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Found 11 results

  1. A few days ago I dominated a champion troll, to keep as a pet. I put it in a 2x1 locked pen on-deed near my house, and branded it. It went wild (stopped being my pet) a few times, once wile I was online, several times when I was not online but I'd re-dominate it without any issue. This morning though, I saw these messages in local, which surprised me: [12:35:16] <Spirit templar> I'll take care of adolescent champion troll! [12:35:16] <Spirit templar> I'll help you with adolescent champion troll! And a bit later: [12:42:41] <Spirit templar> I'll take care of adolescent champion troll! [12:42:41] <Spirit templar> I'll help you with adolescent champion troll! I ran over to the pen, which had one gate (still locked) and found that one of the pen's walls was missing and the troll was loose on the deed but in bad shape, having killed both spirit templar. I had another villager tank it while I re-dominated it It is still alive, and it still has a brand. By the time the guards re-spawned I had dominated it again. After the incident I created a support ticket, and was eventually told to make a post here. What puzzles me about this is that while the spirit templar are set to attack hostile creatures on this deed (they kill all the random crabs, etc. that wander in), I believe a branded hostile creature isn't attacked due to being branded, otherwise this would have happened the first time it stopped being my pet on-deed. I have a couple theories about why this could have triggered: Perhaps the spirit templar wandered into the troll's pen, got engaged by the troll, and that got the other spirit templar to react to it? Wurmpedia says trolls can bash, perhaps it bashed a fence and that is what got the guards against it? Either way, I am puzzled by the two sets of templar local chats. in case the pen setup is important: Deed is Port Crescendo on Cadence north wall of pen (the one that got broken) high roundpole fence, single digit ql if I recall correctly east walls of pen, both high roundpole fence, no damage, 6-7ql West walls of pen: my house, both are timber framed walls, 20ish ql, no damage, house is locked (the door is several tiles away from the pen though) south wall: roundpole fence gate, locked, no damage, 6 or 7 ql. both tiles of the pen were grass growing wild, and there were two orangewood grape trellises planted along the house walls. The southern border of the deed is 1 tile south of the southern gate of the pen In case the troll is important: Female adolescent champion troll was neither starving nor fat at time of escape. Potential steps to reproduce: If it was a case of the templar wandering into the troll pen, a small deed, with a branded hostile troll and a ton of spirit templar, and no walls on deed would probably get a templar to wander in pretty quick
  2. RIght now, there are waggoneers, taking jobs from lowly wurmians just trying to eek out a living. The only skills these poor peasants have is a heartbeat the the ability to drive a large cart. So I say take it to the waggoneers! We should be able to bash their containers! It is made of wood, gets in the way and can be secured. We should be able to hack them into pieces and fuel the fire that is our rage. I suggest we allow players to bash wagoner containers, as they can meddle with the highway system.
  3. Hello, I play on a server and we regular players play on other people's servers and we suggest mods to the owners and they look into them before adding. I always look at the mods however I don't know if anyone suggested this yet. If so, well I'll just bring it up again. I'm sure many want the same mod. But it is that we all can't use "disintigrate" to destroy veins. Instead, we would ask a fellow staff of our server since we cannot hit to destroy them in 1 hit like GMs can. Sure we can simply mine them, but would you, yourself spend most of your time completing thousands and thousands of actions to destroy a vein, and having too much of stuff you won't use like sandstone, copper, almost everything? We've all been there, sooo much lol. So I like to have a mod that will allow us to use a blunt wep like a large maul to destroy veins that are in the way by ourselves so GMs arnt helping with them. They may help to be helpful, but it's not rlly their job to hop around destroying veins for players who are too lazy. And sometimes, GMs don't have the time to come on, or come by every time. This is what I would suggest. Thank You.
  4. Issue #1: I placed cats and now trying to remove, on deed, with full permissions, but it is treating it like someone else placed one off deed. Have to bash it out with multiple hits. Issue #2: When attempting to do work in a catseye protection tile, nothing happens and no errors in event to let you know why. Please put in some event messages. This particular challenge was an attempt to strongwall collapse a tile.
  5. Please reduce the sound of destroying sounds! If someone on deed is bashing, even if far away, it still sounds as they are bashing my house door. At least an option in the settings, just for certain sounds, as destroying would be really great addition to reduce annoyance!
  6. As it sais on the tin, a GM recommended that i report it. Deed holder and role settings are ineffective against Pylons. ty
  7. I don't know about you guys, but my first approach to the new highways was a real mess and now I have to spend so much time to bash and replace waystones and catseyes in the right way. I know they are so hard to bash just because they have to protect the highways; because of this I would like if they were more easy to bash at least for the one who planted them, to clean faster the mistakes
  8. Is it possible to mod additional key bindings (to use with console command "bind 1 <keybind>") to Wurm Unlimited? There are several missing keybinds from the base game, like Taunt, Archery Shoots, Riding a horse (there is EMBARK_COMMANDER but only works with carts and ships). Also keybinds for special moves don't work properly, DESTROY_FENCE doesn't work, etc. It would be awesome if those can be modded in without waiting for Devs to do it, if they do it. Moved from Unlimited Questions and Confusions
  9. Before the map reset, it was possible to bash any guard tower, even same kingdom ones. On the new map, you can only bash towers in your own village, similarly to home servers and freedom.
  10. If being fat now has a negative impact, we need to decouple nutrition and skill gain from it completely. Also, how about making our characters look fat? Shouldn't it also make us run slow? More prone to disease? Armor more likely to take damage from bending down to tie our shoes? Take more damage from falling? More resistant to drowning damage? Stam drain happens much faster?
  11. It always seemed off having separate skills for shields of different materials. Not to mention it limits by concept having shields made from other materials. Having it separated by size does make sense, especially for smaller shields or bucklers. Tortoise shields and so on. Shields and the skills for them should be sorted into three main groups: Large, Medium, and Small. The materials they are made from can still play a role: wood is lighter, faster, easier to make, and takes dmg easier. Metal by comparison heavier, slower, takes dmg better. The current shield skills... unsure how they could be dealt with. One could just go with the higher of the two wood and metal skills and discard the lower. It could be calced how the skill progression could have gone for one skill from the two. In the area of shield attacks, shield bash can stay along with another skill/attack Rim Strike, Shield Strike, or whatever one wants to call driving the rim of a shield into someone. Whether automatic attacks with a shield or bound to keys?