from 25% to 15%. Item protection on death passive has been adjusted. Base chance to save items has been reduced from 50% to 35%. Now stacks with resurrection stones, applying a 65% chance to keep items on death if you have both the deity passive and resurrection stone active. Base gods now have extra combat passives at 70 faith. These do not apply to demigods, even if the demigod shares a template. Fo: +1 offensive and defensive CR while fighting on grass, dirt, fields, or trees. Magranon & Libila: +2 offensive CR. No conditions. Vynora: +2 defensive CR while fighting on pavement or at sea (boat/swimming) Base deities have had passives adjusted: Fo No longer has the passive granting double favor for sacrificing pottery items. Libila New Passive - Favor Regenerator. Natural favor regeneration is increased by 10% for Libila priests with 35 faith. New Passive - Befriend Monster. Monsters are no longer aggressive towards Libila priests with 60 faith and 30 favor. This does not apply to all hostile creatures, as some are not considered monsters (like bears). Now has death protector, granting a 75% chance to reduce skill penalties from death by 50%. Requires 60 faith and 30 favor. Vynora Now has the passive granting double favor for sacrificing pottery items. Priest Restrictions The following restrictions have been lifted from priests: Continuing structures, fences, and items Repairing structures Alchemy (including healing covers) Bashing structures and fences (includes structure roof & floors) Fo and his template demigods have had the following priest restrictions lifted: Mining Prospecting Tunneling Analyse Libila and her template demigods have had the following priest restrictions lifted: War machine operation Magranon and his template demigods have had the following priest restrictions lifted: Woodcutting Vynora and her template demigods have had the following priest restrictions lifted: Digging Flattening Leveling (including border) Dredging Demise & Protection Rework Non-Religious Demises (Animal, Dragon, Human, Selfhealer) Animal’s Demise - Now named “Animal Demise” and grants a 3% damage bonus against non-legendary animals (cats, bears, lions, etc). No longer grants a hit chance increase or crit bonus. Human’s Demise - Now named “Human Demise” and grants a 3% damage bonus towards players and humans (including guards). No longer grants a hit chance increase or crit bonus. Dragon’s Demise - Now named “Legendary Demise” and grants a 3% damage bonus against legendary creatures (uniques). No longer grants a hit chance increase or crit bonus. Selfhealer’s Demise - Now named “Monster Demise” and grants a 3% damage bonus against non-legendary monsters (trolls, goblins, etc). No longer grants a hit chance increase or crit bonus. Religious Demises & Protection - All of these demise and protection enchants have been removed from existing items. They will no longer apply to weapons and armour. These spells instead been reworked into the following spells to enchant jewelry. All of these spells conflict with each other and Nolocate, meaning you can only have one of these enchants on a single piece of jewelry at a time. Stacking two or more of an identical enchant across multiple slots results in a penalty to each one. This penalty is 33% reduced effectiveness for two identical enchants and 50% reduced effectiveness for three identical enchants. Offensive Jewelry Enchants Blaze (Magranon) - Grants a 2.5% to 5% increase to fire damage dealt while worn. Corrosion (Libila) - Grants a 2.5% to 5% increase to acid damage dealt while worn. Glacial (Vynora) - Grants a 2.5% to 5% increase to frost damage dealt while worn. Toxin (Fo) - Grants a 2.5% to 5% increase to poison damage dealt while worn. Defensive Jewelry Enchants Acid Protection (Fo) - Grants a 2.5% to 7.5% reduction to acid damage dealt while worn. Fire Protection (Vynora) - Grants a 2.5% to 7.5% reduction to fire damage while worn. Frost Protection (Magranon) - Grants a 2.5% to 7.5% reduction to frost damage while worn. Poison Protection (Libila) - Grants a 2.5% to 7.5% reduction to poison damage while worn. Rite Rework Prayers and sermons now grant favor to the template deity instead of having a new pool for every demigod. Rites now function off of template god favor pool when cast by a demigod. Rites no longer require a specific amount of players in local to cast, and their deity favor cost is no longer dependant on the amount of players on the server. All Rites now create a 24 hour window for players to claim the reward. Upon casting, any player of the same template deity as the caster can pray at any altar or applicable location (for example, Magranon can pray on rock) to obtain the bonus. All Rites now grant 5 hours of sleep bonus and 0.2% towards 100 of a certain characteristic. Rite of Spring - Now grants 0.2% Mind Logic towards 100 instead of a flat 0.1 increase. Still grants 5 hours of sleep bonus. Ritual of the Sun - Now grants 0.2% Body Stamina towards 100 and 5 hours of sleep bonus. Holy Crop - Now grants 0.2% Soul Depth towards 100 and 5 hours of sleep bonus. Now performs a Genesis cast on all applicable creatures within the domain of Fo and all template demigods. Rite of Death - Now grants 0.2% Soul Strength towards 100 and 5 hours of sleep bonus. Healing Rework Healing spells now work off a global healing resistance debuff. This debuff is applied based on how much health is healed on the target, and will reduce all further healing on the target from any of the listed healing sources based on how much time remains on the debuff. The maximum time is about 20 minutes, and the reduction scales linearly from that mark. For example, if you have 10 minutes on your healing resistance, you’ll receive heals at 50% effectiveness. Cure Light - Now heals 15% + up to 5% more based on cast power. Previously healed 15%. Target of the cast now gets an on screen message stating that their wound was healed. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Cure Medium - Now heals 30% + up to 10% more based on cast power. Previously healed 30%. Target of the cast now gets an on screen message stating that their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Cure Serious - No longer heals a wound fully. Instead, heals a wound for up to 90% + up to 30% more based on cast power. Target of the cast now gets an on screen message stating their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound. Heal - Now heals 40% to 200% based on cast power. Previously healed 30% to 150%. Target of the cast now gets an on screen message stating they were healed. Range increased from 1 tile to 3 tiles. Life Transfer - Healing and functionality remains the same, but now works off the global healing resistance. Light of Fo - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Still limited to 5 wounds. Cast power heavily impacts the severity of wounds that are able to be healed. Cast time increased from 10 seconds to 15 seconds. Scorn of Libila - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Wounds healed limit increased from 2 to 3 per target. Now heals at minimum 3 wounds even if no damage is dealt. Each target that is dealt damage now allows up to 3 additional wounds to be healed, increased from the previous 1. Difficulty reduced from 60 to 50. Area of effect adjusted to 7x7 - 11x11 based on cast power. Spell Resistances Many offensive spells in the game now also have their own resistances. These function identically to the healing resistance above, but have much lower maximum durations for their resistance values. Drain Health - Resistance applies to both the offensive and defensive portions of the spell. For example, using this to heal will give you a resistance to Drain Health, which not only reduces healing received from consecutive casts, but also reduces damage taken from others attempting to Drain Health you. Resistance is capped to 5 minutes. Fireheart - Resistance capped to 2.5 minutes. Fire Pillar - Resistance capped to 3 minutes. Fungus Trap - Resistance capped to 3 minutes. Hypothermia - Resistance capped to 5 minutes [Shared with Inferno and Worm Brains]. Ice Pillar - Resistance capped to 3 minutes. Inferno - Resistance capped to 5 minutes [Shared with Hypothermia and Worm Brains]. Pain Rain - Resistance capped to 4 minutes. Rotting Gut - Resistance capped to 2 minutes. Scorn of Libila - Resistance capped to 5 minutes. Applies to damage portion only. Healing is affected by global Healing Resistance. Shard of Ice - Resistance capped to 2.5 minutes. Smite - Resistance capped to 5 minutes. Tentacles - Resistance capped to 3 minutes. Tornado - Resistance capped to 3 minutes. Worm Brains - Resistance capped to 5 minutes [Shared with Hypothermia and Inferno]. Locate Rework Locate Soul - Now has a 2 minute cooldown. Utilizes Locate Resistance. Nolocate - No longer able to be cast on creatures/players. Utilizes Locate Resistance. Lurker in the Dark - Now has a maximum radius of 100 tiles. This is reduced by up to 50 tiles based on the highest equipped Nolocate jewelry of a player. This is reduced again to 25 tiles when it’s a stealthed player. Locate Resistance When located successfully by another player, you obtain “Locate Resistance” with a duration based on the highest Nolocate power jewelry you have equipped. This resistance prevents you from being located by any player until it expires. At 100 nolocate, this duration is 5 minutes. Being located by other players in your kingdom will not apply a cooldown, even if you have Nolocate. If the casted locate spell does not beat your nolocate (the power is lower than your jewelry), the Locate Resistance is not applied and the locate spell fails. The locate spell will still receive a cooldown. The messaging is identical whether you resist a locate due to having a higher nolocate power or have Locate Resistance. This means players cannot know for certain whether you are resistant or whether their specific cast did not defeat the threshold required. Specific Spell Changes Aura of Shared Pain - Removed from Magranon. Added to Libila. Bearpaws - Tripled the damage dealt with unarmed attacks when used on a player. Bonus damage for non-players remains the same. Bless - Followers of Libila no longer need to Bless a creature in order to tame it. They can still bless a creature to prevent a white-lighter from taming it. Bloodthirst - Epic changes to Bloodthirst now apply to all servers. Now deals up to 33% increased damage at 10k instead of modifying base damage. Break Altar - Now costs 20 favor to cast on normal altars. Remains 80 favor to cast against WL/BL. Charm Animal - No longer able to be interrupted by taking damage during combat. Cure Light/Medium/Serious - See Healing Rework above. Dispel - Now has a difficulty increase based on distance. Does not apply to item dispels. Dominate - Power of the cast now uses Channeling as the primary skill check, with Soul Strength added as a bonus. This is the reverse of previous functionality. It should be easier to dominate creatures if your Channeling is higher than your Soul Strength after this change. No longer able to be interrupted by taking damage during combat. Drain Health - No longer heals a set amount when cast. Instead, it now heals for double the amount of damage dealt. Uses new spell resistance (see above). Drain Stamina - Cast time reduced from 10 seconds to 9 seconds. Range increased from 1.5 tiles to 3 tiles. Excel - Favor cost reduced from 40 to 20. Fire Heart - Damage now ignores armour. Uses new spell resistance (see above). Fire Pillar - Deals wounds 10 times faster for 1/10th damage. Damage per power reduced from 3.0 to 2.75. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Forest Giant Strength - No longer limited to having below 40 body strength. Instead, it now applies a temporary “curve” to Body Strength based on cast power. Fungus - Renamed to “Corrupt”. Fungus Trap - Deals wounds 10 times faster for 1/10th damage. Base damage increased from 250 to 350. Damage per power reduced from 2.5 to 2.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Frantic Charge - No longer grants bonus movement speed (to mounts or otherwise). Duration multiplied by 20 to match other buffs like Excel, Oakshell, and Truehit. Genesis - No longer instantly kills undead, and instead inflicts a heavy internal wound between 50% and 125% health based on power. Damage ignores armour, but does not ignore other DR factors such as body strength and similar. Heal - See Healing Rework above. Hell Strength - No longer limited to below 40 strength. Now applies a temporary “curve” to Body Strength and Soul Strength based on cast power. Both stats are modified at roughly half value of Forest Giant Strength’s effect. Humid Drizzle - Cooldown reduced from 15 minutes to 30 seconds. Cast time reduced from 40 seconds to 30 seconds. Creatures now gain a 15 minute resistance to Humid Drizzle when affected. They will not be able to be affected by another Humid Drizzle until the resistance expires. Ice Pillar - Deals wounds 10 times faster for 1/10th damage. Base damage decreased from 250 to 150. Damage per power increased from 2.5 to 4.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Mend - Quality reduction is now based on how much damage was repaired. For example, mending an item with 7 damage will only reduce quality by 0.7. Mole Senses - Now performs an “analyse” on the rocks below the surface when cast. This will display ore types detected in the caves below, with the radius and types of ore discovered based on cast power. Nimbleness - Favor cost reduced from 80 to 60. Land of the Dead - Amount of corpses raised is now limited to cast power. Life Transfer - Favor cost reduced from 120 to 100. Healing uses the new healing resistance (see above). Light of Fo - See Healing Rework above. Now displays an on-screen message for nearby players when being cast and finished casting. Locate Artifact - Now available on all deities, including Fo and player demigods. Lurker in the Woods - Now able to locate unique creatures as well as champions. Mass Stamina - Cast time reduced from 20 seconds to 15 seconds. Mind Stealer - Favor cost reduced from 120 to 100. Oakshell - Maximum damage reduction decreased from 80% to 70%. Maximum glance rate decreased from 40% to 33.3%. Can now only be cast on players on PvP servers. Oakshell now reduces mounted movement speed across all servers instead of just Epic. This movement speed penalty has been fixed to apply to hitched creatures as well. Pain Rain - Base damage increased from 4,000 to 6,000. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new damage resistance (see above). Phantasms - Reworked into essentially a new spell. On players: Now applies a debuff that causes the outlines of enemies and allies to swap randomly every few seconds. On non-players: Now causes the target to attack a nearby unit that is hostile to the caster. For example, with two trolls attacking you, casting on one of the trolls will cause it to attack the other. Rebirth - Creatures resurrected using Rebirth can no longer be equipped with gear, unless it is valid equipment (such as saddles, horse shoes, etc. on a zombie horse). This removes the ability to equip zombie trolls with weapons and armour. Refresh - Cast time reduced from 15 seconds to 9 seconds. Range increased from 1 tile to 3 tiles. Rotting Gut - Base damage increased from 5,000 to 8,000. Damage per power increased from 50 to 120. Cast time reduced from 10 seconds to 7 seconds. Damage type changed from Infection to Acid. Uses new spell resistances (see above). Scorn of Libila - See Healing Rework above. Uses new damage resistance (see above). Shard of Ice - Base damage decreased from 10,000 to 5,000. Damage per power increased from 100 to 150. Cast time reduced from 7 seconds to 5 seconds. Damage now ignores armour. Smite - Damage now scales from 50% to 100% of previous value based on cast power. Range increased from 1.5 tiles to 3 tiles. Sunder - Now deals up to 20 damage based on cast power, instead of always 20 damage. Can now be cast on any item that can be bashed (including forges & ovens). Normal permissions for bashing apply, including on PvP servers (guards must be dead etc.) Tangleweave - Reworked into essentially a new spell. Tangleweave now has a 3 second cast time and costs 15 favor. When cast, Tanglewave will interrupt the target’s spell cast, and apply the increased spell cast timer debuff for a short duration. Can now be cast in combat. Tentacles - Deals wounds 10 times faster for 1/10th damage. Base damage increased to 400 from 250. Damage per power decreased from 2.5 to 1.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above). Tornado - Now able to be cast while in combat. Base damage reduced from 5,000 to 4,000. Damage per power increased from 50 to 80. Damage now ignores armour. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new spell resistances (see above). Venom - Favor cost reduced from 120 to 100. Damage conversion now occurs before glance calculations. Still deals poison wounds, but those poison wounds do not inflict poison status (that causes the instant kill). The 20% damage penalty has now been scaled based on cast power, with 100 power completely cancelling out the damage penalty altogether. Vessel - Faith requirement reduced from 38 to 31. Web Armour - Added to Magranon. Worm Brains - Reworked into “heavy damage” spell group. Faith requirement increased from 35 to 51. Favor cost increased from 30 to 40. Base damage increased from 5,000 to 17,500. Damage per power increased from 50 to 140. Cooldown increased from 30 seconds to 60 seconds. Uses new spell resistance (see above). Wrath of Magranon - Reworked into an area damage spell. Now deals damage to structures in a 3x3 area. It also inflicts crushing wounds to all creatures within the area. Player Demigods Demigods now have a “template” deity that their religion is based on, selected from the four base gods. These templates affect the affinities that each demigod provides. For example, demigods with Vynora as their template will be able to pray on water and get double favor from sacrificing pottery. Any demigod following a different template is unable to obtain these affinities. Priests can now link with any priest of the same template. For example, this means that any Libila priest can link with any other blacklight demigod (Tosiek, Nathan, and Gary). Any priests of Tosiek, Nathan, and Gary can also link with each other. The existing demigods have the following templates: Tosiek, Nathan, Gary: Libila Nahjo: Fo Paaweelr: Vynora Smeagain: Magranon Demigod passives have been rerolled with the exception of the template passives (listed above). Passives are now more likely to align with the template deity, but some will be outliers to create interesting combinations. Demigod spells have been completely rerolled using a new system to distribute the spells. The new system uses the affinities of the demigod to determine what type of spells they should obtain, as well as avoiding overpowered or useless combinations that render a god too strong or too weak. Miscellaneous & Messaging Spell List Improvements - The Spell List window has been completely overhauled and has many new features to offer. Larger Window - The window that displays is now larger. This should prevent having to resize the window in order to see all the passives and spells available to you. Passives Display - Now shows how strong your connection to your deity is (based on your faith level). This is then followed by the passives the deity is currently granting you. Spells Sorted - Spells have now been placed into a sortable table. You can now sort spells by faith requirement, favor, name, or description. Targets are also available, but not exceptionally functional. Updated Descriptions - All spells now have new descriptions which should more accurately represent how they function. Enchanting Improvements Certain spells now target specific item types instead of any item. Attempting to target any other item than a valid target will result in an error. Armour - Aura of Shared Pain, Web Armour Weapon - Bloodthirst, Animal Demise, Human Demise, Legendary Demise, Monster Demise, Essence Drain, Flaming Aura, Frostbrand, Life Transfer, Mind Stealer, Nimbleness, Rotting Touch, Venom Jewelry - Blaze, Corrosion, Glacial, Nolocate, Toxin, Acid Protection, Fire Protection, Frost Protection, Poison Protection Pendulum - Lurker in the Dark, Lurker in the Deep, Lurker in the Woods. Attempting to enchant an item that has a conflicting enchant now shows which enchant is blocking the cast. The longsword is already enchanted with something that would negate the effect. The longsword is already enchanted with Blessings of the Dark, which would negate the effect of Wind of Ages. Effect descriptions for many enchants have been updated to better reflect their function. Certain potions from bloods and similar now have an effect: Salve of Frost - Converts damage from a weapon to frost. Salve of Fire - Converts damage from a weapon to fire. Potion of Acid - Converts damage from a weapon to acid. Damage from all spells, including karma spells , now uses Soul Strength in damage reduction calculations instead of Body Strength. Damage dealt to non-players is now modified heavily. Targets can take anywhere from 4x to 0x damage based on their armour and Soul Strength. Maximum cast power for champions on home servers has been increased from 30 to 50. Tile spells now use multicolor line messaging for casting, similar to creature casts. Casting a combat spell such as Fireheart, Drain Health, and similar on an enemy will now display an on-screen message for both the caster and target when the cast begins and finishes. Pillar spells (Fire Pillar, Fungus Trap, Ice Pillar, and Tentacles) no longer display a combat message when they deal damage. Creatures will now display their spell effects on examine. This is limited to same kingdom, allied, or neutral targets only. Frantic charge has been cast on it, so it has greater speed. [83]
  6. Valrei International. 070

    Ultima Nostalgia - Katspurr (twitch) Malena (ingame) Greetings, Wurmians! It’s another fortnight down, and it’s time to share what we’ve been up to as well as recap the archaeology update. But first… Patch Notes Archaeology work is groundbreaking! Last week’s update saw a whole new layer added to archaeology with the introduction of caches. This system provides a greater sense of progression and goals for archaeologists, and we feel it gives the skill a solid end goal. We’re extremely pleased with how it came out, and thrilled to hear such positive feedback about it! To recap, archaeology caches are found by collecting reports about old deeds. Once the report has been filled enough, you can use the “get direction” function to locate the token site of the deed. The cache includes more statue pieces as well as increased chances of higher end archaeology items. The cache also includes a memento of the old deed in the form of a miniature version of the old token model. These can come in any metal type, giving players many opportunities for collection. Speaking of collection, the update also saw a few new statues added to archaeology, as well as smaller statuettes. I like to call these the “Wurmians at Work” collection by Saroman. The update also introduced the ability for wooden items to be discovered as any wood type, including types that were not previously available, such as lavenderwood: New Cloth Armour A discussion thread about existing coloured cloth armour and dyed armour led to a dev discussion about possible resolutions. The result of this was sitting Saroman down with a needle, a loom, and 300kg of cotton. He came up with a few new pieces for you all to enjoy! Cloth jacket Cloth striped sleeve There's a lot of trust in here, colours that clash make bunnies sad There will also be a plain white cloth hood, in case you want to roleplay a novice nun. Public Priest Testing Public testing on the priest overhaul will begin this weekend! Expect to see it live on test on Sunday server time. We will be providing full notes, discussing our goals, and accepting feedback on the many changes during this round of testing. We know these changes have been long anticipated, and many are excited to see them come to the game. (Yes, there will be a full faith swap option.) DAS BOOT To celebrate 500 followers, the dev team got together to come up with an item to recognize Emoo’s success as a streamer for the Valrei Entertainment Network. As such, we decided to create an item that is easily the most recognizable feature of his streams: The Shoey. A supreme drinking shoe was given away on stream, and a fantastic one was given to Emoo as a gift to memorialize his hard work. (I made him cry.) That’s it for this week! I hope to see you all on test server this Sunday. Until then, keep on Wurming! Retrograde & The Wurm Team
  7. Moving mass amounts of Items causes crash

    I don't think it's intended! Can you get a copy of the client log just so we know what's going on?
  8. Change how archeology fragments are listed

    This is something we have looked at, it's not as easy as it seems though, as it's the client that handles the material type showing. definitely agree it makes sorting through things easier, so we'll see what can be done!
  9. Dying cloth Jacket and Sleeves

    Wood works the same as cloth currently does, colour laid over the existing texture. Wood shaders lay over the existing wood texture with slightly different tones. If the item is dyed it omits the wood texture and lays the colour directly over the existing wood texture which still has colour. adding white version of every possible item would be a lot of work, and far too intensive to do when there's already a huge amount of customisation and other work that could be done. The ones suggested here are heavy colour variants, for example, here's plate vs seryll (a red texture) with 1 red, 1 green and 255 blue Seryll: Plate: As you can see, it doesn't always play well with colour.
  10. Dying cloth Jacket and Sleeves

    As in a plain white hood and jacket?
  11. Dying cloth Jacket and Sleeves

    The potential issue here is that it doesnt change the texture colour, just adds a transparent colour over. this means the red would show through, and the stripes on the sleeves would look odd. We chose the plain white ones as they were the best base to work with.
  12. Wurmiversary 2018

    Just for clarification, this is in EnkiMinutes (TM). Length of which is currently undertermined, ranging somewhere from the time it takes for an apple to fall from 1m to the ground at sea level, to the time between now and the heat death of the universe.
  13. It's a good idea, the current problem is that golden valley doesn't know which deeds you own or belong to on other servers (golden valley is the login server and handles the shop too) This means that we'd have to add a lot moe functionality to check what servers have what deeds and a lot more issues there. I do want better notifications for deed upkeep and such, and it may come down the line, I think the ability to add upkeep via the shop might be a little tough at this current point though
  14. Painting a Knarr dye amount incorrect

    that amount is the size rune amount. Maybe a note that size runes change requirements?