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  1. Can anyone help me with this issue. I am on a dedicated server. I am in my settlement. I am the mayor. I can set the plans, finalize the building. When i "green" the mallet and attempt to add a wall it tells me, "You need permission in order to make modifications to this structure." The wiki says I can not modify the structure's permissions until it is completed (first floor at least). In the settlement deed I have all permissions for settlement. In the mayor tap under permissions on the "c" window I have all permissions to build. I don't understand what is going on here. Please help! Thank you!
  2. In light of the trouble a citizen had with some horses (http://forum.wurmonline.com/index.php?/topic/132744-cant-ride-branded-horse-as-villager/) I think the way branded animals currently works might need a tweak. Currently, branding transfers ownership to mayor so, if a citizen brands their horse, they lose access to it until someone with "manage allowed objects" permission manually grants them permissions. It would be much better if someone with an appropriate deed permission is able to set/edit a deed's Default Animal Permissions which would be applied to all animals when they are branded. This way, if citizens are granted ride permission, they can still ride the horse they just branded. The permissions could then be fine tuned by someone with management permissions at a later date if needed.
  3. With all these new permissions, it would be great to make it so that you can check a box allowing all alliance members to lock building on deeds which are allied, save having to log into a mayor account all the time to lock someones house etc etc.
  4. As things currently stand, you go to each gate and set it so trusted friends or friends (whichever one you choose to set) may pass. This adds the individual names to the currently managed gate. It is an easy way to get groups of people to pass gates as current gates do not work even with a deed role set for "may pass gates" (i.e. you create a deed role for a deed and tick may pass gates, yet your gates will not open for a member of this deed unless you actually added them by name to the gate individually). What is problematic is that when you add someone to trusted friends or friends later on, you have to open and manage each individual gate again, and tick the friends/trusted friend list again, to get this name you added after you allowed the list originally, to be added by name to the gates you have. The opposite of this is also true: Previously added people who were added to pass gates because they were part of your then list of friends or trusted friends, have to be manually removed from all of your gates if you are no longer friends with them. You can remove them from your friends lists but they remain on your gates. Suggestion: It would be extremely helpful and time saving tool that can eliminate a big portion of human error, if people who are added or removed from your friends or trusted friends lists, automatically updated on all the gates. The rest of this suggestion is just more clarification on the suggestion above, possibly TL:DR Add Trusted Friends or Friends as a GROUP not as individual names, to gate pass permissions (same extends to carts, ships, wherever you add these people to have access or pass or command), to allow management of groups of people to pass (or command or access), and if you remove or add someone to these groups, the permission is replicated everywhere you ticked this group to either have access or pass or command, or not. This means that this group of people will be the same as people belonging to a specific deed, where you tick a box to allow a deed to do certain thing, and people who belong to that deed can do things you allow. If you move someone to your group of people you want to allow gate pass, they should automatically have gate pass as long as they are in that group, and automatically lose it the moment they are no longer part of that group. Second suggestion: Make one tick box for all the gates on your deed, on top of the original box that pops up when you choose to manage gates, where you can choose to "clear all settings for gates on your deed" . Add to this an option to also open an individual gate and in one click clear all settings, save it for that gate, and then go back and add new permissions for that gate (say your friends or trusted friends or deeds etc.) Currently you have to go into each individual gate and manually tick deny all for each added person, then save. If you have ten people added, you have to tick ten times deny all for each gate, then click save, then find the gate again, open, add the group(s) again, save. The reason this should only be an option for gates on your deed, is that you get all the gates you have manage permissions for, on your list of gates, not just the gates actually located on your deed, so you could inadvertently clear permissions for gates on someone else's deed if you just blanket clear all the gates you have manage permissions for. Adding these suggestions will greatly enhance the enjoyment I get out of Wurm.
  5. Hi i try to attach a lock on deed (owned by my alt), inside a building that i build myself and both...myself or my alt are not able to attach it . I made an role for my main (whit the owner of the deed) but it seems that "Attach locks" box remain unchecked even if i check it and save. So i gave all permissions for building to my alt that own the deed but same result not able to attach the lock.
  6. Hey all! It's just under 2 weeks now until Wurm Unlimited releases! Excited? You can pre-order the game from DLGamer and get 20% off the initial Steam price if you want. The first batch of updates to the permissions system went live this week. Tich told me to tell you that she's sorry that there were some teething issues - like settings not always transferring to the new system properly - but we hope it'll be well worth it in the long run with just how much better the new system makes things. I'd strongly recommend looking at the Wurmpedia article on Permissions if you're unsure about anything - the Wurmpedia team (in particular Keenan) have put a huge amount of work into making it as accurate and complete as possible. As for devs, they mainly continued with general polish and bugfixing work on Unlimited this week. But we do have a few other things to show off that might interest you, like visible adamantine and glimmersteel armour... catch it all below! The Week In Patch Notes The big story this week is the new permissions system, though there were quite a few other things that went live this week; like the awesome new deed plan viewer & exporter. I've seen some crazily complicated deed plans that people have effortlessly been able to export from directly in-game! There were also some general fixes. 06/10/15:New Permissions System! Notes about security http://forum.wurmonline.com/index.php?/topic/131410-new-permissions-security-hints/Combined kindling will use the default weight when making a fire (forge, oven, campfire).Can now have a deed role for an Individual (non-citizen) role.Deed plan now available for mayors.Writs will vanish when examined / managed. Building can be managed by r-click or from manage menu.You can now attach locks without having the key on you on PvE (was already like this on PvP).You can now sacrifice keys when the lock still exists on same server.Repair keybind should now work correctly on fences and walls.Fences are now paintable.Added missing text for deed settings.Max number of branded animals is number of tiles / 11 (PvE).Fixed face masks overriding the face protection that some helmets give.Fixed leading animals who have a bridle equipped. You will always use the bridle to lead if it has one, even if you have a rope activated.Fixed an issue where you wouldn’t stop dragging items when you died.Fix for player gods, so they allow flatten and level in caves if they can mine.07/10/15: Fix for Nahjo flattening / leveling in caves.Fix for allies in buildings, now checks the correct village (e.g. the owners village).Fix so planted items can be turned by the person who planted it.Beds with no permissions set, will allow anyone who has ‘may Enter’ on building to use it for free.Doors and Beds may now be managed by anyone who has manage permissions on the building.08/10/15: Fix for branding vanishing…(although some may have vanished this time).Fix so can lead branded animals if you have the brand village lead permission.Added ‘pass gates’ as deed permission, which (should) allow the players with that role permission to pass any gates that dont have their owner permissions (if they are managed by that deed).Disallowed getting hunted status on PvE.Fix for unhitching animals from a locked cart (PvE).Fix for picking locks. Adamantine & Glimmersteel Armour Textures This week, Saroman worked on textures for addy & glimmer armour so that it can be made to display correctly. Yet another thing for you Wurmians to wear! Oh how we spoil you. DeedPlanner Updates Warlander sent us a few pictures of his latest coding successes with the village planning tool DeedPlanner. He's getting ever-closer to being able to go live with bridges, which we'll also add to the in-game deed exporter so you can export on-deed bridge designs to the planner too. Screenshot of the Week This week's eaglespirit-themed screenshot was taken by Borgir, and happened to coincide with an eclipse too. It's quite mystical! What does the Eaglespirit want?! Why is it here?! Is this a message from the gods!?! That concludes this week's news! Fed up of hearing about Wurm Unlimited? Here, have an animated webseries about a cat. Cats solve everything.
  7. Hey all! Work has continued on a number of things this week, including the almost-ready first batch of updates to the Permissions system, and more work on Unlimited. Once again dependent on final bugfixing, we'd like to release said permissions update next week. We also have a new map API for Wurm Unlimited to announce this week, that ought to be released early next week in its first version. Once complete, it will help WU players to create their own maps. More below! Also, if you're still unsure about anything to do with Unlimited and how it will (but mostly won't) affect Online, then we released an FAQ last week that includes some helpful information. The Week in Patch Notes There were a few minor fixes this week. With any luck, this segment will be full of permissions news by next week! 23/09/15:Reinforced cave floors will no longer result in dying to suffocation.Fixed dispelling imbuements. Imbuements will now be properly removed when they are dispelled.Fixed applying masonry ointments. The ointment should now work like other imbuements. Wurm Unlimited Mapmaker Warlander has been working on an API for maps (Application Program Interface - aka it lets you make and edit maps) for Wurm Unlimited. He's planning an initial release next week, and in time he hopes to include things like a full feature suite for creating maps and the ability to make mapdumps. Long-term, this will mean that you'll be able to make, edit and dump your own maps to use with Unlimited. Screenshot of the Week This week's foggy deed was snapped by Kristof of the deed Peaceful Harbour on Celebration. Fog is good at looking rather mystical! Thanks to PandyLynn for sharing this on the forums. That concludes this week's news. It's still a little quiet while work continues on Unlimited - we'll have more to show over the coming weeks though!
  8. Can we get a List of what the new permissions do, so i won't have to guess and let bad things happen to my deed and items.....like i know meditation lets people cast enchant grass on my deed, but what do all the other things do ? any help much appreciated..thanks....an Official list maybe
  9. Beds now have permissions - yea! Permissions on beds need to be set in person unlike boats, carts, buildings, fences etc - YOU GOTTA BE KIDDING ME if it's got a permission on it make it so that that permission can be managed remotely PLEESE
  10. Beds

    just used the permissions>Manage Bed to set a bed to 'Everyne' +May Use +Free Sleep and saved, then used Bed>Rent 10 silver. I then went back to permissions and it shows it is still free for everyone. Something ain't right here
  11. I learned the new permissions system is on test server already, and I went over there to test it. I note here some tests and thoughts as it goes. I made an offdeed house, and a deed with an ondeed house. First thing I tried, giving 'Kingdom' or to a player permissions to pickup items and pickup planted on the offdeed house (because topkos reminded me of it) didn't do anything: my alt wasn't able to pick up from the house. This was solved very quickly (thank you Pifa ). It works now. Permissions for a building Pickup items permission granted to Kingdom: works for offdeed houses and ondeed houses, overriding pickup perm on deed. Pickup items granted to named character: same as above. No need to be a friend to add them, they can be friends too. Pickup items granted to village for ondeed house: villager can take (by default, no custom changes made yet), non-villager can't. For ondeed house: Pickup planted granted to kingdom: without also pickup items, someone can't pick planted either; with pickup items, they can do both. Pickup planted granted to village: 'citizens' can take, non-'citizens' can't. It overrides deed permission: villager with no pickup planted on deed can't pickup lamp on deed outside houses, but can take a planted lamp inside. This works as intended. Pickup planted granted by name: ondeed house, without pickup permission in the house, can't pick up planted lamp; with also pickup items, they can. This works as intended. Probably bug: players in a group that 'may manage' don't seem able to select the house at all. Added 'manage allowed objects' to 'citizen' role on the deed, then added 'citizen' to the offdeed house with 'may manage'. Result: the villager Spotter sees the house now in its buildings list, but can't select it. Same for 'kingdom' with 'may manage'. Selected 'settlement may manage' for the offdeed house. Result: Spotter still can't select it: This happens even when Spotter ('citizen' group) has all assignable other permissions. (except 'deny all') Spotter is able to select the house when he was added by name, not by group. Of course I had to test what happens when Spotter removes his own permission to 'manage' (I noted this somewhere in Tich's threads, it's one of them corner cases that isn't game breaking but it can lead to surprising results). So, he removed his own permission, then applied changes: Please remove the red warning on 'all doors are not locked' as it has nothing to do with anything. It's confusing (see also below). There is also again the issue above: citizens group clearly remained selected but Spotter lost his permission. I think otherwise results of this are decent. Spotter couldn't add his permission back nor change anything else. The game asked him to save his changes because it has unsaved, and of course he can't save them, but that's okay. Bug: can't remove the 'settlement may manage' check, as both owner of the house and mayor of the deed, from an offdeed house. I can remove it for an ondeed house, as mayor. (I can take these bugs to bugs forum if wanted, they're on test only, though) The red warning on house management form: I don't think this red all-caps warning is warranted, for a house. Please remove it. Unlike objects, a building is secure from pickup etc, no matter if unlocked or locked. The only things locking is useful for, are humanoid chasing you (they can enter unlocked doors) and avoiding someone drinks your wine (unless that changed lately). Or simply preference, if you don't want anyone to enter, lock and make sure you don't allow entry, for example when you use it as gatehouse. These are not worth, imo, a big red warning. A house is supposed to be safe for everything else. That's what we're testing here, right? Moreover, you can lock a door but have arched walls, same effect. Are you going to introduce a big red warning when making an arched wall? I hope not. It's overkill, scary for no reason, and I suggest to remove it. All it does is make players uncertain if their house is secure (mainly from picking up and loading), and that's not a good consequence. Proximity Looks like proximity ownership works at about 3 tiles around the character, so if you drop an item offdeed, someone else can't take it as long as you're this near. If you go on the 4th tile (if I counted right...) then they are able to take it. This happens when you dropped the items in a house with 'kingdom may pickup' enabled. Logging off enables taking of items as soon as you leave the world (not when you lose link). Proximity doesn't seem to work at all on-deed between villagers (and mayor). Mayor or villagers can take items dropped by a co-villager even from the same tile they're standing with their dropped item, in a house or not, in a container or not. This seems to be as it currently works too (iirc? not sure), and I presume it's intended. Proximity works on-deed for a non-villager: mayor and villagers don't seem able to take a "stranger"'s dropped items from the deed, house ondeed, a forge in a house ondeed, as long as the non-villager owner is like 3 tiles nearby. They are able to take them once the owner gets away. I tested proximity mainly to make sure it wasn't broken by them changes. (but this testing wasn't exhaustive really, for example allies or more kinds of items) Misc When you start to manage deed roles, you get a warning:"Note that you will need at least 1 guard to enforce these rules on deed!" << I don't know what this means. [00:55:43] Spotter may not change village until 23 hours and 59 minutes has elapsed. Spotter is new villager, and I was trying to trade the deed to it. The message is odd because he's not changing village. Deny All setting: I assume this setting means you can deny everything to someone named, despite them having permissions inherited from a group? It seems a good idea, I have just a cosmetic suggestion on it: color it or display in a different font, something visually different from the rest. Looking at forums, I don't really know where is a good place for random testing on test server, Town Square seems intended for discussions on release notes and mechanics, so I assume it's close enough, unless you want to move it to bugs.
  12. Hey all! As you may have already heard this week, we dropped some very big news about the future of Wurm. On October 21st, we'll be releasing Wurm Unlimited, a standalone version of the game that will allow you to play in a singleplayer world and host your own servers. The objective with Unlimited is to bring Wurm to a wider audience. By releasing it on Steam and with the help of a professional publisher, it'll bring Wurm to lots of of new people, who will be able to enjoy Wurm in a new and more accessible way. The Adventure mode, for instance, will allow players to explore a single-player sandbox world as a totally new experience - that we hope to be more accessible to more people. Scripted game worlds are fantastic ways to introduce complicated games more gradually, allowing Unlimited to help reduce the steepness of Wurm's learning curve. As for the future of the existing Online servers, they're very much here to stay! The function of the servers will change, from being the game to simply being officially hosted Wurm servers - complementing the many servers we expect Unlimited users to host themselves. We will not shut down any Online servers unless unless they're virtually dead for a long period of time, so there's nothing for existing players to worry about; especially since the increased revenue from Unlimited will hopefully allow us to put more towards developing the game on a whole (we'll roll out updates to both Unlimited and Online,) and as new players complete the single-player Unlimited experience and look for a multiplayer experience so they can keep playing Wurm, the Online servers will be incentivised as something to progress towards. We'd be very surprised if Unlimited doesn't benefit the Online servers in a variety of ways. Lastly, all of us here on the staff team - be we volunteers or paid devs - want to emphasise that we're here for you, the players. We know that this is a huge new thing for Wurm that has divided community opinion; but we feel that the strong business case of Unlimited will greatly benefit the game in the long run, and will allow us to further expand the Wurm franchise to new and exciting things. I'd compare it to when the game went 'gold' back in 2006, going from being free to having a paid premium service. Without those first steps, we'd never have been able to hire paid developers and Wurm would never be remotely close to where it is today. Almost a decade after Gold, Wurm is going Unlimited. We hope you join us for the ride! Scheduled Maintenance Just a quick note to say that our hosting provider has informed us that there will be some interruptions to the servers between September 23rd at 11pm and going through the night until September 24th at 5am for routine server maintenance (all times CEST aka GMT+2.) The maintenance is unlikely to take up all all of that time, and we'll update you if we hear anything new. The Week In Patch Notes Patch notes time! Lots of general fixes and changes this week, including the addition of a way to align your player's view with your mounts (it's toggled off by default, but if you want to give it a try, you can find it under Settings > Game > Rotate player together with mount.) 15/09/15:Fix for trusted friends being able to loot your corpse.Trade channel improvements. Added a colour to indicate if message is from current server.Trade channel improvements. Added a colour to show the message has your name in it.Trade channel improvements. Added server to message.Fix for Village and Alliance text being wrong way round in profile.Trade channel improvements. Added @<name> which can be used to replay to the specified person. Only shows for them.Fix for trade channel reshowing when switched off (due to x-server trade messaged).Added option in profile so can switch off getting start messages in chats.Made wand of the seas create half the size islands in order to increase usability.Added clause about attending the game when using keybinds in the game rules found at http://forum.wurmonl...123-wurm-rules/Made the same server trade messages a lighter blue.Added server abbreviations for all trade messages.Fix so the strength check for digging on roads is performed at start of dig action.Fixed bug where we got more of same entity on the valrei map when reconnecting.Moved character name to display before game title instead of after.Added containers position remembering after logouts and for different resolutions.Fixed wrong size of Valrei map.Changed display default settings to make game start in fullscreen for new players.Changed wounds sorting to make bandaged wounds go to the bottom of the list.Added height display on hover when mallet or hammer is activated.Added possibility to align player rotation with mount rotation (toggled off by default).Changed border around items in character window to change color at any damage. DeedPlanner Updates Warlander sent us a couple of new pictures of his progress with implementing bridges into DeedPlanner. It looks great! Permissions We forgot to include it last week (oops) but Tich made a post about door permissions. She also made one about animal permissions this week. Your feedback in both would be appreciated! Wiki Accounts Marni has further clarified and improved the system for Wurmpedia accounts. Standard accounts can edit player and settlement pages, of which anyone may apply; and Editor accounts can edit almost all pages on the wiki (other than protected ones like the main page) and are available to people interested in contributing to the wiki who can be trusted. You can find out more here. Screenshot of the Week Finishing off, this weeks' screenshot was taken by Jberg of a stable design by Cita, built by Jberg, Cita, Crystallee and Drsatan. It's amazing to see people continue to innovate with new ways to implement bridges into deed designs. That concludes this week's news! Devs have been working on both Wurm Online and Unlimited for the past few weeks, and that format will continue until release. Watch this space for exclusive previews of the upcoming game! We're thinking about doing a number of special things, including hosting a Twitch stream Q&A while playing through the game once we get nearer to release day - would you watch it?
  13. Tich's posts regarding changes to the permission system(s) got me to wondering if the new "ownership papers" could be player-crafted from papyrus, ink, and reed pens. http://forum.wurmonline.com/index.php?/topic/131093-new-permissions-part-10-ownership-papers-future/?p=1346557 Not to mention a new full blown Scribe skill. Unsure of Scribe as a skill name: scrivener, calligraphy, etc? One possible means could be similar to house building: filled pen activated with papyrus in inventory. This does not need to be limited to mere writing up of ownership papers. Bills of lading, receipts, invoices, etc. Nothing fleshed out; though, one possibility that comes mind are "Letters of Mark". Documents that basically made the usual acts of piracy legitimate when conducted against someone's enemies. In Wurm these could be used a single usage permission to allow a skilled third party to lockpick chests with missing keys on pve servers. Though some of Tich's remarks might render this a void concern anyways. Another possibility for "Letters of Mark" could be allowing an individual from an unconcerned kingdom to participate for either side in a war between two other kingdoms.
  14. Hey everyone! This week, devs have continued work on a range of things. We don't have so much to show but do have some updates, including FAQ questions about Wurm Unlimited answered by Rolf, and a date for when Tich's new permissions work will start going live. Fansite Policy Before we get into the main news, I'd just like to draw attention to our fansite policy. With the release of Wurm Unlimited ahead, many of you might be working on hosting your own new community portals or servers, which may include a website or other frontend. We have no issue with (and in fact are excited about) people expanding Wurm's online presence into a range of new places; but it is vital that your fansite is impossible to mis-interpret as being an official site. This means there should be a disclaimer somewhere (the wording required is specified in the link above) and assets like the Wurm logo shouldn't be the main part of the site (i.e. it shouldn't look like it's official, if you use a Wurm logo somewhere then your own site logo should be there too, and in a more prominent position.) If you're ever unsure about anything to do with a fansite, then don't hesitate to ask. It's much easier for you to PM me/a GM than for us to have to find out about the site by word of mouth, identify an infringement and chase you down wielding a soggy trout. We'll be updating the fansite policy soon to adapt to Wurm Unlimited as well. I think that the game agreement published on Steam to go with WU has something on fansites, but I haven't read through it yet The Week in Patch Notes There were a couple of small changes this week to the in-game chat. 23/09/15:Made the same server trade message a bit more blue.New command: /openchat takes a parameter for the chat type, can be a single char e.g. /openchat k Wurm Unlimited FAQ Rolf took some time out this week to answer some questions about Wurm Unlimited. They're worth a read! Unsurprisingly, there will probably still be some things you aren't sure about; keep asking and we'll keep answering. In addition, we're probably somewhere around 90% certain that we're going to do a livestream before release, where we'll showcase the new game and answer questions live. Permissions Tich has confirmed that a number of the improvements to the permissions system that we've been talking about for a while now should go live next week (so long as we can fix a few final bugs.) Until then, she'd greatly appreciate some help in testing the permissions system - find her on IRC (under the username Tich in #wurm) if you can help. She also asked for feedback on item permissions and on a new ownership papers system. Screenshot of the Week This week's screenshot is of Steeveleeb's marina. It's relatively simple but we liked the design, and the marble brazier pillars make for fancy lighting. We could do a crazy screenshot every week, but it wouldn't be representative of what most players get up to. That concludes this week's news. I just started at university and it's freshers week - bringing this news post to you was quite the battle against time, freshers flu and a mild hangover students...
  15. Right here is the story: A returning player, whom I will call 'P' bought a small deed from me, on condition he would sell it back to me if he left. Well, P abandoned the game 157 days ago, with no explanation and his alt has not been seen for 72 days. So a week or so ago, the deed disbanded and the buildings started to decay - Thursday night the worst dmg to P's house walls was 68. However, yesterday we (my neighbours and I) discovered that the writ had been changed and the valuable items, i.e. Lady of the Lake hota statue and rare large anvil, had been taken. Since the writ of the house was with P or P's alt, something very strange happened here. Any explanations for this would be welcome.... Another problem I have is that P bought a deed on Exodus and made me co mayor, however he still had the deed papers and writs for some of the buildings. He is obviously not coming back to the game but I am hampered in dealing with issues on the deed, without the papers. Again, any suggestions would be welcome. Thanks, in advance.
  16. Hey all! This week we've got more encouraging progress updates on the in-game Village Plan Viewer tool, which will allow you to both view a plan of your deed from in-game and export a plan to the 3rd party DeedPlanner program. Other than that, most of this week's other work was either behind the scenes again or stuff you've already seen, like the new dragons that went live on Monday. Rawr! The Week in Patch Notes The most significant patch this week was the implementation of the new types of dragon and hatchling. We also increased the loot dropped by them and implemented a 'pool' system to try and make scale/drake piece distribution fairer. We may tweak unique drops further at a later date depending on feedback - keep it coming! 31/8/15Fix for some creatures not moving in to attack properlyFixed an issue where some merchant contracts could not be moved between servers 2/9/15Dragon scale and hide loot amounts were increased on non-pvp servers.There is now a pool for distributing dragon scale and hide pieces reserved for the more enabled characters with higher fight skill or characteristics and priests. Other players will still receive from the smaller pool and all players will receive blood as usual.Unique meat is now protected from butchering.Uniques should now bash mine doors more properly (was a bug).A bug with Mine Door permissions remaining after destruction was fixed. 3/9/15More work on tower guards to make them more responsive towards conquering.Miscommunication led to Chaos being excluded from the increased loot yesterday. Fixed. Village Plan View More work has gone towards the new village planning view this week, and barely an hour ago at the time of posting, Warlander successfully exported a deed to the 3rd party DeedPlanner program - which now includes details like buildings and fences! The only thing missing now is bridges, which aren't currently a feature in DeedPlanner anyway so can't be exported to. Bridges may not make it to the release version of the plan viewer, since it'd require quite a bit of work to DeedPlanner first to even make them viewable in a useful way in an export. Spot the difference? In addition, more work has gone into the in-game viewer from Tich, like an overlay to show which tiles are underwater and a tooltip on mouseover to show what each type of tile is. Permissions Tich also continued to work on the new permissions system this week. Below are examples of the proposed new building and deed permissions screens, and you can click here to give feedback on her proposed improvements to the deed permissions system. Tich sure wasn't lying when she said she wanted to "completely overhaul the game's entire permissions system" a few months ago... keep up the good work! Bandage Display Lastly for dev news is a small change to the way that wounds will be displayed. Bandaged wounds will be shown last! Which ought to help in stressful situations when you have to heal after you get attacked by that pesky aged troll. Screeenshot of the Week This week's screenshot was taken by Keenan, of a little project by Jakerivers, Whiterose and Rodney at Azkaban on Chaos. Apparently, "build a bridge between your two houses and put a pub on it" was a joke at first, but then they made it into reality! It's certainly the most... alcoholic example of what you can do with bridges we've seen! That concludes this week's news. Are you looking forward to the village planner? I am!
  17. Hey Everyone! It's news time again! You may have already noticed a change of title under my name, and that's because earlier this week Wossoo stepped down as Public Relations Officer (PRO). Wossoo stepped in a few months to cover the position at short notice, and I'm sure you'll agree that he did a great job of keeping everything ticking! He's currently too busy with his real-life PR job, but will remain on the team as a Public Relations Assistant so we won't lose his know-how. I've been heavily involved in Wurm's PR for a few months now as the Deputy PRO, and so you shouldn't notice any change in quality on your end with things like the weekly news. Without further ado, here's a bumper crop of more small improvements, many of which you actually haven't heard anything about before... The Week in Patch Notes This week, the stable client went Java 8! You can find a full changelog below of the things that Java 8 allows us to bring to Wurm, along with many more improvements in the future that will be facilitated by the new coding options. In addition, we unfortunately made a databse error with the premium awards system, meaning that we can't retro-fix the system entirely as we had intended to. We decided to continue to work on other things, as it would take up too much time to solve the error. Only a small number of people should be affected; you can find out more here. 19/08/15:The game client now requires java 8, which is the latest available version from java.com. Download and install unless you have already.There is now an ingame map of Valrei, the home of the gods (and a keybind for it).Fix for shearing sheep.Fix to make failing to make cheese consistent (should reduce the weight in all three cases)A reason for not being able to remove walls considered to be supporting floors was fixed.Fixed bug related to auto-selection of items in creation window.Added possibility to repair stationary tools in creation window.Added total weight value display on weight icon hover.Added weight thresholds calculator on weight icon hover (100%, 75%, 25% speed and max weight).Added inventory windows positions remembering.Made wall collisions longer and wider so cant see through the corners now.Fixed the hide Inactive Friends setting.Added functionality to make private messages make a plonk sound and added an option to enable/disable it (disabled by default).Selecting multiple items in an inventory container window will now show how many items you have selected.Added a ‘DROP_AS_PILE’ key bind and have it appear in the keybindings tab in the client.Reordering the the escape menu, added a new button Hud Settings and move a lot of hud windows toggles to Hud settings.On main menu bar buttons removed all underscores and made the text lower case except the first letter.Added word selection in text fields on double-click.Added key binds for ‘WINCH’, ‘WINCH5′, ‘WINCH10′, ‘UNWIND’, ‘LOAD’,’UNLOAD’,’FIRE’ for war machines.Fixed polish keyboard layout “select all†shortcut bug when typing letter “ąâ€.Added character name display on game title bar.Added wounds sorting in character window.Added visible damage in equipment slots in character window.Fixed windows height caching for minimized windows.Added remembering of windows state (minimized).Added keybind for toggle hud settings.20/08/15: Some collision issues were fixed which should affect creatures pathing and players teleporting.Removed scenario karma bonus when moving a deity on Valrei.Removed negative reputation restriction for joining HOTS villages.Below surface creatures are now more properly counted towards village ratio.Fixed so sheep and bison are able to be milked.Fix for bridge decay. New Launcher UI Warlander, Saroman and Budda, not satisfied with the client's looks, have been working on a new UI for the launcher. It will use the same style as the website while being an overall improvement to the launcher's looks, which haven't changed in many years. There's a sneak preview below, though we expect any changes to the launcher's appearance to be a while away yet: Village Plan View & Export Ever wanted to have a plan of your deed but don't have the time to make one? Do you ever want to know what your deed looks like without leaving your house? Well there's soon going to be an in-game solution! It's in early stages of development like the visual improvements above, but the village plan view will allow you to see a 2D plan of your deed from in the game. What's maybe even better is that you'll be able to export a plan of your deed (including things like relative terrain heights) in a file format readable by software like Warlander's widely popular Deed Planner - so it'll be easier than ever to have and play around with a virtual plan of your deed before you make anything solid (well, solid in virtual space that is.) I Take My Hat Off to You Last week, we showed you some new graphics for the mighty goblin leader, including a stylish feather hat. This week, we've developed making them wearable! The Crown of the Troll King and the Goblin War Bonnet will be dropped when said uniques are slain, ready for use on your own head as a trophy or style icon. They'll be added to the game imminently! Permissions Lastly this week for developer news, Tich continues to ask for more feedback on her permissions improvements currently in development, this week for the village permissions window. Your feedback would be appreciated! Screenshot of the Week This week's screenshot comes from Hauler, of his massive deed Salodurum on Independence. Apparently, it took a whole 3 years to build in its entirety! The one picture below of seating outside his Inn was our favourite but doesn't do the entire deed justice - you can look at more pictures of the deed here. So that concludes this week's news! *puts on a fancy new goblin hat*
  18. Hey Everyone! After a few weeks' break, we're now back with regular news posts. It's still a bit of a quiet week this week, but we have some news to share to get everything going again. The devs have also spent some time this week at Gamescom 2015 in Cologne, Germany. The devs have been every year now for a while, and it's a great way to kick off a new season of development - as well as some industry networking and meeting up with a few other members of the dev team who don't work in the Motala office. The plan for the next few weeks of development is to continue with bugfixes and small changes. As we've mentioned before, we'll start to look into the next "big feature" for Wurm in the fall. Expect to hear more on that in the coming weeks/months! The Month in Patch Notes In keeping with recent tradition, here's a roundup of all the recent patch notes posted to the client during the dev summer break. This is everything since News #69, so it's a pretty big list! Most notably is that upcoming game features will require an update to Java 8. If you don't already have it (it's been around for a while now) then you're crazy! But you can download it here anyway (of which we strongly recommend downloading and using 64-bit Java if you have a 64-bit system, since it will make Wurm use your computer's resources better than 32-bit.) 25/6/15It should now be possible to lead creatures and drive/ride from bridges high up into houses.Fix for teleporting when moving out from floors onto steep tiles.Added in ability to see who planted an item (using examine).Fix so items and creatures that were on bridge when it was destroyed, loose their link to the bridge.Made wall collisions wider, to remove the see through feature.If there is only one possible item to craft, it is auto-selected in crafting window by default (like sand+clay).Non-premiums gives less to no skill in pvp due to some exploitability.Chaos server: In order to deal with alt problems, non-premiums can only respawn in permanent cities and pmk capitals until a better solution can be coded.You can now drop dirt under bridges (with restrictions). 26/6/15Added possibility to repair tools directly in crafting window.Tripled the ondeed creature ratio on pvp servers.Foals now age a lot faster on pvp servers.Reduced the breed wait timers on pvp servers.The Rod of Eruption has been replaced with a Tome of Incineration since use of the rod was considered undesirable.Fixed some issues with loading things onto boats.Fixed an issue with grass height and flower data. 30/6/15Fix for being kicked as passengerFix for creatures escaping pensFix for pmk non-prem spawning on Chaos 15/7/15We are adding features in the game client which requires Java 8 within the overseeable future, so please get the latest version of Java at http://www.java.com as soon as possible:)A bug with mine doors was fixed 21/7/15Updated title for 90 NS as the old one was not very good.Added rarity to the items text (and hover text) in mail receive screen.Tower guards should now be more responsive when spawning.Corrected some size values for seals that resulted in a larger yield of hides then intended. Should now yield 2x 6kg hides instead of 2x 15kg that it did before.The fungus spell should no longer be able to spread mycelium to cobblestone tiles, and possibly other unintended types as well.The valentine flowers should no longer turn into a marble planter when decaying.Bracers should no longer hide shields when equipped, and will for the time being not be visible at all (the bracers not the shields).Fixed an issue where the examine message for soup would disappear when splitting the soup into new containers.Changed it so that Bulk storage bins no longer delete partial items when removing items from it.Examining a timber framed door under construction should now show the materials needed to finish it.Plain stone doors should now properly be shown as options when the house you are building requires a door and won’t let you build anything else.Fixed an old bug where it wasn’t allowed to build upper floors on deed perimeter north and west of a deed when the structure was just outside of the deeds perimeter.A rope is now part of the newbie toolset. 27/7/15Re-sized the oven’s internal container volume so that cauldrons may fit inside of it.Fix so mycelium will revert back to normal including grass, trees, bushes and lawns on non-pvp servers.Added crude axe.Adjusted volumes for shingles. Also made slate shingles slightly less dense.Tower guards should be more responsive to enemies during conquering. 3/8/15Crude Axe Head added.Crude Shaft added.Larger boats should now be easier to load from a few tiles away (cog, knarr, corbita, caravel).A range check bug resulting in too short distance allowed when unloading crates from ships was fixed.(Bulk storage) “As many as I can carry†should now leave behind partial items that can’t be combined once taken out.(Fighting) Special moves should no longer show the activated item.Fix so gates are correctly unlocked when a deed disbands.Change so attaching a lock to an item only checks if you have a key if you are on a PvE server. Permissions Improvements Tich is still hard at work on her huge improvements to the game's permissions systems. She is already working on new code, but is also looking for feedback on proposed changes to both gates and mine doors - we'd love to hear your feedback in both threads! Inevitably there will be more threads to come too - we'll post them in the weekly news as and when they appear. Rams, Lambs & Black Sheep This week, Saroman has been living up to Valdor's dev team fanfiction by working on new models to add some variety to sheep to celebrate Gamescom 2015. Disclaimer: that's probably not the actual reason why he made them, but we'll happily condone belief in it anyway. Coming to a field near you soon! Screenshot of the Week This weeks' screenshot is of a very happy lava fiend taken by Xallo, posing with its arm around a fellow Wurmian. How nice! Who knew that aggressive, fire-breathing mobs could be so photogenic. That concludes this week's news. We're sure that it's going to be a big point of discussion - but to get the ball rolling, what big new feature would you most want to see added to Wurm? Happy Wurming!
  19. [17:28:22] <Baloo> Have Tarissa GM responding now - can you still not take stuff out of bsb? [17:29:37] <Etherdrifter> not pine logs no [17:29:49] <Etherdrifter> Anything else I can [17:34:28] <Baloo> [17:33:09] <Tarissa> if it happens again. try taking out one item and then give it to him and see if he can add to the pile in the bsb to be able to gain control. [17:35:09] <Baloo> now put it back in bsb [17:35:18] <Etherdrifter> [17:35:15] That would be illegal here. You can check the settlement token for the local laws. [17:35:21] <Etherdrifter> Can't add it either [17:35:25] <Etherdrifter> Now that is curious [17:36:03] <Baloo> try again [i moved away in case it was a proximity issue] [17:36:18] <Baloo> as i have moved away [17:36:36] <Etherdrifter> [17:36:32] That would be illegal here. You can check the settlement token for the local laws. [17:37:17] <Etherdrifter> I could toss a piece of flint in through no problems [17:37:53] <Baloo> [17:32:17] <Tarissa> you can do a bug report here: http://forum.wurmonline.com/index.php?/topic/39338-reporting-bugs/ [17:39:55] <Etherdrifter> Let me just finish up sleep bonus and I'll type one up [17:40:49] <Baloo> no - dont worry i will do it if it does not resolve [17:40:58] <Etherdrifter> Thanks [17:41:21] <Baloo> she thinks it is to do with a permissions thing - which they are working on and obviously have bugged it up as usual [17:41:36] <Etherdrifter> Very possible [17:42:13] <Baloo> [17:41:20] <Tarissa> Bagheera is listed as the owner of the pine log in the bsb that is named: 30 to 40 iron lumps [17:42:24] <Baloo> [17:41:38] <Tarissa> and you are listed as the owner of the bsb [17:43:20] <Etherdrifter> Weigh XD [17:43:36] <Etherdrifter> now I can add and remove [17:44:32] <Baloo> try other BSBs please [17:44:43] <Etherdrifter> 60+ Can't remove logs but I can take iron [17:44:53] <Etherdrifter> 40-50 can remove any item (logs and stone) [17:45:04] <Baloo> and i will also try taking you off writ and then add you again - hold fire [17:46:12] <Etherdrifter> kk [17:47:03] <Baloo> taken you off and put you back again - try other bsbs now pls [17:47:39] <Etherdrifter> [17:47:35] That would be illegal here. You can check the settlement token for the local laws. [17:47:49] <Etherdrifter> Same as before [17:48:39] <Baloo> [17:48:27] <Baloo> it must be the permissions thing bugged [17:49:49] <Baloo> [17:49:34] <Tarissa> can he pick up things in the house like rugs or large anvils? [17:49:58] <Etherdrifter> Yes [17:50:26] <Etherdrifter> Try loading these back in to the bsb [17:50:29] <Etherdrifter> See if I can take it then [17:51:18] <Etherdrifter> no problems [17:51:37] <Baloo> but the other bsbs ? [17:52:11] <Etherdrifter> Can't talke the firwood from 60+ [17:52:25] <Etherdrifter> Can take willow from 40-50 [17:52:50] <Etherdrifter> Can take all logs except birchwood from this one [17:52:55] <Etherdrifter> The 50+ iron lumps [17:53:17] <Etherdrifter> Can take willow but not pine from the 70+ iron lumps [17:53:34] <Etherdrifter> Can take iron lumps from both [17:53:45] <Baloo> i think coz Bagheera put some of those logs in there [17:54:06] <Etherdrifter> Can take any logs from "Low QL Logs" [17:54:27] <Etherdrifter> Same for "fuel and wood" [17:54:46] <Baloo> yeah i put most of the stuff in those and also Bxxx put a lot of the iron in, as he kindly mined it [17:55:43] <Baloo> [17:55:34] <Baloo> so why should it just be the stuff Bagheera put in the BSBs recently ? [18:01:51] <Baloo> [17:56:49] <Tarissa> it doesn't make sense [18:02:03] <Baloo> [17:57:29] <Tarissa> do a report and maybe a dev will have a idea. [18:02:16] <Baloo> [18:00:33] <Baloo> ok will do [18:02:26] <Baloo> [18:00:40] <Baloo> thx for your help [18:02:46] <Baloo> [18:00:59] <Tarissa> sorry it wasn't more helpful [18:02:54] <Baloo> [18:01:13] <Baloo> you did your best
  20. Currently for shared buildings on a deed you have to either have one person handle adding and removing people from writs OR you have to share the password of a writ holder with multiple people, neither of which is practical. Logging characters in and out in order to access the one who holds the writs is bothersome and if only one person has access to them people may become locked out of something they need if that person is away. Handing your password to others also exposes you to the possibility of account theft and vandalism for which you're held personally responsible in accordance with the game rules. The suggestion: Create a "Writ binder" that is a permissions group tied to the settlement token. How it works: - When a writ is part of the deed an entry of it is spawned in the writ binder -- The entries in the writ binder have the same functionality as you would have when holding the writ, including the ability to be able to attach a lock to the door - A permission check for handling the binder is included (which could be included either in the roles themselves OR at a management page of the binder only accessible to the mayor) - Different binder groups can be created, ex. "Resources", "Bedding" and different roles may have access to all, parts or none of the binder groups How to use it: - The mayor decides which roles should be allowed to handle the different binder groups -- Writs are placed in a standard binder group and may then be moved into a player created group -- Roles with access to the binder may also be given the ability to hand others binder access or to create binder groups, for example - To add or remove someone to a writ (or any of the other writ functions) you visit the token and choose the "Writ binder" option -- The binder then presents you with a window that displays the binder groups that you have access to and the writs that belong to them. The writs in each group are listed in alphabetical order and you choose which one you want to manage, which opens up a regular writ management window
  21. You cannot Load Cargo a large cart that you own, into a ship that you own, because "The guards kindly inform you that you are not allowed to load cargo here". Since you can do almost everything else with things that technically belong to you through the item ownership system, I would believe this to be an unresolved oversight. Relevant seems to be the position of the boat or the commander, e.g. a large cart that is off deed (in perimeter) cannot be loaded while the boat/commander is on deed. I guess with the frequency that Load Cargo is used, it would be appreciated to look over the Load Cargo function and deed permissions VS item ownership.
  22. Permission systems are hard to understand (having a couple of layered rules) and all the checks are done in the background, intransparently. When you drive a wagon or take something from a container, where you realistically need to use a key the game just does the check in the background. The player gets no feedback whether a lock & key were involved. Instead, a player has the memorize whether they already locked, unlocked and relocked (for temporary access), checked the boat after a server crossing, etc. So unless you repeatedly double-check using examine and cross-indexing your friend list and manage list, it's really just guesswork if your stuff is secured or not. Since we are as players responsible for keeping tight security in a cooperative environment, please give us the tools for identifying security problems easily and efficiently! Some suggestions to help with making the current lock and access status more transparent: 1. Event log notification of key usage: add some text like "<XYZ> uses the key for the <item>'s lock." to any interaction messages, like taking or dropping stuff. 2. Icons for container inventory and vehicle management (somewhere at the top): a ) Lock icon that displays whether the vehicle or container is locked or unlocked b ) Pickup icon that shows current rights of access to inventory: - green: access only granted to owner and specific users (vehicle management) or villager roles - yellow: access granted to owner and people who sit on the friend list or alliance (or any new group in the new permissions system) - red: access granted to anybody Of course the pickup icon would change status when a vehicle is moved off-deed for instance or when it's locked/unlocked. On deed an unlocked vehicle may show the green pickup icon when inside a building and the yellow icon when moved outside, and the red pickup icon when off-deed. On being locked there the pickup icon changes to green again. I wonder whether the pickup icon idea is really feasible, or whether vehicles need a driving rights icon instead or in addition to ensure indication of security status?
  23. I was thinking about abandoned boats left on people's harbor deeds. It would be nice to have a deed permission check box for village, alliance, kingdom for the ability to moor boats. This will prevent many boats from randomly being moored then abandoned on people's Harbor deeds and keep free the space for regular uses. This will allow better control over space on coastal deeds where people can and cannot put boats. currently you must submit a support ticket to a GM to move a boat off your deed if it encumbers your building process, yet otherwise is free to remain. This saves GM time and prevents many potential hassles and should be rather easy to implement.
  24. The "Build" permission is not consistently applied to 2nd storey walls. After receiving the build permission on an alt's deed and being added as a guest to the writ for a stucture I was allowed to plan 4 walls on the second storey but forbidden to plan 4 others. I was able to actually start construction on the 4 planned walls and even finished one of them. The error message on the forbidden walls was: [21:19:59] Death Valley does not allow that. These are ordinary wooden walls planned with a wooden mallet. Some are on the edge of the writ footprint but others are not. The ground storey exterior walls are complete. I was able to plan and build the floors for the 2nd storey. Holding the writ did not help. You can see the current state of the structure in this screen shot - http://imgur.com/XO4DoTB I experienced the same or similar difficulty with an alt working on a structure on my own deed about 6 months ago. So far I haven't been able to figure out what is different between the walls that were allowed and those that were forbidden. My expectation is that either all planning be allowed or none. Half and half doesn't make sense to me.
  25. I've suggested this before but once again find myself paring down my friends list for the sake of vehicle security. I would like to give some members of our alliance, but not all, and some members of my friends list, but not all, permission to use my large carts and boats. Right now it's all or nothing for village and friends which forces me to reduce my friends list to only those I want to use my vehicles. Some people you may run into seem like decent folk on the outset, but if we friend each other to keep in touch and converse at a later date that should not automatically give them the right to access my boats, wagons or carts. This should be reserved for people that have proven their intent and trustworthiness, not any random player that throws you a friend request. I suggest changing the vehicle management and permissions to be similar to those of a building writ or mine door.