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Found 276 results

  1. Filter: Calysto Hosted in the Eastern US 300x skill 100x action 45-50 Hits per rock tile 0.1 Glimmer 0.1 Ada 12 Hr Backups 100k creatures 50% Hostile New players spawn with a 99ql Spy Glass, Small Barrel, 50ql Hammer. Current Mods More Chests (Currently 512) Chest Claim More Chest Items ( Scale Red Dragon Eggs (Random Dragon) Sleep Powder Rods of transmutation Tomes (all but key to heavens) Supreme auxdata 7+) Stable master Announcer Better dig Big Container BAE Bounty mod (10x bounty on all creatures) Bulk Transport Creature Age Mod Creature Mod (newer Version) crop mod (30 min per tick no weeds +10 yield) Meditate mod (no cool, downs no level cap, < 1 second meditation timer) moon metal mining mod move mod no fatigue prospect mod sacrifice mod (50 percent rare item = rare bone, supreme item = supreme bone) skill mod spell mod (no priest restrictions no prayer cool down) timer fix Map Dump Live Map http://calysto.ml I probably forgot something so ill just add it when i remember it.
  2. How many times have you sailed to another server, only to find you have mail waiting on the previous server? It would greatly help to have a few yellow coloured text reminders, before leaving the server. 1) On embarking a boat 2) On crossing to a new server* "You have mail items waiting for you here on *ThisServerName*."* 3) On approaching the border "You have mail items waiting for you, which will remain on *ThisServerName*." * It is important to explicitly state which server name, especially when server hopping! Thanks for considering this.
  3. I think I've found what appears to be a bug for the TREEGROWTH setting when using multiple servers. Below is the code that appears to be executing for each configured server in the cluster on startup. Notice that all except the TREEGROWTH setting update its setting for the server data being loaded. But for TREEGROWTH, it updates the static value for the currently running server, which means that each clustered server's value will keep overwriting the setting until the last one is reached. This means that the last server in the SERVERS table will determine that setting for the server that is running, not necessarily its own entry. And depending on the hosting service configuration strategies, the SERVERS table may not actually contain the correct values for other clustered servers anyway. try { ((ServerEntry)entry).pLimit = rs.getInt("MAXPLAYERS"); ((ServerEntry)entry).maxCreatures = rs.getInt("MAXCREATURES"); ((ServerEntry)entry).maxTypedCreatures = ((ServerEntry)entry).maxCreatures / 8; ((ServerEntry)entry).percentAggCreatures = rs.getFloat("PERCENT_AGG_CREATURES"); TilePoller.treeGrowth = ((ServerEntry)entry).treeGrowth = rs.getInt("TREEGROWTH"); ((ServerEntry)((Object)entry)).setSkillGainRate(rs.getFloat("SKILLGAINRATE")); ((ServerEntry)((Object)entry)).setActionTimer(rs.getFloat("ACTIONTIMER")); ((ServerEntry)((Object)entry)).setHotaDelay(rs.getInt("HOTADELAY")); } catch (Exception ex) { ... } I was wondering why my treegrowth setting made no difference for some servers in my cluster; I think this might explain it. When I manually set all values to the same in the database (for that server) the situation improved.
  4. Is what we would like to read, specially on Northern Freedom/Defiance. What happened to this big extra content for wurm, does code club have any news they want to share with us about maybe a return of the jackal server :D? There are many new players from steam who never got the chance to experiance it and im sure they would be really interested in exploring those lands. On a diffrent note, I do like the idea of having the 3 main kingdoms (otherwise enemies on pvp) having to lay diffrences aside for a short event and fight together to defeat a common/larger enemy for a said time. Before we return to bashing the life out of each other
  5. I am trying to make a server modification to create a new chat channel at player login. I would like to display some info about the server and such in it. I would prefer it if the channel was strictly informative and chat was disabled. I tried going through some of the wurmxxxx.db files and could not find anything useful. If anyone would be so kind as to pint me in the right direction I would greatly appreciate it. Thank you.
  6. I would like a mod to make the game more low fantasy, so I am looking to have a server mod done that "shuts off" everything that has to do with the deities. Basically removing everything that depends on religion. If this is something any modders are willing to do, please pm me and we can work out the details and pricing. Looking forward to hearing from you. Thanks
  7. Discord | Niarja | Twin Peaks Map | Legacy Map | Arena Map Basic Server Information Action Timers: 5x Skill Gain: 3x Map Size: 2048x2048 PvE, 1024x1024 PvP Creatures: 50,000 PvE, 7,000 PvP Field Growth: 2 hours Wyvern Mods Bounty - Bounty is calculated off creature strength, not pre-set by set values. The stronger a creature is, the more money you will earn for defeating it. This is algorithmic and not pre-set. Strong creatures also have a chance to drop special Crystals, which is a subsystem within itself. Champion creatures can drop special loot, including enchanted tools, moon metal, masks, and even a bone. Currency is deposited directly into your bank. Mastercraft Achieving 90+ skill and then going further is now more worthwhile than ever. Skills over 90 affect skill checks, reducing the difficulty further as you increase skill above 90. At 99, the curve increases, up to double the effect at 100 than you would have at 99. Rarity of tools now provide a similar bonus, decreasing the difficulty of skill checks per rarity level. These changes use the player's actual skill, not epic curved skill. Custom Creatures - New and existing creatures are enabled on the server, adding variety. Typed Creatures - Creatures can spawn with random types even outside of a den. This includes bred animals. You can randomly attain a champion hell horse from 2 non-champion hell horses. Epic creatures: Sol Demons and Worgs have been enabled as natural spawns. Lava Fiends spawn naturally in sandy areas. Charger - A large, spectral hell horse. Non-aggressive, and capable of being lead without taming or dominating. It spawns frequently in steppe and rarely in sand areas. The charger is very specifically meant as an easily obtained "speed" mount. It is also a large stallion, giving the player a higher seat and providing a height advantage in combat. To offset the ease of use, there are two drawbacks: It requires 37 body control to mount, and has negative natural armour, meaning it will take more damage than even an ungeared horse would. Chargers can also be equipped with gear, so their potential speeds can be higher than Wyverns. Chargers can be bred with other chargers. There is also the possibility of dens for chargers, allowing them to be typed (fierce, greenish, even champion). These can of course also be bred into the Chargers. Large Boar - Low-Medium difficulty creature. Spawns in deserts and forests. Inflicts crushing wounds. Forest Spider - Medium difficulty creature. Spawns in the forest near grass and trees. Can inflict poison wounds. Spirit Troll - Medium-High difficulty creature. Spawns in snow. Can inflict frost wounds. Giant - High difficulty creature. Spawns near grass and trees. Can inflict acid wounds. Avenger - High difficulty creature. Spawns in tundra. Can inflict frost wounds. Horned Pony - High difficulty creature. Spawns on enchanted grass (haha good luck). Inflicts internal wounds through the magic of its horn. Can be tamed, dominated, mounted, lead, and bred. Climbs up to 80 slope as a mount, and is between horses and wyverns in speed, but can be equipped with both saddle and horse shoes. Requires 35 body control to ride. Facebreyker - A custom unique creature, dropping a unique item and blood when defeated. Wyverns - High difficulty creature. Different types spawn in different areas. Wyverns are small dragonkin creatures that serve as mounts. They are amphibious mounts, and can be ridden across water without dismounting. Wyverns are small dragonkin creatures that serve as mounts. Wyverns generally inflict elemental wounds according to their color. Wyverns can usually be tamed, dominated, mounted, lead, and bred. Climbs up 100+ slopes as a mount, and is slightly faster than Chargers without gear. Wyverns require relatively high (30-45) body control to mount, depending on type. Custom Items - Many custom items to improve quality of life, or simply give players end-game gambling to create that truly epic item they've always wanted. Affinity Orb - Grants the player a random affinity when consumed. Enchant Orb - Comes with a random enchant. Can be consumed to transfer the enchant to any item. Depth Drill - Drills a tile corner, revealing the amount of dirt until you hit rock. Beyond that, it can also locate nearby ores. Disintegration Rod - Sold at a merchant, this removes 1000 hits from any vein (no ore is provided), or instantly destroys a cave wall (like the Disintegrate spell). PMK Wagons, Banners, and Flags - Art from PMK's in Wurm Online can be crafted on Wyvern Reborn. Like the art from The Crusaders? You can make it here, then mix and match that with an Ebonaura wagon. Chaos Crystals - Dropped from powerful creatures, this is a volatile crystal that can be infused on items for a variety of outcomes. It can increase rarity, or destroy the item outright. Uses the "Artifacts" skill. Enchanters Crystals - Dropped from powerful creatures, this crystal can adjust the enchant properties of an item. Uses the "Artifacts" skill. Mass Storage Unit - A massive storage unit designed to hold multiple BSB's, FSB's, chests, and crates, all in one neat window. Crafted with over 70 Fine Carpentry. Arrow Packs - Craft 40 arrows and a quiver into an arrow pack. Improve the arrow pack, then unpack to receive a quiver with 40 arrows of the QL of the arrow pack. This also transfers any enchants from the Arrow Pack to all 40 arrows. Titans - Legendary creatures exist exclusively on Wyvern Arena, obtaining special abilities and dropping epic items. Titans are designed to cripple groups of players attempting them. If you are interested in looting easy-to-kill players, look for the messages in GL-Freedom and interrupt their attempt. Titans cause lightning in the sky from where it's being fought. A single player should be capable of killing multiple who are attempting a Titan. Titans have unique abilies and "raid mechanics" that players need to be aware of. Many are not telegraphed, but they do need to be reacted to. Mindlessly hitting the the titan until they're dead like a normal unique is not a viable strategy. Titans will drop a single "Titan Weapon" upon defeat - these weapons generally break the rules of the game and in general have higher stats than normal weaponry. They do, however, come with a downside of being un-improvable. They can be repaired. Titans do not regenerate. Keep this in mind when attempting one, as it may be wise to back off, regroup, and re-enter combat in some situations. The titans specifically move extremely slow, so outrunning them, even on foot, should be possible. All Titans spawn minions to aid them. These creatures have extremely high sight (meaning they chase very far) and move very quickly. Armoury: Weapons & Armour Rework - All the weapon and armour systems have been reworked from the ground up for Wyvern Reborn. Minimum swing timer is 2 seconds instead of 3 seconds. This opens up the opportunity for extremely fast-attacking weaponry to make its way into combat. Knives are now an acceptable weapon. Armour Damage Reduction has been reduced - No more 80% flat damage reduction. The highest available is the new Glimmerscale set at 72%, and it is extremely hard to obtain. With values now lower than before, it opens the opportunity to actually use the glance rate and damage effectiveness bonuses from the lower damage reduction armours. Dual Wield has been reworked - There is now a reason to wield two weapons. The offhand now swings at precisely 1/2 it's normal speed, and that's it. No more crazy amount of checks and balances and random numbers being thrown into the mix, just a really simple dual wield system that works and is effective to a point. Weapon Rarity - Weapon rarity matters, reducing swing timer by 0.2 seconds per rarity level. Shield Enchants - Aura of Shared Pain now functions on shields. However, you will need to cast a damage enchant as well to make it function: Rotting Touch, Flaming Aura, Frostbrand, or Venom. The damage aura determines the type and amount of damage that gets reflected on block, and Aura of Shared Pain power determines the chances the reflect will work. Phasing - Shields are absolutely required in vanilla mechanics to remain competitive in PvP. This is no longer the case (sort of). With the dual wield changes and a new spell, "Phasing", you can now penetrate the shield of a defender quite easily. The Phasing enchant competes with WoA/BotD/Nimbleness for an enchant slot. As an effect, it increases the difficulty of the defender to block with shields when attacking with that weapon. This, combined with the faster swing timer, makes shields much easier to penetrate and deal real damage to the opponent. Weapon Rebalancing - Polearms have been buffed. Axes have been improved. The whole system has undergone drastic adjustments and the weaponry meta is entirely different on Wyvern Reborn. New Weapons: Warhammer - 1 handed weapon, uses Warhammer skill. Slow attack speed, but hits extremely hard. Knuckles - 1 handed weapon, uses Weaponless Fighting skill. Extremely fast attack speed, somewhat weak damage. Club - 1 handed weapon, uses Huge Club skill. Moderate attack speed, moderate damage. Long Spears are now 1 handed weapons. New Armour: Spectral Armour - Crafted from the hide of Spectral Drakes, this armour is lighter than any other. Requires high leatherworking to create and is generally quite scarce. Glimmerscale Armour - Glimmerscales are crafted from a metallurgy between dragon scales and glimmersteel. Once created, 10kg of glimmerscale is used to create a set of glimmerscale armour, the highest damage reduction armour available. Movement speed penalty, however, is inbetween plate and dragonscale. Spellcraft: Spell System Rework - All spells have had a balance pass and been tweaked to custom server settings. Maximum faith increased to 200 - This opens up a whole new world of possibilities, including casting high-favor spells like Life Transfer without a link. Minimum Priest Faith reduced to 10 - You can now become a priest at 10 faith. You'll be able to cast spells and work on channeling earlier than ever before. Favor Gain Rework - Favor regeneration now ticks once per second, instead of once per 10 seconds, for smaller amounts. Overall favor regen has been increased. Rite Reworks - Rites now have special additional benefits to encourage casting them. Furthermore, they require less overall prayers to cast, and can be cast more frequently. Examine Creature Spell Effects - You can examine a creature and see it's spell effects. (Truehit has been cast on it, so it has combat vision and aiming. [28]) Improved Negating Effect Messages - When casting enchants, the message explaining why you cannot cast over something else is now very specific. ([21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of ages.) Spell Changes: Light of Fo has increased cast difficulty, reducing its effectiveness in combat. Scorn of Libila no longer requires enemies to be damaged, and instead heals 2 wounds on all allies on every cast. Dozens of spells have had their faith requirement, difficulty, cast times, or favor costs adjusted. New Spells: Harden - Enchantment for any item, reduces the amount of damage the item takes with use. Phasing - Enchantment for weapons. Defenders will have a harder time shield blocking attacks from a Phasing weapon. Competes with WoA/BotD/Nimbleness for enchant group. Bag of Holding - Enchantment for containers. Increases the size of the container, allowing it to store up to 4 times the initial amount based on power. Summon Soul - Allows a player to summon another player. Very useful for unique slayings. Replenish - Vynora only. Cast on a liquid container to have it automatically refill with water. Works on fountains, barrels, buckets, waterskins, etc. Libila Enabled - Libila is completely enabled across all maps on the server, as well as all features that come with her, such as mycelium and zombies. Kingdom Offices - An item called a Creature Token will drop from aggressive creatures you slay. These can be crafted into other types of tokens which can be "bid" for offices. These are the Kingdom Titles generally reserved for PvP Kingdoms/PMK's, such as Royal Priest, Royal Avenger, etc. A minimum bid of 10 is required to obtain the title. From that point forward, whoever has the highest bid obtains the title. Custom Deities - Two player gods have ascended, Breyk and Cyberhusky. These deities were hand-crafted, from their passives to their spell lists. They are not randomly generated. Breyk - White Light, Industrial, Nature-Focused. Designed to have some of the best enchants the gods have to offer. Oakshell, Excel, Truehit, and the plethora of other combat buffs in Breyk's arsenal are meant to be utilized in conjunction with their enchants. Combined with Cure Light and Scorn of Libila for a minor off-healing role, Breyk is intended as a "support" role for other players in combat. Cyberhusky - Black Light, Warrior, Combat-Focused. Starting with the "Warrior" attribute for 25% increased damage in combat, it's immediately clear what Cyberhusky is meant for. Designed with the unique combination of Dominate and Rebirth, you can bring a powerful creature into combat, then use it again after it's slain. Backed up with some of the best combat spells including Drain Health, Drain Stamina, and Light of Fo, Cyberhusky is meant to be in the fray at all times. Unique Creature Improvements Rapid Uniques - Uniques spawn very frequently, allowing uniques to be slain on a near-daily basis and making drake/scale more attainable. Treasure Boxes - Any player that deals damage to a unique is granted a treasure box. These can be opened for a cache of random loot, so players are not left with simply a blood to show for their efforts. Moon Metal Vein Blessings - When a unique is slain, it blesses the world with 20 adamantine/glimmersteel veins. This improves moon metal availability as the server progresses and makes moon metal a "renewable" resource. Reapers & Spectral Drakes - After a unique dies, in its wake spawns a special creature. Spectral Drakes for dragons/hatchlings, and Reapers for the rest. Upon defeat, they will grant an affinity orb (consumed for an affinity) and enchant orb (random enchant from 90-120 power with a 1-time transfer to any item of your choice). This allows players to get multiple affinities outside of PvP, and gives players an alternative to casting for high enchants. Increased Armour - Uniques have had their armour increased across the board. They're not as trivial as other servers, and will require effort to slay. Extra Corpse Loot - Dragons and hatchlings now have extra chunks of hide and scale on their corpse, providing more loot to give away than just a rare bone. Movement Tweaks Mounts and vehicles can now climb significantly more slope, up to 150 in some cases. Boats are much faster and generally more affected by wind speed. Vehicles have had their speed increased across the board. New mounts are available to hitch to your wagons and carts. Quality of Life - There are over 2 years of QoL changes from Wyvern. Here's a few: Fatigue Action Override - You can now make fatiguing actions from vehicles and mounts. Improve from a horse. Build from your wagon. Sow from your cart. You no longer need to "be on solid ground" to do that anymore. Leather and Logs can now be combined, allowing you to save a good enchant. Rarity system has been significantly improved. Fantastic items are now more attainable. Life Transfer no longer clashes with damage mods. Life Transfer stacks with every other enchant. Sickles and Staves can be crafted from moon metals. Statuette QL and rarity now impacts spellcasting. Shields can take less than 0.01 damage when you block. Added a "Receive all mail" button to mailboxes. It will automatically accept up to the first 100 non-CoD mails that were sent to you and place them directly into the mailbox. Added an "Unequip all armour" button when interacting with equipped items. It will... well... unequip all your armour. Eye and Face shots are redirected to head shots. This makes open helms and similar headgear viable, not a handicap. Food and drink timed affinities are now universal. If you get a Fletching affinity from a drink you make, so will everyone else. Damage taken by items over 90 have been re-scaled. An item improved to QL100 is immune to damage and will never decay. Loot Assistance messages are broadcast when a unique creature is slain, randomly ordering participants for loot distribution (if it's wanted by the slaying group). It also displays rough estimates of how much damage each player did to the creature. Creatures born on enchanted grass have a random trait removed immediately on birth (like an auto-genesis). Mailboxes, Trash Heaps, Altars, and Bell Towers can be loaded for transport. Body action to check your bank balance. Public Mods Ash Produce - Ash will be automatically generated over time from forges. Bag of Holding - A spell for all priests that enlarges the size of containers. Better Digging - Dirt is dug directly to your cart/wagon into crates, or dropped directly on the ground. Bigger Houses - Doubles the maximum size of houses you can create. Bulk Transport - Removes the limit on moving items to/from bulk storage containers. Craftable Pauldrons - All pauldrons are able to be crafted, with the right amount of skill. Creature Age - Bred creatures grow to the Mature stage faster, enabling players to ride sooner after they're born. Crop Mod - Fields do not wither. Fire Burn Time - Shows an indicator when examining a lit object of how long it's expected to last. Harvest Helper - Announce harvest seasons on player login. Inbreed Warning - Provide players with a warning if they try to breed related animals. Increase Merchant Items - Merchants can hold up to 100 items. Meditate Mod - Guaranteed meditation success, no 10 tile movement requirement, and 1/10th path delay. Spell Mod - Removes priest restrictions. Stable Master - Allow for animal transfer between islands. Starter Gear - Improved set of starting equipment for new players. Timer Fix - Improves timer actions and removes bugs related to Wurm Unlimited regarding enchants. Treasure Maps - Players can find or buy treasure maps and go treasure hunting. Once they find the marked spot, they can dig up the treasure, defeat the mobs, and unlock their loot! Wyvern Arena Wyvern Arena is our 1k by 1k PvP environment. It is meant as a hunting/roaming server, and not as a kingdom warfare server. Epic Curve. Players on Wyvern Arena enjoy the benefit of the epic curve, increasing skills to allow them to fight more in line with higher-skilled players. Kingdoms and Deeds are disabled. You're free to build if you wish, but it will not be defended by NPC guards. Bounty and Fight Skill increased. Creatures in Wyvern Arena reward 2.5x bounty and fight skill when slain. Faith and Meditation on kill. Creatures in Wyvern Arena reward a meditation tick and mild faith gain when slain. Crystal Multiplier. Creatures in Wyvern Arena drop 3x as many crystals as those on the PvE environment. Farwalker Twigs & Stones disabled. Due to the nature of the Arena, twigs and stones are disabled. Teleport and Escape. Players on the PvE server can teleport to the Arena using a 1-minute channel body action. They can then escape using a 2-minute body action from the PvP server, returning them to the PvE environment. The escape is blocked by enemies in local. Server Rules Intentional Griefing will not be tolerated. Macros are allowed under the condition the player is actively monitoring their character. Our definition of "Macro" is when the game is being impacted when the player is not there. Using mods that do multiple actions is fine. Something that automatically does those actions when you are not present is unacceptable. You must be present and playing, otherwise it may be considered a macro. Be respectful - we wont be removing anything, except seriously offensive or pornographic material. Feel free to express yourself, but common sense is key. Client modifications are allowed. I personally encourage the use of client mods that make life easier, such as LiveMap and All of Bdew's Client Modifications. WurmESP and similar are also allowed. Any client mods which negatively impact other players are advised against and will be dealt on a case-by-case basis. Flyhacks, speedhacks, and similar are forbidden and being caught using them will result in immediate ban without appeal.
  8. Hey guys, Up till now, the only thing I've been using Unlimited for is to play around with the god tools so I can test out house and environment designs for WO. Playing around with the magic god wand has become so enjoyable that I decided I'd like to recreate the Ultima Online map. As mentioned in my previous thread, this is going to be a "look but don't touch" server and the whole server will be one gigantic deed. So I will not be opening it up for other people to live on as I just don't have time or energy to get into community management at this point. I just want to relax and enjoy building. For now, the server will be offline. Once it's ready though, I will make it public so all you old Ultima fans out there can come and visit as a tourist if you like. In this thread, I'll be documenting the whole process as I go along. I know there have been some previous Ultima related projects out there, and as far as I can tell, they have died off and are offline. But I just want to reassure those people that my project is not in competition even if y'all decided to restart up your servers. Again, the reason being because my server will not be a community, just a tourist attraction. The most nostalgic MMO players I know (myself included) are old Ultima Online players. So I've named the server accordingly and will do my very best to set it up, build and decorate just like good old UO. When the day comes that it's ready to be made public, I hope you'll share a little moistness in your eye, remembering back to the good old days in the lands of Sosaria!
  9. I've noticed that as of the past couple of days my WU server process regularly (every 5-10 minutes) seems to be stuck in a blocking loop lasting about 30-60 seconds. During this period the game is largely unresponsive to players. (Menus not usable, can't move properly, etc.) Usually at the end of it if you've moved your game client isn't in sync with your position on the server. This definitely looks to be CPU related, not memory or disk I/O: The only change I had made was increasing the tree spread odds variable from 500 to 1000. I thought perhaps there was some limit or bug causing a loop every time tree spreading was being "gambled", though since putting that back to 500 the problem still persists.
  10. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- NEW VERSION AVAILABLE: WurmStatus V3 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- While working on WurmClock I needed a little tool showing the status and in-game time of all Wurm servers at the same time at a glance. So I made this little program; The program (called WurmStatus) was tested on Microsoft Windows 10, 8, Vista and 7 and needs the latest .NET Framework, which should already be present on your computer. The status display is refreshed every minute. You may also force a refresh by clicking on the "Refresh" button. The little "light" symbol in front of the server name shows whether the server is online and the status has recently been updated by Code Club AB (green light) or offline/not updated (red light). The data in each line is taken from the official status URLs. The status column is green if the server status says "Online", yellow if the server is currently shutting down and red if the server is down. If the status is yellow you may hover your mouse pointer over the server name to see the time left until shutdown. You can download the tool here: WurmStatus 3.1.5 Just unpack the ZIP file to any folder you like and run WurmStatus.exe. --------------------------------------------------------------------------------------------------------------- Please check my other tools: WurmClock, WurmDate, WurmSkills , DPMapAssist --------------------------------------------------------------------------------------------------------------- --------- Updates:
  11. CraftedTwigs

    Tired of spending more time gathering twigs and bark than actual fishing? https://github.com/n0ma13/WurmUnlimitedModding/releases Craft some twigs from branches and eat some seafood.
  12. Hello People! Today i come to you because i encountered a very weird problem. I have the discord relay mod installed for about a year and it never broke anything. Now when i try to start my server the discord relay mod boots up fine finds the channels, complains about the categories not being channels, and then the server freezes. If i disable the mod, server boots up just fine. Anybody else got the same problem, or have any tips? I already tried everthing i can do on the discord side, giving the bot admin privileges and all. It would be a big loss too loose that connectivity. Sincerely, Arathok
  13. Features Azbantium Fist enchantment that allows faster surface mining dependant on power Seafloor Mining Rig item to mine underwater Azbantium Pickaxe item alternative to Azbantium Fist (off by default) Remove surface mining restriction altogether (off by default) Don't require all corners to be uncovered (off by default) Detailed configuration Ago's Mod Loader required Information Azbantium Fist (Enchantment) Azbantium Fist works just like Wind of Ages (requires statuette, etc.) but is for the Magranon deity by default. The power directly relates to the chance you have to mine a slope down. Without the enchantment, you have a 25% chance. As the power increases, the chance goes up till you get to 100% at power 100. Seafloor Mining Rig (Item) Seafloor Mining Rig acts like a dredge but is for mining. The ingredients are: 5kg of iron lump 1kg of steel lump Continue: 2kg of lead lump 1 thick rope Azbantium Pickaxe (Item) Similar to a pickaxe, made exactly the same as one, but the ql of the pickaxe also decides the chance of lowering a rock slope. Off by default. Other features You can enable 'alwaysLowerRockSlope' in the configs and any mining will always lower rock slope. Doing so will make AF and Azbantium Pickaxe useless. You can enable 'noNeedToUnconverRock' in the configs and you will no longer need to uncover all rock tiles. This is an experimental feature and is known to convert some surrounding tiles into rock tiles. Enable at your own risk. Remember, this is an alpha, expect big changes and some bugs. Installation: Make sure you have ago's mod loader - Download here Extract contents into the mods folder Enjoy! Download: https://github.com/aschmois/SurfaceMiningFixMod/releases/tag/v0.2.1
  14. Hello! I've got a server setup as pvp, home kingdom mol rehan, and non epic. Recently someone wanted to start a deed but there was a building that belonged to another player (who is inactive). There was no option to bash the walls and destroy structure needed permission. I have a code of honor for me and my gms to never delete any structures whatsoever because we want everything to be developed by the players and done with their own hands. Is there any way / setting that allows me bashing (not destroy the entire house like in management settings, i mean wall by wall, like if you would attack it) other players structures WITHOUT PERMISSIONS if theyre not part of a deed? Many thanks in advance and have a nice day! Arathok
  15. Accelerated Forestry & Gardening (& Farming) Server Mod for Wurm Unlimited This mod allows to speed up the growth of trees, bushes, fruit (and other harvestables), hedges, grass, kelp, reed, flowers, trellises, herb planters, fields and to refresh foraging and botanizing for tiles that allow it. Every action to start a task consumes a certain amount of a watering or fertilizing item. After the action is performed, a certain time span is required for the task to be performed. After the task has been finished, another task can be started for that tile/object. While there can exist only one task for a particular tile/object at a time, the number of simultaneous tasks for different tiles/objects is potentially infinite. The default items for watering and fertilizing are water and ash, respectively. Possible tasks are (if enabled, actions use and increase either the forestry or gardening skill; the skill governing an action is indicated in parentheses): Make trees and bushes grow by watering them. (forestry) Make hedges grow by watering them. (gardening) Have trees and bushes grow fruit (or other harvestables) out of season by fertilizing them. (forestry) Increase the grass height on grass and tree tiles by watering the ground. (gardening) Grow (random) flowers on a grass tile by watering it when at maximum height. In contrast to conventional flower growth, all flowers have the same probability. (gardening) Make kelp and reed grow by fertilizing them. Note that there is no visual indicator of height for these tiles. (gardening) Refresh the ability to forage and/or botanize tiles that allow it by fertilizing them. (gardening) Make trellises grow by watering them. (gardening) Make (planted) trellises (except ivy) harvestable out of season by fertilizing them. (gardening) Make herb planters age faster by watering them to reach the age at which they can be harvested. (gardening) Make herb planters harvestable by fertilizing them when at the right age. (gardening) Make fields grow by watering them. (farming) Make underwater fields grow by fertilizing them. (farming) Almost every aspect can be modified via the configuration file. Time required by tasks and polling interval (see below). Cost, time and item required for actions. Influence of skill, item quality and age on task time, action time and action cost. Failure chances and random time variations, optionally influenced by skill level and item quality. Other options are: Block certain actions or tile/object types. Show status on examine if a task is enqueued for the examined tile/object. Enforce a cool down time for an object or tile after a task has been finished. Continuous growth until some age or height limit is reached (conventional step-wise growth after that). Age limit for trees and bushes. Gain skill for performing actions. Persistent task list when shutting down the server. Obey tile protection. Active protection against conventional server poll for tracked objects. Use the original growth functions with all related effects and chances. Optional deactivation of the vanilla timer-based field growth mechanics. Task time can be defined by a base time and several multipliers for task type, object/tile type, species, age, modifier (normal, enchanted, mycelium), skill and item quality. The time required to grow a tree, t, is TaskTime < t < TaskTime + PollInterval where TaskTime is the time required for a task as specified by BaseTaskTime and a collection of multipliers. TaskTime = BaseTaskTime * task_multiplier * type_multiplier * species_multiplier * age_multiplier * modifier_multiplier * skill_multiplier * quality_multiplier Multipliers can be tweaked separately for all kinds of conditions. For more information, see the mod's properties file. Other information: Accelerated tree and bush growth ignores all related effects that otherwise would be invoked when a tree or bush grows.* Accelerated fruit/harvestable growth ignores seasons. Accelerated grass growth ignores seasonal growth rates. * Such as tree death & self re-plant, mycelium decay, killing area checks for oaks and willows, sprouting to nearby tiles, mushrooms, etc. These effects still occur, but at a normal rate. Planned features: What else could need acceleration? Any suggestions? Requirements: Ago's Mod Launcher, version 0.43 (Wurm Forum page) Intended for Wurm Unlimited 1.9.1.5 As always with modded content, I rid me of all liability. Although the mod in non-invasive and can be removed at any time without any effect on the world, make a backup. Just to be sure. Get it here GitHub page Installation: Just extract the contents of the .zip file into the mods folder in your WurmServerLauncher directory. If you don't have a mods directory, you need to install Agos's mod launcher.
  16. [Server] Zoned PvE

    Latest release This mod provides a convenient way to customize PvE zones in PvP Wurm Unlimited server Color scheme Create a colored image to specify PvE/PvP zones for your Wurm Unlimited server: Color(r, g, b) Description Green(0, 255, 0) Always PvE Yellow(255, 255, 0) PvE with scheduled PvP Pink(255, 128, 128) PvP with PvE at deeds Orange(255, 128, 0) PvP with PvE at deeds. Scheduled PvP at deeds. Red(255, 0, 0) Always PvP Map format The map must be 24-bit BMP image named "map.bmp" and located in "%SERVER_FOLDER%/mods/ZonedPVE" directory. The image size must be equal to server map size. Top left corner of the image corresponds to the north-west corner of the server. Example image: This map is created for a very small (512x512) server. There are peaceful north and south with little PVP at the center. The yellow zone will have PvP only at certain times. The pink zone has PvP outside of any deeds. Orange zone is the most complicated - PvE on deeds with scheduled PvP (and constant PvP outside of any deeds). The red zone has always enabled PvP. Schedule format The schedule can be set in the configuration file using UNIX cron format. Very good site for creating schedules is here. Here are some examples: UNIX cron format Human readable format * 20-21 * * SAT Every Saturday between 20 and 21 hours */2 * * * * Every second minute Put your schedule string to "%SERVER_FOLDER%/mods/ZonedPVE.properties" file with key "pvpschedule". Example: pvpschedule=* 20-21 * * SAT
  17. I rented servers for years and sometimes run different games on them. Now i experience this problem during launch of Wurm Unlimited, there is no information on internet about it, can you help ? \\\ Я арендую сервера уже много лет и иногда запускаю на них игры. Сейчас столкнулся с вот такой проблемой при запуске WU, в интернете ничего полезного не нашлось, не могли бы вы помочь ? ъъъ ./wurmserver start [ OK ] Starting wurmserver: Applying steamclient.so sdk64 fix: Wurm Unlimited [ OK ] Starting wurmserver: Applying steamclient.so sdk32 fix: Wurm Unlimited [ .... ] Starting wurmserver: LinuxGSMno server running on /tmp/tmux-1002/default [ FAIL ] Starting wurmserver: Unable to start LinuxGSM
  18. This mod was commissioned to me earlier this year, and I've gotten the express wish for it to be released as open source after some time of exclusive availability to the PVEpLands server. To my knowledge, it has easily become one of the most appreciated convenience mods. Key features: Craft recall runes and mark a location on it, and recall to it. Several config options allow it to be an easily accessible, an end-game feature, or something inbetween. Config can be reloaded during server runtime without restarting. Download: https://github.com/dmon82/MarkAndRecall/releases For the not-so-adventurous, here are the mod and config details:
  19. Hello y'all! I have recently rented an ubuntu server and installed the server, modloader , some mods and everything runs just fine when i use the gui. Now i wanted to setup a service so that i can schedule server reboots without having to connect via team veiwer and use the gui and everything there seems to be in order (it probably isnt). I went after this step by step manual -> http://derpycloud.com/creating-wurm-unlimited-dedicated-linux-server/ Now one problem did arise. Again launching, the server with the patched gui, no problem everything works i can connect. BUT if i start the server via the created service: the server boots all the way up until before connecting to steam, then throws this error: (Warning: full server.log incoming) Any help with this would be greatly appreciated. i dont mind having my server just run all the time, but i doubt even with the best hardware it needs a reboot from time to time, which could be done with putty easily if i could use this service properly. I will happily provide any additional info you guys are asking for, im not a pro when it comes to wurm servers, but otherwise i know how to handle a pc.
  20. Hi, Someone wanted a mod that gives players cash and karma for being online. Here it is. Features (v0.2): Configurable amount of cash (iron) each player gets for being online Configurable amount of karma each player gets for being online Configurable payout interval Checking for unique steam id to prevent multiple alts farming coins and karma Features (v0.2.1): Updated for WU 1.8.0.X Just drop it in and enjoy. https://github.com/whisper2shade/TimedPay/releases/latest If you encounter any problems, please open an issue on github (preferably) or reply to this post. Have fun, whisper2shade
  21. A server mod to add a stable master on the server-side which can exchange animals for animal tokens which can then be loaded onto boats for transport. It requires the latest version of Ago's server modloader, v0.18. Trade/Sell On Personal Merchants Added in version 0.4 it should now be possible to trade animal tokens and thus animals. Server transfers Added in version 0.3 is the ability to transfer animal tokens (and the associated animals) between servers. I would consider this capability beta and in need of further testing as if there is a bug it can make a mess of the database on both sides. If you intend to use this feature please wait until more testing occurs or use only for test. The other features from 0.2 haven't really changed outside of resizing the stable master payment dialog. I consider this functionality to be stable and released. I will update this post when testing completes on server transferring. Note that brands and village permissions are lost on transferring animals attached to tokens because they are tied to villages that don't exist in the new server. In version 0.5 additional server transfer logging has been added and there is an option to disable transfers but if a player transfers with tokens on a boat (despite the warning) those tokens will be lost. Tokens on the player will be available when the player comes back to the originating server. This mod was created because I thought it was an interesting idea when I read Razor's request in this thread. I am providing it for no charge and have removed all donation links. Release Latest Release on github Readme on github Changelog on github Credits ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. Razor for requesting the mod, showing there was interest and providing good ideas. Instructions (Copied from Readme link above) Download StableMaster.zip Extract StableMaster.zip into Wurm Unlimited server folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited Dedicated Server). The StableMaster.jar file should end up in mods/StableMaster/StableMaster.jar. Optionally modify the properties. Start the server and connect. Effects (Copied from Readme link above) Adds a new NPC to the game, Stable Master. By default the Stable Master is assigned an auto-generated template ID. This can be overridden to set a specific ID by setting "specifyStableMasterId=true" and setting the ID as "stableMasterId=". You can right-click the Stable Master while leading one or more animals and use the "Exchange animal" action to have the animals exchanged for Animal Tokens. There is a fee (configurable) associated with exchanging each animal into an Animal Token. The Animal Token weighs what the animal weighs (which can be excessive). There are configuration options to limit this to a minimum ("animalTokenMinimumWeightGrams") and a maximum ("animalTokenMaximumWeightGrams") value. Note that the maximum is applied after the minimum in case the minimum is larger than the maximum. The Animal Token takes up the volume of a corpse by default but is configurable (X, Y, Z in centimeters.) By default the Animal Token is assigned an auto-generated template ID. This can be overridden to set a specific ID by setting "specifyAnimalTokenId=true" and setting the ID as "animalTokenId=". You can right-click on the Animal Token and use the "Redeem animal token" action to turn the token back into a animal at your current location. The Animal Token can be loaded onto boats by activating the token, right-clicking the boat and selecting the "Load animal token" action. By default the token cannot be loaded onto rowboats or sailboats but this is configurable with 'enableSmallBoatsLoad=true'. The Animal Token can be unloaded from a boat by right-clicking on the token in the boat inventory and selecting the "Unload animal token" action. Disabled by default, there is an option to enable directly right-clicking on a led animal and using the "Exchange animal" action for no cost. To enable set "enableNoNpcExchange=true" Video Youtube video showing partial usage from an early release when it uses mounts not lead animals (I need to update this at some point but it takes time to make good short videos): Have fun! -Tyson
  22. Download (GitHub) Requires SinduskLibrary version 1.5 or higher. DUSKombat is a full system rewrite for combat in Wurm Unlimited. It eliminates CR for combat calculations and replaces them with new calculations focused on increasing the meaning of fighting, weapon, and shield skills. Installation of this system is not to be taken lightly, and should be considered carefully before implementation. This dramatically changes how combat is done in the game and may not be applicable to existing servers. D.U.S.K Overview The D.U.S.K system is a full combat redesign with the intention of making combat more active and engaging. The secondary intention of this new system is to open up new strategies and tactics for combat, rewarding proper preparation and execution for each encounter moreso than simply having the "best" gear and stats. Finally, this improves the combat log to increase clarity. The colors able to be used in the combat log were fairly limited, but I've done the best I can with what I have available. New Combat Flow The previous combat flow was as follows: Swing -> CR Hit/Miss -> (Shield Block) -> Parry -> Dodge -> Glance -> Damage The new combat flow is now: Swing -> Accuracy -> Dodge -> Critical -> (Shield Block) -> Parry -> (Secondary Parry) -> Glance -> Damage Swing - The beginning of an attack The swing step is mostly unchanged from the previous combat system. However there are a few details that should be noted. Swing timers for secondary weapons no longer only applies after the first combat round. Secondary weapons now swing at 40% of their standard rate, down from 50%. This includes headbutts, wingbuffs, etc. from creatures. Stamina loss when swinging a weapon (hit or miss) has been adjusted. There is now a base stamina cost, instead of being entirely dependent on the weight of the weapon. Weapon weight is now less of a factor in stamina loss than previously. Total stamina cost is now modified by fighting stance. Aggressive requires 20% more stamina per swing, and defensive requires 20% less stamina per swing. This should make aggressive a high stamina cost way to deal lots of damage quickly, while defensive is more oriented towards lengthy combat or draining the opponent of stamina. Creatures now turn towards the target when they attempt a swing. They will only turn when they attack, meaning that getting behind a creature after they swing for a bonus is now a more viable option. This improves Web Armour's effectiveness because after they land a hit, their next attack is further delayed, giving you a larger opportunity to obtain backstab attacks. This will make identifying the target that a strong creature (unique etc) is attacking much easier. Accuracy - Hit/Miss Whether you hit or miss is no longer a pass/fail based on Combat Rating. Instead, each successful swing will create an "accuracy" for that attack. This accuracy check uses the weapon skill. The accuracy will help determine how effective some defensive measures are, and also give additional bonuses for extremely accurate strikes. Failing the accuracy check will result in a miss. Players with very low skill (less than 20) in their weapon will likely notice about a 60/40 rate of hit/miss. Players with mediocre skill (around 50) in their weapon will likely see about 80/20 or 90/10 rate of hit/miss. Players with high skill (more than 70) in their weapon will almost never fail the accuracy check, and generally have high accuracy rolls on their attacks making defensive measures less effective. Positive Factors:Weapon Skill, Fighting Skill, Height Advantage (above opponent), Flanking (behind opponent), Focus, Mounts Negative Factors: Height Disadvantage (below opponent), Vehicle (cart/wagon/etc.) Beneifical Buffs: Truehit, Nimbleness Dodge - Avoid the attack as a defender Dodge is no longer a rare RNG-heavy occurrence, and instead a core mechanic of combat. The defender checks their fighting skill against the accuracy of the attack in order to determine their chance to dodge. The defender body control also plays a critical role. Dodge chance is highly modified based on current stamina of the defender. If the defender has no stamina, they are extremely unlikely to dodge. All creatures (including NPC's) have stamina and can be affected by this change. Uniques, titans, rare spawns, and some other creatures that used to have extremely high combat rating are immune to this effect. Positive Factors:Fighting Skill, Body Control, High Stamina Negative Factors: Attack Accuracy, Low Stamina Beneficial Buffs: Willowspine, Excel Critical - Double Damage & Defensive Bypass Critical strikes are now available in both PvE and PvP, on both sides of combat. Players can critically strike creatures, and creatures can critically strike players. Critical strikes instantly 1.5x the damage being dealt, and bypasses all further defensive checks (parry & shield block). Only a dodge will prevent a critical strike. Factors at play can raise critical strike chance under very specific conditions up above 10%. Truestrike (from the sorcery) grants a guaranteed critical strike. This comes with the benefits of bypassing defensive checks. Critical strike chances aren't in a very good spot (using default calculations) and I'd like to adjust how they function before diving into specific factors. Parry - Block damage via your weapon Parry no longer has a "cooldown" based on RNG and the weapon skill now plays a larger factor in determining whether you parry. Instead of a cooldown, each parry will incur a low duration debuff that reduces your chance to parry. The debuff for parry is called "Clumsiness" - you can ignore the description saying it reduces combat rating. The duration of the clumsiness debuff is determined by the amount of damage parried. Parries on very light attacks will incur very low duration clumsiness, and high damage attacks will incur higher duration clumsiness. Duration is tied entirely to the amount of penalty to parry you have. Longer durations will incur higher penalties, and as the debuff wears out, your chance to parry increases. Clumsiness caps out at 25 seconds maximum. This cap should only be reached through excessive parries of high-damage attacks. Most common attacks will only incur a few seconds of parry debuff. Swords have a bonus that applies only half the duration when parrying. This makes skilled swordsmen extremely effective at parrying. This debuff applies to NPC's as well as players. Parry chance is moderately affected by stamina. As your stamina decreases, your chance to parry also decreases. Fighting skill now plays a significant role in assisting your parry rate. Higher fighting skill will allow for much easier parries. Parry is directly affected by the attack accuracy. High accuracy attacks will be very difficult to parry. Parry rate per weapon has a direct effect on the difficulty of parry. It will be extremely unlikely to parry with a weapon that has a low parry rate, unless the wielder is extremely skilled with it. Positive Factors:Weapon Skill, Fighting Skill, High Stamina, Weapon Parry Rate Negative Factors: Attack Accuracy, Low Stamina Beneficial Buffs: Excel, Nimbleness Secondary Block/Parry - Block damage via your offhand or shield Blocking with a shield works similarly to the new parry. The debuff is instead called "Exhaustion" and works identically to the parry debuff, but for shields. Parrying with an offhand is modified by the same systems that govern primary weapon parry. However, there is an important note. Clumsiness with a weapon is based on the weapon type, and not the actual weapon. For example, dual wielding warhammers will share Clumsiness between the two of them. However, if you were to wield a warhammer and medium maul, their Clumsiness debuffs would be applied individually when each one parried. This gives the option to focus on obtaining high skill with a single weapon type and giving yourself two rolls to parry (while sharing the penalty), or to diversify your weaponry and give yourself optimal defenses without sacrificing offense. Offhands have double penalty from the Clumsiness debuff. This will not affect the duration applied when they are used to parry, but will affect their rate of parry when the Clumsiness debuff is active. Blocking with shields is now heavily affected by stamina. As your stamina decreases, your chance to block also decreases. Glance - Doubling Down Armour DR Glance does not work like how it used to. Instead of completely avoiding damage, it mitigates damage significantly. Glance rates are identical to before, meaning a glancing blow can occur as often as the previous glance rates would against the same incoming damage types. Damage reduction for glancing attacks is scaled linearly based on QL of the armour, from 0% at 0QL to 2/3 (66.6%) damage reduction at 100QL. This is 0.66% reduction per QL. This means an 80QL armour will reduce damage by ~53.3%, and 90QL armour will reduce damage by 60% on glancing attacks. Damage - The step towards death Damage calculations are mostly the same with some minor optimizations and efficiency changes. Chance for a wound to stack on top of an existing wound at the same location has been increased from 70% to 80%. This should cause less total wounds throughout combat. Damage calculations for Frostbrand and Flaming Aura have been adjusted to 0.35% damage per power, up from 0.333%. Elemental Immunity from Path of Power is no longer pure immunity to elemental damage. Elemental Immunity now grants 20% additive reduction to elemental damage per level after 8 (20% at 9, 40% at 10, 60% at 11, 80% at 12, and full immunity regained at level 13). This change was made due to how many creatures are now utilizing elemental damage types in combat, including Titans. Players were able to fully ignore the damage of Ifrit by activating Elemental Immunity while fighitng him. This included immunity to his Smite spell. Incoming PvP damage will be reduced by half the amount at each level (10% per level after 8). This caps out at 50% reduced damage while Elemental Immunity is active at Path of Power level 13. New verbs have been added to the vocabulary for combat damage messages. They are now as follows: Strength: unnoticeably, very lightly, lightly, hard, very hard, extremely hard, deadly hard, brutally hard, fiercely, viciously, savagely, +2 more to find. Damage: tickle, slap, irritate, hurt, harm, damage, injure, cripple, maim, mutilate, +2 more to find. Miscellaneous All combat messages have been updated with new and improved multicolor lines. These contain more information about combat and try to distinguish important information through color. Special moves are now available to use as soon as you enter combat. Weaponless secondary attacks no longer occur for players if they have a weapon equipped. Secondary attacks for NPC creatures are fully unlocked. Creatures with many secondary weapons (such as dragons) will now utilize their whole weapon arsenal without holding back when attacking. Armour now takes roughly double the amount of damage in combat from before. Missing with a weapon will now play a miss sound. Gone is the awkward silence of diceroll combat. Focus now reduces incoming damage slightly at every level instead of only at Supernatural stage. Total damage reduction has been reduced. Salves/potions that change damage type now override Venom's damage type change. However, Venom will still apply it's poison to the wound, allowing fire/cold/acid wounds to be poisoned. Critical attacks now have a new message stating that they were critical strikes. Bug Fixes Wind of Ages/Blessings of the Dark no longer overrides Frantic Charge for increased swing speed. Thornshell now reflects damage when used on NPC creatures. Weapons now take damage when used by creatures (shod clubs etc. will now drop damaged from the troll using it in combat). Damage from elemental enchants now ignore the damage threshhold. They now deal full damage regardless of the armour of the enemy. Aura of Shared Pain and Web Armour now both apply their effects if they exist on an armour, instead of Aura of Shared Pain taking priority. Stacking infection on a wound no longer randomizes it's value twice. It instead only rolls the random value once. Dominated creatures dealing damage now counts as PvP for the purposes of damage reduction from body strength and similar.
  23. "This Wurm Unlimited server project is my attempt at doing something for the gaming community and building something big online. Best thing that can happen is a community of players finding new friends." This is a server open for everyone who is looking for like minded players, enjoying a round of wurm or finding new friends to play with and build something meaningful together and serves as a place where you can retreat from the stressful life and dive into the world of Wurm and be whoever you want to be." - Arathok [GM] Server Features: - Custom 2k Map - X3 Skill, X4 timer - 25% Aggro, 25k Animals (going up systematically) - Free Deed - Lowered Upkeep - No Priest Restrictions - Libila available for everyone - Bounties and burning corpses for Karma! - Treasure Map Hunting! - Hunt of the Ancients - Password Protected - Get your crafting skill to 50 and get a free Merchant! - Monthly in-game meetings, democracy and voting on server matters. - Friendly GM and community! Hardcore Start: - All Skills start at 1. - Characteristics start at 7. - Starter Gear - Shovel, few branches, some rocks and pocket money. Important Links: Discord - discord.gg/KWAV5YZ Custom Map: Current Mods [13/01/2020]: Server Skills Progress [13/01/2020]: Server Password:
  24. Indy server is down. Please fix. Thanks 🙂 TeeeBOMB Server up thanks.
  25. Indy went down. Looks like everybody got kicked. Please fix. 🙂 Thanks TeeeBOMB