Andromas

Members
  • Content Count

    262
  • Joined

  • Last visited

Community Reputation

76 Decent

About Andromas

  • Rank
    Villager

Accounts

  • Exodus
    Andromas

Recent Profile Visitors

2,685 profile views
  1. Some thing is wrong with cooking, at first i thought I was putting in the wrong ingredients as reverted to and old tried and tested recipe "Jalfrezi". It let me cook one, the affinity was wrong and then when I tried to cook more I just kept getting a message 'You cannot mix these'. Have recipes changed? I'm following the in-game recipe. I did notice the on/off option for Fixed affinities now only as an ON option, maybe that has impacted on client/server comms?
  2. Still in progress, but need to pay the bills so updates on hold.
  3. +1 I've been using the in-games systems to make player made Quests for years. Hiding items of some worth in deep dark caves and writing a creative set of clues. Mine are mainly aimed at newer player, so it's disheartening when high lvl players gobble them up. My best solution is to make a lockable container, make copies of the key and share with friends as a fetch quest. The giving nature of players when promoting Wurm still amazes me , someone donated a OP sword for one of my quests years ago. You still need to get creative about the when's, why's, who's and where's otherwise it's just a code generated fetch quest. And if you were totally evil, you could put keys in chests with a parchment clue to find the next chest ... oh wait
  4. I don't totally understand the idea. I spend a lot of time making special places for players to discover, in the far SW of Exodus. So it's far from easy to get to, but may challenge new players to go beyond the grind and be inspired. Josuhacalvert, visited my deed ages ago and again recently, it reinvigorated me to see others excited by my work. So if it is a Lonely Planet type thing I think it might be cool. Although I might need to ask for a Wurm upgrade to include bins and tourist stalls
  5. You almost have it, once the lore is revealed(not by the player who planted it), there is an area effect message like with altars and bees. As with alters a better lvl "Lore Spike"(A non-visible item once planted) negates the effect of other close by Lore Spikes. But if you stand on a tile with a Lore Spike you get the intended msg even if there is a 100ql Lore Spike on the next tile. Event: "My friend Edinwall once lived here" I totally agree with your points on safe guards. There could be an extended form of off deed sign planting mechanics as well. I keep referring back to existing in-game mechanics so as to make this idea an add-on, not a major change.
  6. I had to ponder this idea. My initial thoughts are a combination of the mechanics 'Off deed signposts' and Archaeology. So a new item, maybe called a Lore Spike, with the same limitations in characters as the Ql of a sign. Once planted it stays hidden until someone discovers it through Archelogy or just a random inspect on a tile(Random is a once off). If an Archaeologist finds it then it has an area effect of announcing the stored Lore to a player enter the area of effect. "The Area of effect": Could be based on the Alter Area of Effect. My only misgivings is the amount of admin required to weed out "You Momma is ..." types of Lore.
  7. It would be great to have player generated factual / fictional LORE. Not something that would impact on gameplay. Just enrich the player experience. It could work like the alter radius effect, but smaller. Eh I'm big on player engagement , but understand how this idea could be exploited.
  8. Many thanks to Zarume for testing the new user types. * User types are now active in version 0.4.5. * Working on a auto levelling Archaeologist up/down base on an Inquisitors findings(In the meantime I'm managing them manually). * Still sketchy on how/when to promote an Archaeologist to an Inquisitor. * Oh also added new graphics for resource locations. * Still working on the ability to edit locations for Archaeologists and Inquisitors. * Once the above is solid I want to add a timed rift marker, user generated quests(my passion) and Impalong markers.
  9. Working hard on the next update. Will introduce new user types (Master Inquisitor, Inquisitor, Archaeologist and Guest) * Guest can view the map * Archaeologists can add/edit/delete, they start at with only one action. Once that action is approved by an Inquisitor, they gain more actions(Limit 10 before approval). * Inquisitor has a greater limit of actions they can take. They can view locations needing approval and go to the location to check (accepting or declining). * Master Inquisitor is the Inquisitor with the most interactions(Not implemented atm so it's just me) Not concerned about security atm, but may introduce some in the future. Sorry about the over complication, but I am very mindful of the people exploiting and putting swastikas everywhere. At the stage needing testers, so if you want to help PM me.
  10. New update just went live, clear your cache. http://www.papergrave.com/wurm_arch/ Performance fixes, topographical display and a few other minor bug fixes. Chadadams, you have inspired me to start work on a limited user account, so in theory you could add/edit/delete 10 locations. Once your account runs out I could review the content really quickly and reset your account to 10 more.
  11. Suggestions and bug reports are welcomed. Working on edit/delete features. Also thinking about using the current server event log as a safe guard against a rouge Archaeologist to remove all malicious updates. Discovered a deed at J8 Silent Desire. it may be bugged as a Spirit Templar holds a lonely guard ... could not find a deed token.
  12. I'm not sure if my map helps? http://www.papergrave.com/wurm_arch/ Happy to share the data.
  13. No problem, send me a PM in game.
  14. You can see the editing feature by using this url http://www.papergrave.com/wurm_arch/?editor=test