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About PsMaster

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  • Birthday 11/04/1986

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    IT engineering, technology, games, fishing.


  • Chaos
  • Epic
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  1. Good question, didn't feel like spending 5 hours building a boat and a bridge over water... or multiple heights to test whats the minimum if it's possible.
  2. So today I had a few hours of free time and throught I'd go check out the test server and help out by doin' some tests with bridges, here's what I noticed: Pros: Extra options for bridge tools, some basic materials and tools in the testing menu Body stats finally get set to at least 45 Cons / missing stuff: Requires tons of time to prepare the terrain Bridges require A LOT of materials to build even a single section, especially longer/bigger ones No creatures to help out testing (horses, enemies or whatever) Summary / suggestions: If the server is supposed to be available for public testing, why make it so dificult to test it? It requires a few hours just get everything prepared for testing and then you don't even have the "stuff" or people to help you out testing anything. I understand that the test server is supposed to be as close to the real server as possible (maybe for code migration or other reasons), but people are never goin'g to spend hours of their time just to build a single bridge and run arround it. Make it so that the bridge or whatever the current test subject is, is easy to build/test, why require all the materials or timers and waste all of our time, just set up some dificulty variable maybe?. Allow more freedom for players who are testing it, people who are interested in helping out usually have at least some wurm gaming experience, know what to expect and won't break the rules and just in case, there's allways a ban. And for the better of it all, it's a test server, can always roll back or reset, maybe just make a sepparate role that has powers like a GM to instantly spawn stuff/teleport etc. or even better, make it so we can switch from a GM to normal mode for testing. Both parties would be happy, you get bugs reported, people get fun while testing and don't spend hours wasting their time.
  3. Make sure to check your spam folder, thats where I found my activation messages.
  4. Usually on double clicking anything (menus, monsters, terrain), crash log: Unexpected crash while playing The error was: <No OpenGL context found in the current thread.> It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you. Contents of console.log: Time is Wed Dec 10 23:03:21 EET 2014 Running client version 3.77 === System information === Executing from C:\Users\USERNAME\Desktop\ Operating system: Windows 7 (arch: amd64, version: 6.1) Java version: 1.8.0_25 (Oracle Corporation) <> Jvm version: 25.25-b02 (Oracle Corporation) [Java HotSpot 64-Bit Server VM] Available CPUs: 8 >>> Main thread exiting. Loading character psmasterc Loading config default Loading props file C:\Wurm\configs\default\gamesettings.txt Executing C:\Wurm\configs\default\keybindings.txt Loading props file C:\Wurm\players\psmasterc\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Wurm\players\psmasterc\password.txt Saving props file C:\Wurm\configs\default\gamesettings.txt Keybindings saved. Loaded pack sound.jar (r1) Loaded pack pmk.jar (r1995) Loaded pack graphics.jar (r2341) Options up-to-date! Loading props file C:\Wurm\players\psmasterc\playerdata.txt Loading props file C:\Wurm\players\psmasterc\stats.txt Preparing to enable console logging. Now logging to C:\Wurm\console.psmasterc.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 1 censor_chat = false cloud_shadows = false collada_animations = 3 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true contribution_culling = 150 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1280:1024:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = false enable_shift_drag = true enable_vsync = false engine_multithreaded = 0 event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 0 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 12 font_header = 25 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 90 fps_limit = 120 fps_limit_background = 60 fps_limit_enabled = false game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = false hide_menu_stop = false high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true lod = 2 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 5 model_loader_thread_priority = 2 model_loading_threads = 4 multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 3 reflection_texture_size = 2 reflections = 4 release_context = true release_context_on_jogl_sleep = true remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = true screenshot_file_format = 0 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 2 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 1 sound_al_gain = 1 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 5 sound_play_ambients = true sound_play_buzz = false sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = false sound_play_weather = false sound_play_work = true stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 4 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 4 use_antialiasing = 4 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 0 viewport_bob = true water_detail = 1 Dec 10, 2014 11:03:26 PM class.DRVUQdHpNZ run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=1b8e3f14-a315-4577-b129-c37d3fb01a2b, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.77, name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=-1171268898] Setting up Collada Model Loader Executing C:\Wurm\configs\default\keybindings.txt Dec 10, 2014 11:03:26 PM class.DRVUQdHpNZ run INFO: Event successfully posted to Google Analytics Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting job manager with 7 worker threads >>> Launch queue entry exiting. Using LWJGL display 1280:1024:0:0 (false) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.15.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.1 Adapter info: nvd3dumx,nvwgf2umx,nvwgf2umx ( OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 660/PCIe/SSE2 OpenGL version: 4.4.0 NVIDIA 344.75 OpenGL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 4.40 NVIDIA via Cg compiler GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 2048 (2048) GLSL max varyings: 124 (124) Preloading builtin materials Preloading builtin materials done Setting up dotXSI Model Loader Launching dotXSI Model Loader threads Launching Collada Model Loader threads Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Experimental direct buffer cleaner init successful Startup Phase - Setting up.. Initializing font texture for SansSerif (12). Texture Size: 512 Initializing font texture for SansSerif (12, italic). Texture Size: 128 No mapping found for Loading window positions from C:\Wurm\players\psmasterc\windows_1920x1028.txt Loading props file C:\Wurm\players\psmasterc\windows_1920x1028.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to C:\Wurm\players\psmasterc\logs\_Event.2014-12.txt Disabling Nagles Dec 10, 2014 11:03:32 PM class.DRVUQdHpNZ run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=1b8e3f14-a315-4577-b129-c37d3fb01a2b, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.77, name=ec, value=Churn, name=ea, value=collect, name=el, value=Login, name=ev, value=true, name=cd01, value=-1171268898] Writing to C:\Wurm\players\psmasterc\logs\CA_HELP.2014-12.txt Dec 10, 2014 11:03:32 PM class.DRVUQdHpNZ run INFO: Event successfully posted to Google Analytics Login successful Executing C:\Wurm\configs\default\autorun.txt Starting update of login splash image... Finished loading new login splash image! Initializing font texture for SansSerif (12, bold). Texture Size: 128 Writing to C:\Wurm\players\psmasterc\logs\Jenn-Kellon.2014-12.txt No mapping found for hair0 No mapping found for hair6 No mapping found for hair6 No mapping found for hair6 No mapping found for hair0 No mapping found for hair0 No mapping found for hair6 No mapping found for hair6 No mapping found for hair7 No mapping found for hair7 Execution aborted at connection 1, iteration 315 Run time 11s, local time Wed Dec 10 23:03:43 EET 2014 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.RuntimeException: No OpenGL context found in the current thread. at org.lwjgl.opengl.GLContext.getCapabilities( at org.lwjgl.opengl.GL11.glGenTextures( at class.UuEGKPFe9q.FZOk5L6Gfy(SourceFile:126) at class.xHYFJrMTwk.FZOk5L6Gfy(SourceFile:58) at class.xHYFJrMTwk.FZOk5L6Gfy(SourceFile:34) at class.ygr3hsbePU.FZOk5L6Gfy(SourceFile:73) at class.yeI3ZvI0.FZOk5L6Gfy(SourceFile:562) at class.RVXIurTki.iHOS3zg1KL(SourceFile:277) at class.RVXIurTki.fgtPPuD8uC(SourceFile:128) at class.RVXIurTki.XwhlvVTrl(SourceFile:188) at class.N44t0I063H.FZOk5L6Gfy(SourceFile:3156) at com.wurmonline.client.X1XFlh0qbH.FZOk5L6Gfy(SourceFile:372) at com.wurmonline.client.BILF1iey6X.fgtPPuD8uC(SourceFile:328) at at Source)
  5. What about champing up? How do you become priest now? Is there WL and BL somewhere?
  6. Me and my alt, both got the spyglasses for 12 months premium today.
  7. So I found this while browsing arround: [media]
  8. I just recently had a look at the statistics I've gathered and also at the mrtg stats and it seems like Affliction is dead Hope this revives it a bit, though max 10 players online at all times seems a bit crazy to do a vote... Monthly logon graph of Affliction. Weekly activity graph from my site (1 minute accuracy) 14-17 players at peak times... I'd rather go for a new elevation map, at least it would gather in more players from all home servers to try out new experience and whoever missed the starting of epic server would have a new opportunity to settle in and experience PvP while there's still few massive castles around.
  9. +1, but this could easily get confusing when someone goes and tries to mine/tunnel the paved tiles...
  10. Thank You for listening to the community and this update!
  11. Been playing on epic for more than 2 years now non stop and body control is still at ~43 even with ~85 archery and all other skills that raise it, don't see how skill gains from archery needed fixing at all unless you expect us to play for 10 more years to get to 70 body control, not even mentioning freedom here... If you want to stop priests from being overpowered and gaining body stats from archery then do so, but don't include everyone else in this nerfing mess, it just makes people angry and rage quit because it disrupts the previous balance that was there and everyone was happy or over it. Now it just puts new players at a disadvantage. The only thing you gain from nerfing skill gains is longer play times to get anywhere, which wurm doesn't really need, it's slow as it is already and most people just leave because there's too much skill grinding. Sorry, but a huge -1 from me, been a fan of wurm all the time since beta started, but all this skill gain nerfing brings this game nowhere at all...
  12. Update 12.09.2014: Added PvP Checklist in the tools section. Still some bugs with layout and styles and some icons missing, but it's already usable. Never again find out you forgot to take something when you're roaming around!
  13. [00:47:22] You have a moment of inspiration... [00:47:22] You create a Unfinished washing bowl in front of you on the ground. Too bad it didn't turn out rare
  14. Tweaked body control skillgain for archery down Please undo that or just a penalty for priest, this puts new players at a huge disadvantage compared to old ones who already gained archery...
  15. -1 from me, I like the 1st person only aspect of the game. If you're on 3rd person that makes you get kind of an advantage in PvP where you can see outside of objects since wurm collision is quite problematic. Also how do you expect 3rd person to look in caves where the ceiling is low?