Retrograde

Honored Retiree
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Everything posted by Retrograde

  1. All loot comes comes in 25, 50,75 and 100 ql versions plus standard chance of rarity. Apart from the blessed seryll rings, the strength of the bonuses are determined by quality, as they take damage, the bonus will go down. THESE ITEMS ARE NOT REPAIRABLE This means that these items do have limited lifespans, and the market should have both a steady incoming supply without drowning it with these items. RINGS Generic blessed seryll ring with empty socket. Does nothing until you attach a gem which can be done by jewelry smiths of enough proficiency. These rings give certain situational bonuses that consume "charges". The first time you put it on it uses 1 charge then every hour another one is used up. Common lasts 50 hours, Rare 75, Supreme 100, Fantastic 150 (i.e. has this many charges).When removed they cause negative effect for 5 minutes depending on which gem is inside. Sapphire: Stamina reduction +5% causes Vulnerability when removed. Emerald: Dodge +5%, Clumsiness when removed Ruby: CR+2, Clumsiness when removed Opal: Spell resist base +5%, Exhaustion when removed Diamond: Healing effect +5%, Vulnerability when removed Star versions have an increased effect. Gem rarity changes the rift item to higher rarity if so. 2. Improves random skill skillgain 3. Prevents swimming damage 4. Ring of stealth. Improves chance of going stealthy 5. Ring of stealth detection. Improves chances of detecting stealthed players BRACELETS: 1. Improves parry bonus for crushing 2. Improves parry bonus for two handed 3. Increases pierce damage 4. Increases polearm damage 5. Increases enchant damage bonus NECKLACES: 1. Increases fighting skill gain 2. Increases improve skill max 3. Reduces hurting time 4. Increases chance to focus 5. Replenishment, reduces food and drink consumption
  2. Hi Everyone! Well, we had our first rifts opening across all servers today (a little early, so I missed out too!) but the issues that we encountered have been corrected, and fixed. We have also got the unstable client running the new rendering engine, with plenty of feedback to sort through and improve on, I'd like to thank you all for taking the time to provide your feedback and information. But with that said, on with the news! Patch Notes Wurm Online Rift Tweaking The invasion system went live this week, with the rifts opening a little earlier than anticipated (or advised) and closing even earlier! We’ve looked into why they opened early and also closed after the first run, and that has been corrected in today's update. As a result of this, we’ve reset the timers for rifts, and they will open up over this weekend, with currently 2 days warning. We’ll be implementing countdown measures as well, to ensure that players have adequate time to prepare themselves for the fight! I know there were some reports of the Rift Beasts being taken down quite easily, but don’t forget they’re the baseline grunts for these rifts, with Ogres, jackals and mages packing an incredibly strong punch! Each rift creature killed has a roughly 5% chance of dropping loot (higher for the warmaster and champions). So participation is the key to getting loot, the more you kill, the greater your chances! We’ll continue to see how the rift system goes, and adjust how often it occurs, as well as loot and warning times as things go on. Starter deeds A little delayed, but I’ll be in contact with the winners of the starter deed makeover contests this week, and organise times with the GM team in order to provide resources and such, so expect to see the new deeds soon! Cave dwellings and PvP We’ve started work on the counters for cave dwellings within PvP servers, with the awesome new battering ram! The model for it is finished, and can be shown here: We’ll have more info on the functionality and mechanics in the next news hopefully. The optional path switch feature from Path of Insanity should also be live next week, pending some inhouse testing. Wurmpedia Assistants! As many of you have read, our Wurmpedia is now managed by Keenan, and his assistant Seedlings (with random capitalisations). We are now looking for Wurmpedia Assistants to help monitor the Wurmpedia and ensure that editor updates are correct and timely. It is a proper staff position so the requirements of over 30 days playtime and good standing with the community are important! To apply, follow this link: http://goo.gl/forms/RCOXiVolWHLd9P1B3 Steam update Wurm Unlimited will be updating with cave dwellings coming to beta on Monday at around 8am UTC-5, so plan accordingly! Shop update We will be performing some upgrades to our web store this coming Tuesday at 3am UTC, while we don't expect significant downtime we apologise for any inconvenience it causes. Community content We have two pieces this week, first off comes Evenings finds of amusing recruitment notices, wonder how many clothing optional villages we have The second is some fun with Rolf, a shot from his recent vacation has been slightly Wurmified, with a huge axe and helm. Perhaps he was simply researching combat? That's it for this week, we'll be checking out the new rifts opening on Sunday to ensure it all operates smoothly, until then, keep on wurming! Retrograde and the Wurm team.
  3. Most likely, we'll share more in tonights news. Testing for bugs is always different to testing how it fits in with the flow of the game, once we were sure that the bugs (well, minus this one) were removed, the next stage is always seeing how it fits in with play, thus the 3 day timers, and repeated statements of how the timers, and respawning can and will change, according to how they play out on the live servers. We can also adjust loot and what rewards can be gotten, so this system allows us to have a huge amount of flexibility
  4. The Rifts ended early due to certain checks to spawn the next wave happening several times thus advancing it to closing. It'll be corrected and we'll look at the warning time too
  5. Updates come to Wurm Unlimited a little later, and will most likely come in the form of a beta update first
  6. Hi Everyone, It's been another busy week, with testing and taking feedback. I'd like to thank you all for providing me with your thoughts, time and bugs, we've made huge steps this week, and it's on with the news! Patch Notes Wurm Unlimited Feedback and fun The test server as you all know has had the new client renderer as well as rifts on it this week, and there’s been a lot of enormous feedback, which we’d like to thank you all for, this unfortunately does mean that there’s several things we need to address PvP and rift loot With the introduction of the rift loot, some pvpers showed concern about how the loot and the bonuses it gives would affect balance. Most shoulders give bonuses to lighter armours, but we have made the decision to make them vanity only in PvP pending further discussion. We wish to ensure that any bonuses they do bring are balanced, and don’t set a new requirement to enter pvp. We’ll release the full bonus info on the 24th with the update. Unstable client So after a long period of dev and in-house testing, we unleashed the new client renderer on test this week, and have received valuable feedback. As a result we have decided to delay the renderers release, until we are sure that this client works for players and that major bugs are squashed, the expected release date for the new client will be on the 6th of June, Wurms Anniversary. That doesn’t mean you can’t use it on the 24th! It will be available as our unstable client from then, and we’ll continue to take feedback. Wurm turns ten! And we’re giving away the presents! We’ll have random anniversary loot boxes, which contain a random item, including some pretty rare items such as the Staff of the Land or the Pale Mask! Every premium player will receive one on our June 6th update, so simply login to collect yours! We’ll also be giving out some during events and such too, so your chance of getting something cool goes up and up! Community Content A thread on the Independence forum raised an old piece of writing done by Aeris a few years ago, named Independence anthem. It’s a song dedicated to the brave settlers of Independence, and is quite awesome! So just to reiterate, cave dwellings and Rifts will go live on the 24th, at 12:00PM Server time (UTC+1) The new client will be available on unstable and we’ll continue to work on that for a release on June 6th. Until then though, keep on wurming!
  7. Hi everyone, we'll be having a test round of the rifts today in the evening using the new client rendering engine, we will also have a feedback form if you wish to fill it out, and be sure to post any bugs, questions or comments here too! This is strictly for Client rendering issues and comments. Rift testing discussion can be found here:
  8. Hi everyone, we'll be having a test round of the rifts today in the evening, we will also have a feedback form if you wish to fill it out, and be sure to post any bugs, questions or comments here too! This is strictly for Rift discussion and bugs. Client issues can be discussed and reported here:
  9. they are not instanced, but they have checks to spawn away from deeds
  10. I love my 85 lurker in the woods pendulum We've discussed possible upgrades to these casts, and will take your ideas on board, thanks!
  11. Aww, you guys had all the fun without me! Unfortunately a hard drive meltdown has ept me occupied this weekend, but we'll make plans for a more organised test and feedback form shortly! I expect some time tomorrow!
  12. Rifts check for deeds, and i believe block buildings, they will not occur on deeds. Also, The rift can be countered by means other than just by hearts. Whispers say the overloading of the rift with The Source can also achieve the same goals. This is news for Wurm Online, we focus on community stuff, which does ocasionally include WU content. We're looking at creation of a WU aimed update system though!
  13. Just to clarify too, these are rift based rewards, they are not the only way pauldrons will enter the game, we plan on introducing much more equipment based content down the line (cough cloth pants cough) and it will be available in a multitude of ways, with these simply being the first. The jewellery and socketing items will be more like crafting, ring + gem = item, it's just that the rings will be collected via this system. I'd like to see more high end materials and crafting recipies come from explorative and in depth playing, rather than simply being able to pump out dozens at high skill, so we'll be looking at what sort of things we can play with.
  14. I certainly hope so! Though I'd like to see more variety in cows (Holstein Fresian!) and other creatures too! A lot of the art stuff has been held back by this, so I'm keen to sit down with Saroman and work out just what's coming next (we're also working on something extra too!)
  15. The simple reason is because these buffs arent set in stone, most of them are aimed around making lighter armours (cloth, leather, chain) more viable in certain situations (one example i gave was a shoulder set giving a 15% reduction in slash damage). We'll be sharing the details once they become finalised, but our priority at the moment is making sure the mechanics behind rifts work, checking for bugs, functionality and ensuring that when they do go live, they dont break down. There's also a lot of people talking about what was "promised" with WU. This rift or invasion system is simply a Wurm Online only event, Wurm Unlimited will still receive most content that comes to Wurm Online, Underground housing, the new rendering system, and various other updates will still come, as will others down the line. We provide the tools to players and server owners to create their own events, and will be looking at improving things such as the mission ruler as time goes on, as well as the modding API but in some cases certain features will be designed specifically for Wurm Online, just as some are designed specifically for Wurm Unlimited.
  16. they'll also be on pvp servers,and dont expect huge amounts coming from these.seryll units will drop from 1 kg to .2 kgs per unit as well Hota changes have been thrown around, and may be included in either a simple reworking of the zone, or mechanics update
  17. The answer is, depends! We're curious to see how well this one goes, the difficulty, and the scale. Loot will always draw people in, so we're not fullly decided just yet
  18. most shoulder pieces buff lighter armours, cloth, chain, leather, so wont have much impact on pvp. The other jewellery has slight bonuses to damage types or other factors, but is not yet nailed down, thus why we haven't included that info in this post
  19. Hi Everyone, A full moon and Friday the 13th! The perfect day to unveil our new rifts. Along with a few other things. This weeks news is brought to you by Namekat Weather, forecasting "Blood rain showers with a touch of fog spiders". Save the date We've set a date for the release of Rifts, cave dwellings and the new client renderer! We'll be releasing these on the 24th of May, sometime during Swedish business hours. It's been a long time coming, and we're super keen to see how these go. PvP changes We're continuing to build our not-so-little list of PvP changes, as well as taking feedback on the existing ones. We'll be doing a quick survey over this week before implementing the ability to change paths for those of you who desire it. With the new systems coming up actual PvP updates may be short over the next few weeks, but then we'll be hitting it hard. Jackal Rising... Invasions! What are rifts? Rifts are the new invasion event for Wurm, Heralded by a shining red light in the sky, they consist of waves of creatures with increasing difficulty ending in a fight against a bosslike enemy. Each wave requires the sacrifice of hearts butchered from the mobs to summon the next wave, starting out with jackals and rift beasts, all the way up to the huge rift warmaster. These creatures can and do come with various conditions, so expect to see a few champions! How many new creatures? Of course, this would not be the same without waves of terrifying and damned creatures! The minions of Jackal arrive in force, with the following types Rift beasts: Dog like beasts of war Rift Jackals: The masses of Jackal, tough, hard hitting, their hearts must be sacrificed to open the Rifts and bring on the next waves Rift Caster: Magic wielding foes that aim to set you on fire from afar! Rift Summoners: Summons more Rift beasts and other creatures to aid them in their fights Ogre: Huge behemoths that dominate the field, don’t expect to take these on solo! Ogre Mage: Physically dominating and able to set you on fire, who says you can’t have the best of both worlds? Rift Warmaster: The driving force behind the dark energy within the rifts, summon and defeat all three waves to bring forth this tyrant! What rewards are possible? Each creature killed has a small chance of dropping loot directly into the killers inventory, as the difficulty increases with each wave, the strength of the loot does too! The rewards can consist of: Shoulder armour: Over a dozen different types of shoulder armours, each piece providing different bonuses to types of armour, and defences against types of attacks Rings, bracelets and necklaces, granting individual bonuses and some allowing gems to be socketed, granting extra bonuses depending on which gem you use! That’s not all though, once a rift is closed, participants will also have the chance to receive metal lumps, including Seryll, Adamantine, and Glimmersteel! The more you input, the greater the chance of it being rare or better too. Rifts will also be a Wurm Online ONLY release. They will not come to Wurm Unlimited Not to be overshadowed (hah, shadows) is the new client renderer! While mostly behind the scenes updates, this new renderer will provide much smoother shadows (as showcased last week) will improve how buildings render, and also lighting! There are a few tweaks still going, and as of writing this, white dyed items do not show white (but black is SUPER black). Pictured below is 99ql, 75ql, and 50ql black sailboats! It also opens up the door for all the graphics stuff we’ve discussed in the past, such as returning wood colours via shaders, and various other nifty little things! Testing time! The even better news is, both of these will be undergoing a public test this weekend! The planned time is for Sunday, 4pm (UTC+2) and will include both the new client AND Rifts. We’ll have some feedback surveys for you all to take part in after, so make sure you come check it out! The planned rift test will likely be delayed to early in the week instead of later today, as Retrograde has run into some problems with his computer. We'll have another post later on with the new testing time. Community Content To fit in with this weeks theme, I've stolen a picture from the screenshots thread. Unfortunately it's not a house on Xanadu, but it is of a castle on Release! With the full moon of Jackal hanging ominously in the background. that's it for this week, we'll be sharing more info on rifts as the days go on, as well as other things coming live in the big update (we still have a few more surprises!) but that's it for now! Until then, enjoy! Retrograde and the Wurm team.
  20. I still think you should have stuck with grinding tracking to 100, it gets better after 20
  21. the migration occurred about half an hour ago, so there will be hiccups, looking into it to make sure it all goes smoothly
  22. Whats going to happen from here? It's a few steps: 1. Continue to address key issues raised in PvP, things surrounding either broken mechanics (permissions), or improving mechanics that are currently bypassed (tower capping) 2. Define what we want to see PvP be, define what currently works, what doesn't, and what needs to change to make PvP fun 3. Spend time rehauling PvP with a clear focus and goal in mind, as well as ensuring that what also comes to PvE does not cause unbalanced playstyles. 4. Testing and refinement 5. Release a PvP content overhaul that doesn't simply tempt PvE players with shiny items, but provides engaging, challenging and fun mechanics. That isnt to say that during the time this will take there will be silence. I will be ensuring to work closely with both the development team and you all in communicating our progress, as well as showcasing new features, mechanics and content. We'll also be taking feedback and organising group discussions with PvPers over this time. This won't be an overnight fix, but we are committed to improving PvP and raiding and will spend the time necessary to ensure that it gets the attention it deserves. A project like this is huge and takes time, it's not a simple recalculating of numbers, but much more indepth planning, discussion and testing. Our goal is to rebuild PvP from the ground up, focusing on keeping it balanced, functional, and most importantly, fun.