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Found 35 results

  1. Underground docks - Valo Greetings, Wurmians! We're back with another Valrei international. This week, we launch signups for our streamer program, and showcase a little bit of what's coming with normal and specular maps. Streamer Support Program Launching today are signups for our streamer support program. We'll be using this to help out those who take the time to share their adventures in wurm, be it YouTube videos or live streaming. https://goo.gl/forms/b83txasEqBCMHcdE2 For those who are accepted into the program, we will give various forms of support including social media sharing, items for giveaways to coincide with updates, and much more. So if you are a streamer, or know a streamer who would be interested in this program, fill out this form. The requirements for the program are: Have a channel set up with a minimum of 10 followers or subscribers, as well as a complete profile that’s public and easily shared. Have good standing ingame and on the forums (We will check!) Stream a minimum of 2 hours of Wurm every month (does not have to be 2 hours in one go, but not 15 minute bursts either) Have good conduct on stream (following streaming platform rules) Streamer support program sounds a bit silly though, and it totally needs a cooler name. Suggest a name for the program in this thread and the person who posts the winning name first will receive 1 month premium (and bragging rights!) The winner will be announced in the next Valrei International. Getting Normal Saroman has been hard at work with the new normal and specular mapping, which requires a fair amount of work with almost every model we have, but work has been progressing steadily, and here is an awesome WIP shot: This work will take time, and will come in several waves, the first of which likely being updated and improved terrain textures, and we will share those when they are ready, Wurm Unlimited 1.6.3.2 Wurm Unlimited has launched with 1.6.3.2, bringing it up to date with Wurm Online. There’s the pesky graphical bug of neon lighting that can be resolved by enabling max dynamic lighting and setting it around 4-8. We’ll have a client update addressing that ASAP. Community Content This weeks community content is the Friend-A-Long! The citizens of Pristine are putting together a special impalong, with the usual array of imping, praying, games and fun, and of course we’ll show up to kill some players from time to time. They are in need of imping volunteers and a few resources though, so if you have any spare, make sure to contact the hosts on this thread: And even if you have to walk 500 miles, be sure to turn up and make a friend! That’s it from us for this week! We’ll have more to share on the new mappings next news, as well as hopefully approaching open testing for some big long awaited features, fingers crossed for those! Until then though, keep on Wurming! Retrograde & the Wurm team
  2. Hi Alectrys! #ItsLightRed They're back, and colourful! That's right, todays update brings back all the good colours, and I'm excited! We'll get right into that, but first... Patch Notes Creature conditions At long last, they have returned! Todays update brings the long awaited return of creature conditions showing as colours. Unlike the conditions of old times, creatures may be a little more subtle in their colourings, so in the efforts of ensuring wurmian safety, the newly formed Wurmian Union Representitives of Mobs (W.U.R.M.) have compiled a few snapshots of these elusive conditions in the wild: We hope this guide helps you be prepared when adventuring, and as always, carry lots of cotton, three waterskins, and a woodscrap for good luck! Over yonder As part of our general visual improvements in wurm, we've begun work on improving a lot of things you see everyday, namely, terrain textures. First task is improving how distant terrain looks, with better blending near and distant terrain to eliminate the choppiness and smoothing it out a little, as you can see below: As you can see, the distant textures are much less choppy, and blend in a lot more smoothly. We'll also be updating some of the older textures in order to work with normal and specular mapping and also increased resolution (Performance requirements were very different ten years ago!) These features will go a long way to improve the overall visuals of the game, and give it a much needed facelift when out and about. PvP affinities Other changes that came in today are changes to the affinity system for PvP kills, and I'd like to go over them a little. We've increased the chances of gaining an affinity when slaying someone, but have also adjusted how they are given out. It now rolls the first recipient randomly, and will try to give them the affinity, if it cannot, it will then roll another random slayer. It will do this until all slayers have had their chance, then apply the largest temporary affinity to the first person rolled. This should mean greater chances of them transferring, as well as a more evenly distributed system down the line. We'll continue to monitor these as we go, but expect it to flow nicely from here on out. WU Beta With this update out, we'll be rolling out a beta version of it all to WU tomorrow, friday the 27th of April, for modders and server owners to double check everything works before launching live. We'll also be including a new system that generates archaeology data for servers that lack the history our official ones do, this is not data from the official servers, and generated according to the size of the map, so be sure to check it out! Community Content This weeks community content is a shout out to long xanadian Inspira, who not only completed two legendary titles, but did them in the same day! It's an awesome effort, and I'm sure one she will be proud of for a long time, so congrats! That's it from us this news, we'll have more next fortnight as we move to wednesday news (Need to farm those likes before the updates!) and showcase all the weird and wonderful things coming to Wurm. Until then though, keep on Wurming! Retrograde & the Wurm team.
  3. Magranon's Run - Jakerivers Hi Everyone! I'm back with more news, after surviving on Emoos stream, defeating a silly noob who dared to pick a fight with me, and have all the latest of what's been going on in the dev halls (at least what I'm allowed to share) So let's go! But first... Patch Notes Mac compatibility Now some mac users have been experiencing a lot of issues with the client on mac, and we're pleased to announce with the latest client update the issues should now be resolved. As previously mentioned, settings will not work correctly when launched from ingame, but will work via the launcher, so use that! A better solution is in the works but may take a little longer to come, so stay tuned. A new dev on the block Last news we mentioned increasing our focus on addressing some of the long standing bugs within the game, and our plans to ramp up addressing bugs. While we slay a significant amount with each update, all games seek to remove as many as they can, and we're no different here. As part of this, Someone who may be recognised from the forums, Darklords has joined the dev team! Darklords will be working on us in addressing bugs and testing of larger features, he's been a long time player of both Epic and Chaos and we look forward to working with him, so give him a round of applause! (Or condolences) Visual improvements One major thing in the works is the addition of specular and normal mapping to textures. To those of you unfamiliar with these terms (as I was, Saroman nearly went mad explaining it to me) I'll touch on them both: Normal maps: Normal mapping is a layer placed over an existing model, that simulates more lumps and bumps, allowing for rendering of shadows and light without actually requiring complex lighting calculations or more heavily detailed models, this means models and textures will look less flat without causing major performance penalties. Specular maps: Specular mapping is a way of dictating how a model or texture "shines" on certain parts, e.g. Making that golden part of a model shine without the stone part shining too. both of these will add quite a significant change to just how a lot of things look and feel. Their introduction will take some time, as they require creating a normal and specular map for every texture, so they will be coming out in batches over a period of time, and we'll be sure to let you all know when they do! Shades of green, and red, and yellow, and blue Last news had a riddle, which many of you all had guesses at, and some got it right! This week, I get to show off the new creature condition colours returning! Now I know what you're all thinking, creature colours looked like they'd been playing around in my workshop, and all left drenched in dye (or blown out of a nostril), but fear not! Saroman has been again hard at work (along with Samool too) and is in the process of giving these fine creatures makeovers, check it out! The lovely little cave bug models in this picture also have the normal and specular mapping, as you can see their shells look very different (and not just because of the colour!) Wurm streaming and content creation! We (I) are (am) currently in the works of introducing a program to support those who take their time and showcase just what they get up to in wurm, be it streaming or youtube, we want to support those who make wurm more fun to watch and play, so we'll be working on helping you all through various means, including promotion through our social media and the possibility of partnering up with us for some streams! Of course there will be some requirements and expectations from streamers, but stay tuned for that coming out soon! Now there's more in the works, and soon we'll be able to share it, along with a semi firm release date and perhaps even public testing (now what could that be?) Until then though, keep on Wurming! Retrograde & the Wurm team
  4. Greetings, Wurmians! Easter is fast upon us and I’m sure everyone has plenty of plans for devouring large quantities of chocolate as well as chasing down rabbits. So I’ll be fairly quick with this as we’ll be taking the Easter weekend off, but there’s still plenty to cover. So let’s jump right in, shall we? Easter! The Easter Bunny has been hard at work over the past year revamping his Easter eggs, and now you get to taste them! Instead of needing to decay, foraged eggs can now be opened by right-clicking and will contain the following: a piece of yummy chocolate, one sleep powder, and either a gem, a star gem, or an archaeology statue fragment. These will only apply to the one foraged egg per premium player. The eggs dropped by the Easter Bunny around spawn towns will operate as they have in previous years. Preview Client Our client developer, Samool, has been hard at work preparing the preview client for live release. We are nearing that time, so it’s very important for everyone to test it to ensure that it works smoothly before its live release, much like the release of the 4.0 client. The link to the preview client can be found here: http://www.wurmonline.com/client/wurmclient_preview.jnlp And as always, if you do encounter any issues, please report them in this forum section: https://forum.wurmonline.com/index.php?/forum/27-client-bugs/ A Riddle Sometimes red, sometimes green For a long while, I have not been seen Angry to raging, lurking to slow Sometimes I could even grow Occasionally yellow, sometimes blue Soon I'll return to a lair near you What am I? Spring Fashion Winner The music has played, the champagne has been drunk, and the models have done their little turn on the catwalk--yeah, on the catwalk. I’d like to thank all the participants for entering. (And I’m pleased to see some of my own products featured!) Because of the quality responses we received, we weren’t able to choose just one winner. So we have arranged two runner-up prizes of one month’s premium each. And the winners are… drumroll please! In first place, Rufous Beard Troll with this gorgeous green scale with orange accessories! The two runners up are: Xallo with his 2018 spring farmer chic Renate with her beautiful blue foresters hat and shirt ensemble. Congratulations to the lucky winners, if you could PM me at some point and I’ll arrange the rewards! WU Beta As many of you may know, the Wurm Unlimited 1.6 beta is now available! It contains many long-desired features from Wurm Online and is currently in testing with the modders. We have no set date for its live release currently, but expect it to be sometime next week. Blossom Redesign Designed by Joelle and brought to life by the citizens of Pristine (Evening, Kasumi, Tilda, virusmd and almostsolitude along with MANY others (sorry)), the deed formerly known as Blossom (it’s still called Blossom, but it used to be called Blossom, too) is finally complete with a brand-new design. It’s a beautiful use of the new pavement types to create flowers on the hills, and features a fully functional mine along with a public smithy! One building has even been dedicated to the glory that is my beard--thanks, girls. Be sure to drop in and check it out on Pristine next time you’re in the area. With this design out of the way, we’ll begin looking at which starter deed could benefit from a community revamp next. Which deed would you like to see done? Community Content One of our resident extremely talented Wurmians, Malena, whom many may know from her series of recreating the world of Ultima Online in Wurm Unlimited has launched her very own fan site! It’s an amazing collection of her experiences, her work on the project, and is now home to the incredibly useful, updated item list. For those of you who don’t know what the item list is, Malena has taken the time to collect an image of every item in Wurm and has displayed them in an easy-to-use guide, giving players a great way to peruse the catalogue before decorating. It’s an amazing labour of love, and I’m so thrilled at how it’s turned out, as Malena surely is too! Check it out here: Well that’s it for this week! On behalf of the Wurm team, I’d like to wish you all a safe and happy Easter. May the Easter Bunny be kind to you all. And as always, keep on Wurming! Retrograde & The Wurm Team
  5. The god of Wurm a.k.a. Bloody Drongo a.k.a. Emoo vs a lead developer a.k.a. Budda Hi everyone and welcome to another Valrei International! It's been a huge two weeks, with the metal crafting update, metal colours, AND dye-able armour! These are some extremely long awaited systems to be introduced, and I'm thrilled you're all enjoying them so much, from sails to scale, tools to, uh... everything else, these updates have everyone tinkering away and it's awesome to see. While it is something that's been long awaited and requested, it's by no means the only things on yours and our lists, and we'll be working on those systems and getting them out as soon as possible. So we'll be mostly recapping the past few updates in this weeks news, considering major content has dropped we'll be tidying up a bit (And releasing WU beta, I promise!) and taking our next steps too. But first... Patch Notes Mac client issues As many mac users know, we've been having ongoing issues with the client running on mac, and we believe we have found the cause! We had hoped to have the fix available for todays update, but unfortunately some last minute errors delayed it, but we will have this out as soon as possible for you all!. One thing that will not be possible on the mac client will be the accessing the settings via ingame. It's a part of why the issues were happening, so you will need to adjust settings prior to launching the game. That said, we are working on a system that eliminates the issue for good, but it's slightly more long term. We do appreciate your patience in this, and hopefully the new client will be out before any updates. The importance of bugs (or at least reporting them!) In all software forms, bugs creep in from time to time, and it's always a developers goal to reduce their impact and eliminate them, and this is no different for Wurm. We've seen a few circumstances where people have complained about a bug in a random thread, or other channel (IRC, Discord, In game) and question why it hasn't been fixed, and one reason for that may be that that's not where they are reported! We have a dedicated forum section for bug reports for many reasons: 1) It keeps them all in the one location. 2) It allows us to address each bug individually. 3) It allows users to check if the bug has already been reported. 4) It allows us to update the status or confirm bugs being eliminated. These are all extremely important factors, as our dev team monitors them specifically, checking for issues arising and adding them to our internal tracker. Now I know some bugs have been around since the dawn of time, (and rumour has it that Wurm was created in order to put those bugs somewhere), but it does not mean that they are not ever going to be fixed or we don't care. Reasons that would slow us down in addressing bugs are: 1) Not enough information in the bug report 2) No way to reproduce the bug and identify why it happens 3) Low impact, and it simply gets pushed down the list as higher impact bugs take priority. What you can do to help with these is simple, when reporting a bug, make sure to do it in the right place, and make sure to include as much information as you can, and please do not use the in game support system to report bugs, if a bug is sensitive in nature, or potentially abuse-able then a support ticket is best used, but if you use the support system to report other bugs, do not take offence if a staff member directs you to the forum, because that is the place to report them It is also very important that you report the bug on the forum yourself, instead of having a friend or staff member report it for you. The issue may be happening to you specifically, or the server you are on, the colour socks you are wearing or even what you had for dinner. The key here is that if a dev needs further information, the person who experienced the issue is the one they need to reach out to, not a friend of the friend who saw it or the staff member who heard about it second hand. If you still don't feel like reporting a bug, then there's no grounds to complain about bugs going unfixed, it's a group effort from players and developers, and we're shifting some attention to focusing on long-standing and important bugs over the next few weeks and months, so please, help us as much as you can, so the only bugs in Wurm are the six legged kind. Dye-able armour Hidden in a link in a previous Valrei International, dye-able armour is here! The types of armour that can be dyed are: Shields Helms and hats Chain mail Plate armour White cloth Leather Studded Leather Drake Hide Dragon Scale Here's a sample of some awesome dye jobs, from gorgeous to "your clown car uber is here sir" There's a lot to style yourself with now, so make sure to get out there and try it out, and to encourage that, we'll be giving away something shiny! Competition time! We'll be giving a rare long sword, and shield, made from the metal of the winners choice with 90 enchants to the best coloured armour picture, judged by the dev team. We'll be judging on colour, how it matches your armour and equipment, and how much it makes Saroman groans when he sees it. We'll be announcing the winner in the next Valrei International, so submit your fashion here: WU Beta Yes, we know it's late, with the metals and armour dyeing out, we'll be shifting all focus to getting that beta out for server admins and modders to break, it's been delayed a little longer to include the metal types and catch all that stuff, there's a lot in it and I know we've been rather slow in getting it out, but it's worth the wait, I promise! The next projects There are some projects in the works, and we'll be pushing forward with previously mentioned ones as well, the UI update being a large one, as well as animal crates and other things hinted at here and there. I for one am hoping it's more unicorns, I'm a big fan of unicorns and always ask for them! So get dressed up, slap on your most eye bleeding dye, and take pictures for us to mock enjoy! Until then though, keep on Wurming! Retrograde & the Wurm team
  6. the Hat in Chat - Emoo Hi Everyone! It's been another fortnight, and we're looking at some huge new things coming to wurm, things that improve ease of play, broaden your horizons, and generally make life ingame a little easier, so let's jump in! WU Beta Last news we stated the WU beta would be released shortly, and sadly, it's been a little longer to come out and for that we are sorry. There's a few technical reasons, owing to the fact WU and WO do run differently, some systems aren't crossing over, and dealing with conflicts, and we know this is frustrating waiting for it, as it is for us getting it out. With the WO update coming we're able to apply a little more time to getting the WU beta ready and out, and hope it is very soon, I've been popping in a few servers around and checking out all the awesome works, and I can't wait to see how the wood shaders bring them to life. Drag to container I'm sure absolutely everyone has had to move items between containers in the past, so I don't need to go into detail how annoying it can be managing big windows as you shuffle it all. Reducing the amount of windows needed open is one focus of ours with the new UI works, and we'll be introducing a new feature within the next update Normally to drag items into a container, you will need to have the window of the container with the items in it open as well as a window of the recipient container. With this new feature, you'll be able to drag items directly from the window of the container with the items in it onto the model itself, it will then place the items inside the container This should make moving bulk and other items around much easier, and less windows clogging up your view! Metal types With the work on introducing shaders for wood types, we began to expand our horizons in ways the new shader system could be used, as well as some long term projects we've been wanting to implement for some time, and next update, they'll be here! We'll be introducing shaders for metal types as well, from silver to gold to steel and bronze, metal weapons, shields, tools will all have the shade of the metal used to make them. but there's one slight problem! Most metal items are limited to either just iron or steel, or very limited in terms of metal choice, which renders the shader system a little less effective.. but not anymore. Coming in the next update, we'll be introducing the ability to craft many metal items from any metal, rather than just iron or steel. Be it a bronze hatchet, a brass rake, a copper halberd or lead great helmet, you'll be able to create your custom items and show them off! Some items such as nails and ribbons, as well as altars will still only be craftable using their current recipes however. Now not all metals are created equal, alloys such as bronze and steel are naturally better than soft metals like copper or gold, so with this system each metal will have specific bonuses and penalties, from resisting damage, to being quicker to repair or improve, and various other factors. We'll be revealing the specific details with the update, but we are keen to take your input on any ideas of what you'd like to see each metal do too, so feel free to leave some ideas in case we've missed them! Mission adjustments We've been following mission completion rates over the past few months, and will be making some changes based on it. Firstly, we've noticed high difficulty (6/7) missions are not being completed as often as the mid-range (3/5) so we'll be reducing the required amount of items and participants at high difficulty. We’ll also be reducing the chances of a mission advancing to a higher difficulty upon completion, which will keep missions within that sweet spot of good rewards and completion rates, but also making it easier if they do advance to the higher stages. We'll also be increasing the amount of creatures spawned for slaying missions, namely the champions that are required, these creatures will age and die fast once the mission expires though, to avoid too many roaming the lands, but caring for them will avoid that if someone wishes to collect them *cough* We'll also be addressing the issue with freedom missions not expiring after 4 days if at less than 33% complete. Bear in mind this is for multi part missions, tree missions and traitor missions will still be open for the full 7 days. Epic skill adjustments We've been monitoring a lot of feedback from Epic, and it's clear that stats gain is too low, in the next update we'll be increasing the gain from characteristics to make getting PvP ready much more quick and smooth. I know it's not exactly been a lightning fast process, but we are working on a few other aspects to improve getting new players PvP ready quicker, as well as encouraging roaming and active play on Epic. It's no easy process, and I understand many are frustrated with how bugs impact pvp more harshly than pve, but we will be working on improving that over the next few months too. Heave ho! With the introduction of the placing system, many players were curious about the ability to place larger objects, and we’ll be bringing this in in the next update. It will work slightly differently to placing smaller items, as they use the inventory to essentially pick up and drop. Upon ‘placing’ the large item, a timer will begin to push the item into the exact position. While it may take a little longer than placing smaller items, it still works with the exact same precision and ability to fine tune. Shader adjustments In the coming update we’ll also be adjusting how dyes act with wooden items, if any item is dyed the wood type will not show, meaning an oakenwood cart dyed the same shade of blue as an orangewood cart will look identical. This should help return the vibrancy of dyes as well as make it much easier to colour match! Preview work We'd like to thank everyone who has tried out the Preview client and reported issues. We've identified a few issues with the new libraries and linux/Mac Operating Systems, so we'll be tackling those before the client goes fully live. In the meantime, keep on using it and reporting any issues you see! All of this and more is coming in our next update, slated for the 8th of March, so I hope you’re ready for it! Until then though, stock up on metals, make plans, and don't forget to tell us what bonuses and penalties you'd like to see for various metals, and as always, keep on wurming! Retrograde & the Wurm team.
  7. Coloured chairs - Kasumi Hi Everyone! A quick news this week while we do an update today covering a few of the issues raised with the recent update, our next major update is a few weeks away, but there's a bit to touch on here, so let's get into it! but first.. Patch Notes: Wurm Valentines! Love is in the air, and it's not just for the ability to dye chairs, it's valentines! This year we're giving out some valentines pottery to give to your valentine, or keep it for yourself and place it in just the right spot! The valentines can be redeemed by typing "/redeemkey XDH94OUQA4UL-ABZIM4ESSVSY" without the quotation marks into your chat window ingame, but you do need to be premium, so don't forget that! WU Beta We're looking at a huge beta coming to Wurm Unlimited, with everything from 1.6 until today's update. This of course includes Archaeology, Restoration, the wood shaders and everything in between. It's been a long time coming, but we hope to have the beta ready either this weekend or early next week, barring any major issues that arise. Preview client! As mentioned before we now have a public release of the preview client. This client includes the new rendering library (LWJGL 3) which may not mean much for players, but opens up a huge amount of potential for us and allows us greater steps in improving performance. To play with this client, use this link here: http://www.wurmonline.com/client/wurmclient_preview.jnlp Do bear in mind this is not yet considered a live release and may include crash issues. One known issue is common crashing on startup with linux, we're investigating the causes but it does launch eventually! As usual, if you encounter any crashes post the logs to our client bug reports section along with the preview tag and our client developer Samool will look into them. Shader feedback Having wood colours back and everywhere is a pretty big adjustment, and we've been monitoring the feedback thread over the past two weeks, discussing all feedback and identifying areas we can address. From this, we will be testing out a few tweaks to the shading colours, with cedar being nudged a touch redder to start, and will continue to tweak where we feel is necessary moving forward. Community Content This weeks community content is a village tour by samusen on his deed Alexandria, on Celebration. It's a huge project and looks awesome, I don't know if it's still for sale, but check it out below! That's it for this edition, next edition we should be post WU beta, and also have a brand new thing to tease and show, I'm looking forward to it, and so should you all be! Until then though, keep on wurming! Retrograde & the Wurm team.
  8. Greetings everyone! Welcome to a special breaking edition of the Valrei International, we've come in early with LOTS of new stuff, and with good reason, it's going live next week! To farm those likes prior to launch, I've participated in three drinking contests, two feats of strength, and a one man rendition of les miserables, the things I do to bring you the news... But I digress, there's lots here that has had me excited to the point of losing manliness points, so let's get right in! Samool joins the team As many of you may recall, Samool joined us last year as a volunteer client developer, with a focus on getting the 4.0 client launched. With that done, he began work on some other aspects and has introduced some awesome features, as well as addressed some pesky issues within the client. Today we're happy to announce he has joined the Wurm team in a contracted position, and will continue to work on adding awesome features to the client, including the new preview version, and something I get to reveal tonight! A little to the left if you've ever tried placing an item in just the right spot on the ground, you know it's a major hassle of pushing, pulling, gently pushing and pulling, swearing, crying and throwing cobs of corn at it, but that's about to change See through dye? what is this madness? In the next update, you'll be able manually place items on the ground! Simply select drop > place via the menu, and you may move an image of the item around. Holding ctrl while moving will align to small grids, while holding alt will moving will move in larger grids. Scrolling the mouse wheel will rotate the model. Once you have lined up the perfect place, simply left click, and it appears exactly where you intended! A quick mystery solved, just drop the barrel! You'll need to be able to drop the item from your inventory, so no placing of forges or ovens, but this should help those OCD types with neatly arranging their deeds, just in time for something else well wood you look at that! A long long time ago, every boat had a different texture based on wood type, which allowed players to show off their choices in style, cherry boats had a reddish hue, with willow being a grey, and the best type, olive, being a warm yellow. With the introduction of new boat models, to save development strain and improve performance, only one texture came, which is the boat models you see now, but soon... I like big boats and I cannot lie sail away sail away sail away, enya would be so jealous As you can see above, next update boat hues based on wood type will be returning! wood choice will now change the hue of the hull, and thanks to Saroman and Samool's work, will not require loading a dozen textures! That's not all though... you'll be wagon your tails in these beauties I cart believe how awesome these are! These new hives are the bees knees! That's right, wood effects are coming back, and in force! From bee hives, to chairs, to buckets, bsbs, fsbs, carts, crate racks, catapults, and beyond, Saroman has been hard at work adding in the effects of all wood types on wooden models. His workshop is a gigantic mess of all things wooden, with his friendly supervisor looking on. Lunch breaks are strictly monitored and given every five days As this is such a large work, we currently plan this in a few stages, with more coming out each stage, so stay tuned for that to come Placing items, wood colours returning, you can definitely see why I've been so excited for this special edition of the news, but I STILL have more to share! Introducing... Tickled pink damn, I used the pun in the title! Nope, that's not Photoshop! For those crafty enough to study the pixels of the above image, they may notice that the sail is a different colour compared to the boat, and that's coming too! We'll be introducing the ability to dye the sail separately to the rest of the ship, requiring less dye, and allowing for greater showing off, the colours are more vivid, and don't turn the boat the entire shade too, meaning you can show off your wood type AND favourite colour. But also... I may have purple bedsheets too The real news, wurmians work out how to remove the books before painting the bookcase! Pick a seat, any seat! No getting dye on the handles? Now that's progress Spidermans partyknarr Yep, the personalisation doesn't end at sails, we've also added better dye systems to many things, allowing you to colour the cushions of your chair, the sheets of your bed, and most importantly, banners! Preview client The preview 4.1 client work is ongoing, with some issues being addressed prior to public soft launch, with it becoming available during the update that brings all of these goodies live, which is currently scheduled for next Thursday, 8th of February. I hope you're all as excited as I am to see these come, and just what else is in store (I've heard VERY exciting rumours, that just get better and better! So buckle up, get your wood supplies ready, and as always, keep on wurming! Retrograde & the Wurm team!
  9. Jackal - Icbash Hi Everyone! Retrograde back with this edition of the Valrei International, we've got a few hints and teases coming today, so lets get started! But first... Patch Notes Affinity review It's been a week since the affinity system has been implemented, we've followed the effects over the past days, with nearly 200 affinities being gained across the servers. We'll be looking at making some adjustments based on observations, feedback, and the general flow, but we're extremely happy with how this system is working, congratulations to those who have received one so far, and good luck to everyone else! (Myself included, I need PAS affinities!) Preview and LWJGL (bless you) With work on the client coming along at blistering speed, we'll be launching a new development client, called preview. The preview client will be used for early release of major updates, much like the testing phase for the 4.0 client, and soon it will be used for another major update. The first release of the preview client will be running the LWJGL 3 library (stable is currently running the LWJGL 2 library) so it's a big step up With this will come improved memory usage, more modern graphics rendering systems, and is the first step on implementing the new UI (As the new UI relies on the updated LWJGL 3) This preview client will be fairly limited in it's testing phase, so we will urge everyone to try it out once available so any major issues can be reported and addressed before it replaces the current client. Forge cleaning A long running request has been to have a way to utilise forges in order to generate ash, and in the next update we'll be adding the ability to collect ash out of unlit forges It will take a few things into account including firemaking skill, and we'll have the full details available in the patch notes Keeping track Another change coming will be the ability to add little notes for your friends. Reminders such as who you purchase bulk goods from, or what deed someone is in will be a huge help in keeping track of everyone, especially if you're a social butterfly! Upcoming works There's a lot more in the works, with muttering, tinkering, and the occasional cry of triumph coming out of the dev team quarters, I've been given a few hints and teases and I must say, I am so excited for what's coming I can barely wait to share more with you, but alas, I must! Community Content This editions community content will have a few! Wurm Unlimited eSports! Launched by Darklords, a competitive 3v3 group PvP competition was held on wurm two weeks ago. With the aim to teach players PvP tactics in an environment that had no items lost or skills to grind, a 2 gold prize pool lured some players out to find out if they had what it takes to win. The competition was fierce, but the team "The Abusement Park" took home the title and the winnings! The full thread of details and videos from the fights can be found here: Q&Emoo Last Wednesday, Wurms lovable Fosters drinker jumped on stream to ride around and kill horses, collect coins, and invited some watchers into Discord to chat, I was among those who joined in and we chatted a little bit about the game, as well as plans for 2018. Emoo is back with his Wurm Wednesday streams, and I'll certainly be thrilled to sit down, imp plate armour, and listen to him deny having a Fosters tattoo on his upper right shoulder. Check out his thread and stream location here: Naked and afraid Getting started in Wurm is scary business, wolves eat you, pigs eat you, and don't even talk about what the pheasants used to do. Our very own Yaga has been working hard on building an updated wiki guide to getting started in Wurm, with information about guards, stamina, finding other players, and even why so many actions are failed. What other questions would you like to see added? Check out the guide (and recommend it to the next newbie you see) here! https://www.wurmpedia.com/index.php/Your_first_days_in_Wurm_Online That's it for this edition folks, I'll be back next fortnight, with more news of what's coming, what's come, and what Keenan had for breakfast. Until then though, keep on wurming! Retrograde & the Wurm team.
  10. Welcome one and all to the first Valrei International of 2018! I hope you all had a wonderful new years break, and settling back into the ride that the next year is going to be. Valrei International Changes With the new year we’ll be making some changes with the Valrei International. Firstly, it will be released on Thursdays instead of Fridays, giving us a better timeframe to work in (and not while everyones looking to get out the door) Secondly, we’ll be changing from weekly news to to fortnightly releases of the news. The reason for this change is to better match development releases (usually fortnightly) and allow us to collaborate and fill the new with tons of tasty goodies, as well as a few competitions and giveaways! We'll be trialing the fortnightly news over the coming, uh, fortnights, seeing how it fits in with development and our projects, with some long term projects in the works (such as the new UI, already underway). We may also use an alternating system of community news and events, just enough to keep you all in the loop! Affinities As we all know, (or for those who don't) affinities grant a 10% skill gain bonus to the skill they're attached to. The existing mechanic with affinities is each player starts with one (hidden until premium), but it can be lost through a death to an enemy kingdom player when above 20 fight skill. With the next update, we’ll be changing how affinities are gained and lost, as well as expanding on a more PvE friendly mechanic as well., Firstly, we’ll be introducing the ability to gain new affinities via the use of skills, with a small chance to gain any affinity of a skill you’re using, including characteristics, parent skills, and sub skills. Secondly, gaining affinities via PvP will be changed to take into account the killer’s existing affinities in that skill, where there will be an increasing chance to not gain the affinity lost by the deceased depending on the number of affinities the killer has in that skill. This will mean neither the deceased or the killer will get that affinity. We’ll also be making some changes to how the overkilling mechanics in PvP work, so alt abuse is less prevalent. Firstly with overall kills on a single character being taken into account rather than just the number of kills on that character from a specific other character, and secondly with tweaking how the existing overkilling timers work. We’ll be including more information on these features in the patch notes upon launch, so stay tuned for that. Miscellaneous changes A couple of quality of life updates, long desired are also in the works for the upcoming patch: Sealed containers Coming with the next update sealed containers will be possible to stock on merchants for sale. This has been desired for a while, so I’m sure you’re all keen to see it come in asap! Well that’s a little embarrassing… Nevertheless, I’m for real this time! After a few delays, this change has had the cobwebs dusted off, and cleaned up, and will be coming in the next update! Just to prove I'm serious: This will only be a keybind (dig_to_pile) and won’t affect leveling or flattening, but regardless, I’m just glad it’s finally coming in! More info will be made available about all of these changes in the upcoming patch notes for the next update. Community Content - Wurm base jumping This weeks community content is an old video shared on our Discord server. One of the first things I ever did when I got a flying account was go up to the top and jump off, and I'm positive I'm not the first! This is a really old video, with the green tunic avatars even, I may have to go up there and do an updated jump... That's it from us this week, the new update should be out prior to the next news, so expect those features live then! Until then though, Keep on Wurming! Retrograde & the Wurm team