Search the Community

Showing results for tags 'bugs'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Website News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Wurm Unlimited
    • Unlimited Discussion
    • Server Listings & Advertisement
    • Unlimited Modding
    • Technical Issues
  • Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gmail


Facebook


Twitter


Discord


Skype


Instagram


Snapchat


LinkedIn


Reddit


YouTube


Yahoo


MSN


Website URL


Location


Interests


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Acc1


Acc2


Acc3

Found 61 results

  1. Poll here. Since we are getting a new update patch and there are still bugs originating 5+ years ago, I thought it would be rather nice if the devs focused on fixing bugs for awhile instead of adding more bloat to the game.
  2. Errors around roads

    As of the last update, I see these odd squares and triangles of different textures around my roads. It seems to be on tiles that are half paved.
  3. List of bugs I noticed

    As the title says I will be listing all the bugs I come across etc, here we go Sacrificing overrides any current action that a player is doing. (e.g. player is casting an enchant and presses sacrifice, sacrifice overrides the current action) Dragging items from BSB's/FSB's/Crates, etc. displays this message = [16:09:22] You selected 2147483647 and [16:09:22] You may not carry that weight. Not allowing a player to drag heavier objects (rock shards etc.) from such storage to inventory Mailing large amounts of items to a player in one go causes the player to DC/Crash (e.g. 60 satchels FULLY filled with garlic) Will add more when I see any.
  4. Permission System PVP Bugs

    EDIT: Many of the bugs in this thread are still not fixed after all these years since the introduction of the new permission system. I will post the confirmed-as-still-broken bugs immediately below. I will leave the old post as part of this thread, and will adjust the bugs reported in it by crossing out things that are fixed, changing text to red for things that are confirmed as still broken, and leaving as black text things that we are unsure of. Bugs confirmed to still exist since this thread was originally made: Leading on enemy deeds Problem: We cannot lead any untamed horses on enemy deeds, even as unlawful or without Templars, which means we can not raid horses to use for PvP or raiding homeservers How it used to work: You could lead horses on enemy deeds at any time, even if the templar was alive and the permission was not allowed, because why would you abide by an enemy's laws? A solution: Either have enemy deed laws not apply to players not of their kingdom, or require a templar to be alive to enforce the laws. In the past laws didn't take effect unless a templar was alive, which meant you could kill a deeds Templars to break laws as any kingdom, but this is no longer the case, making raiding often either much more difficult or even impossible in certain situations if you are same kingdom Note: Horses can currently be lead by using a bind to do the action, but unless you have LEAD bound to a key, there is no way to lead horses, and lead does not appear in the right-click menu. Unable to take from bsbs in houses Problem: Bsbs/fsbs in houses often will not let you take from them (even without a lock), as when you try to drag their contents to your inventory it responds "You must use steal to do that.", but there is no way to use steal on the contents of a bsb. How it used to work: You would be able to take from bsbs inside houses A solution: Allow taking from bsbs inside houses, and if the house owner wants permission control or security over their bsb, they should attach a lock, rather than having 100% secure moonmetal/drake/etc storage by default/bug. Unable to steal items from houses you lockpick into Problem: You cannot use steal inside of houses you lockpick into, even off deed. Steal is only possible if at least one of the house's walls are destroyed, so that the permissions do not take effect. Right now on PVP you get the message "Stealing is punishable by the death penalty in these lands and you decide not to." even if you are on unlawful. How it used to work: You could steal from inside of undamaged houses by right clicking and using the steal option. A solution: Allow stealing from inside of houses on PVP by going unlawful. Non-tame/non-branded horses not moving after relogging Problem: When you crash or have to relog and you are on a non-tamed/non-branded mount while in combat you can't move unless you dismount the horse. How it used to work: Never happened prior to the perm system change. When relogging on a horse it worked as usual. A solution: Allow any ridden mount to move after relogging. This is most likely a bug with the permissions system seeing you don't personally "own" that mount. Note: This often also happens if you get relogged by the game when the embark bug happens. If it happens from the embark bug, disembarking the horse will also bug you and cause you to relog, and then the next time you embark on the horse it will be unable to move. If the embark bug happens to you while on an enemy deed, it will make you momentarily leave the world, and when it reconnects you, you end up outside the enemy deed. This could easily be abused in PVP by repeatedly embarking and disembarking your horse until the embark bug happens, to get teleported outside the enemy deed, and escape your attackers. Can't drag same-kingdom locked boats Problem: You cannot drag locked boats, even if they aren't moored. How it used to work: You could drag same kingdom locked boats unless they were moored. A solution: If a boat isn't moored and doesn't have a captain, we should be able to drag it. If you want to prevent a boat from being dragged, you should have to moor it. Receive hunted status for attempting actions in lawful Problem: Now receive hunted status for attempting actions you aren't allowed to do, even though it prevents you from actually doing the action, and even though you are in lawful mode. How it used to work: If you were in lawful mode it would prevent you from doing things you weren't allowed to, and it would not penalize you since it prevented you from doing the action. A solution: Do not penalize/set players hunted for actions they attempt while in lawful mode. Note: An example of something that causes this is using a lead bind on a deed that disallows leading, while in Lawful. It will fail to lead the horse, but you will become hunted anyways, despite being in Lawful. Old post below: -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ever since the new permission system was added, many things that were normally possible on the PvP cluster Epic became impossible. Many of these problems seem to be unintended bugs, and numerous complaints have been raised about them, but for the most part they have still not been fixed. This thread is for compiling a list of all of the permissions issues that epic has experienced since the addition of the new permission system, and ways that game mechanics have changed for the worse or become impossible under the new system as opposed to the old. As you post your discovered permissions bugs and complaints, I will add them to this post. Format your replies like Problem: How it used to work: A solution: Before you get into reading these, here are the most important issues that would clear up a lot of these problems: LAWS SHOULD NOT BE UPHELD UNLESS THERE IS A LIVING TEMPLAR TO ENFORCE THEM. PERMISSIONS SHOULD NOT BE UPHELD UNLESS THERE IS A LOCK ATTACHED. THE OPTION TO BREAK THE LAW MUST BE AVAILABLE. New permission system issues: Laws are upheld without live templars Problem: Deed laws are enforced even if the deed hired no templars, or even if all of the templars are dead. This has been very abusable by unjustly making actions impossible, and has allowed enemies to use deeds on homeservers in order to prevent their boats from being picked by defenders there. How it used to work: Living templars were required for deed laws to be enforced, and to break the law you had to kill templars before doing illegal actions, or go unlawful and break the law, thus putting you on KOS. If the deed had no templars, then you could do whatever you wanted. A Solution: Make deed laws take no effect on pvp servers unless there is a living templar. Allow players the option to break the laws, with the consequence that the templars will attack them and KOS them on that deed. Leading on enemy deeds Problem: We cannot lead any untamed horses on enemy deeds, even as unlawful or without Templars, which means we can not raid horses to use for PvP or raiding homeservers How it used to work: You could lead horses on enemy deeds at any time, even if the templar was alive and the permission was not allowed, because why would you abide by an enemy's laws? A solution: Either have enemy deed laws not apply to players not of their kingdom, or require a templar to be alive to enforce the laws. In the past laws didn't take effect unless a templar was alive, which meant you could kill a deeds Templars to break laws as any kingdom, but this is no longer the case, making raiding often either much more difficult or even impossible in certain situations if you are same kingdom Note: Horses can currently be lead by using a bind to do the action, but unless you have LEAD bound to a key, there is no way to lead horses, and lead does not appear in the right-click menu. Unlocked unowned vehicles can't be boarded on deeds Problem: You cannot embark on an unlocked vehicle on a deed if it doesn't have you in its permissions, even if its unlocked, you are unlawful and the deed has no templar How it used to work: Unlocked vehicles were always usable by anyone, because a lock should be required to enforce their permissions. This allowed for picking and taking vehicles, which now became impossible. A solution: Don't enforce vehicle permissions unless it has a lock, and dont enforce deed permissions unless it has a live templar. Can't remove locks Problem: If you are not the owner of something (chest, cart, boat, bsb, etc), you cannot remove the lock with the key anymore. The detail of an object having an imaginary owner preventing you from removing a lock with the key is immersion breaking, especially when you can already access it's contents by opening it while holding the key. You are also prevented from sailing any boat you find the key to, you may only access the hold. How it used to work: If you found the keys to something you could use them to remove the lock without needing to pick it. People often held onto high ql keys they found and over time would figure out what they went to. You could also board and sail ships as long as you held the key. A solution: Enable removing locks from objects by using the key on PvP servers Unable to take from bsbs in houses Problem: Bsbs/fsbs in houses often will not let you take from them (even without a lock), as when you try to drag their contents to your inventory it responds "You must use steal to do that.", but there is no way to use steal on the contents of a bsb. How it used to work: You would be able to take from bsbs inside houses A solution: Allow taking from bsbs inside houses, and if the house owner wants permission control or security over their bsb, they should attach a lock, rather than having 100% secure moonmetal/drake/etc storage by default/bug. Unable to steal items from houses you lockpick into Problem: You cannot use steal inside of houses you lockpick into, even off deed. Steal is only possible if at least one of the house's walls are destroyed, so that the permissions do not take effect. Right now on PVP you get the message "Stealing is punishable by the death penalty in these lands and you decide not to." even if you are on unlawful. How it used to work: You could steal from inside of undamaged houses by right clicking and using the steal option. A solution: Allow stealing from inside of houses on PVP by going unlawful. Can't target same kingdom templars Problem: You can't target same kingdom templars in order to kill them and break laws. You first have to be KOS'ed somehow in order to autoretaliate to kill them, during which it won't let you change targets to a different templar, it only lets you kill the one that attacked you first, and then the next one to hit you after its dead you then autoretaliate to, etc. Not even the mayor can target his own deed's templars. How it used to work: You could go unlawful in order to target and kill same kingdom templars, in order to break same kingdom deed laws. A solution: You should be able to target same kingdom templars by going unlawful. Can't lockpick same kingdom doors Problem: You cannot lockpick doors of houses owned by a player in the same kingdom as you on elevation. How it used to work: You could lockpick any door or gate by going unlawful. A solution: Allow lockpicking same kingdom doors/gates by going unlawful. Note: Fixed Non-tame/non-branded horses not moving after relogging Problem: When you crash or have to relog and you are on a non-tamed/non-branded mount while in combat you can't move unless you dismount the horse. How it used to work: Never happened prior to the perm system change. When relogging on a horse it worked as usual. A solution: Allow any ridden mount to move after relogging. This is most likely a bug with the permissions system seeing you don't personally "own" that mount. Note: This often also happens if you get relogged by the game when the embark bug happens. If it happens from the embark bug, disembarking the horse will also bug you and cause you to relog, and then the next time you embark on the horse it will be unable to move. If the embark bug happens to you while on an enemy deed, it will make you momentarily leave the world, and when it reconnects you, you end up outside the enemy deed. This could easily be abused in PVP by repeatedly embarking and disembarking your horse until the embark bug happens, to get teleported outside the enemy deed, and escape your attackers. Can't drag same-kingdom locked boats Problem: You cannot drag locked boats, even if they aren't moored. How it used to work: You could drag same kingdom locked boats unless they were moored. A solution: If a boat isn't moored and doesn't have a captain, we should be able to drag it. If you want to prevent a boat from being dragged, you should have to moor it. Alliance/Citizen permissions on vehicles don't work off deed Problem: Added alliance Command, Passenger, Open, and Drag permissions to a sailboat. Nobody in my alliance was able to use it. Had to add them individually by name. The boat was off-deed at the time and later was able to allow Alliance/Citizens to board when the boat was on a deeded tile. How it used to work: Alliance/Citizen permissions applied to members of your alliance, allowing them to use your vehicles whether they were on deed at the time or not. A solution: Allow the Alliance/Citizen allow permissions to work off deed. We need to be able to board on our allies' boats for PvP without having to stop before a fight and manually add each individual person, wasting lots of time. Cannot load unowned planted objects Problem: Cannot load planted objects you do not own, even if you are enemy. How it used to work: You could take planted objects by loading them anytime if you were enemy, or when the laws allowed you/went unlawful as same kingdom. A solution: Allow loading of planted objects if enemy, or subject to the laws/lawfulness if same kingdom. Receive hunted status for attempting actions in lawful Problem: Now receive hunted status for attempting actions you aren't allowed to do, even though it prevents you from actually doing the action, and even though you are in lawful mode. How it used to work: If you were in lawful mode it would prevent you from doing things you weren't allowed to, and it would not penalize you since it prevented you from doing the action. A solution: Do not penalize/set players hunted for actions they attempt while in lawful mode. Alliance/Citizens of "" deed permissions don't work right on buildings Problem: If you have alliance/citizen permission to access a building, then log off until you leave the world and log back into that building, it ejects you from the building as if you don't have permission to it, and on a PvP server that means falling out of your longhouses, down off of your dirtwalls, to splat on the ground and die hundreds of slope below your deed. How it used to work: You were not ejected from buildings if you had permission on them. A solution: Do not eject players from buildings upon logging in if they have Alliance/Village enter permission. Old permissions issues (not from the new permission system) that don't belong on a PvP server: Can't sacrifice on enemy deeds (or friendly ones where you're KOS'ed) Problem: You cannot sacrifice anything (items or animals) on an enemy deed. There isn't really a reason we shouldn't be able to do this unless the templars are disallowing it. A solution: Allow sacrificing on enemy deeds as long as the templars are dead.
  5. This is mostly obvious already, but here goes: Rift Items are not working or functioning as intended: Confirmed Not Working: Short sword bracelet - This bracelet has the symbol of a short sword engraved. It is very stable and has much energy left. It can not be improved. Huge sword bracelet - This bracelet has the symbol of a two handed sword engraved. It is very stable and has much energy left. It can not be improved. Socketed Ring - This ring has a socket for a gem. You could add a gem in the empty socket. It is very stable and has much energy left. It can not be improved. Bracelet of Inspiration - The aura around this bracelet emits enhancing magic. It is very stable and has much energy left. It can not be improved. -------------------------------------------------------------------------- Unconfirmed: Artisan Necklace - A delicate necklace with artisan symbols. It helps improving items to a higher level. It is very stable and has much energy left. It can not be improved. Dark Ring - A dark ring that blends unnaturally well into any shadows. It can not be improved. ------------------------------------------------------------------------- Seems to be working: Necklace of focus - A large symbol of inner strength hangs from this necklace. It is very stable and has much energy left. It can not be improved. ------------------------------------------------------------------------- Missing from list: 1)Long sword bracelet. 2)That ring that detects stealth mode easier. 3)That other ring that prevents swimming damage. I am 100% sure I am missing some items besides shoulders. I can't seem to find the rest of them as they are somewhere in the abyss of rift items. Will check more later. Shoulder pads are a different story. Please look into this when the time becomes available. It has been quite a while and this is something everyone can enjoy. Thank you!
  6. Valrei International. 043

    “To get to sleep I keep telling myself there is no such thing as giant spiders. I’d even half believe it myself if not for the one staring at me through the window.” - Lady Bell at the dig site Hi Everyone! A short recap this week as we're busy working with any issues that have arisen from the update. We'll continue to keep an eye out for them as they pop up over the weekend and address them accordingly but first! Patch Notes Skillgain on epic with the change of the skilling system on epic many are reporting lower tick sizes. This is to be expected to a degree as tick frequency has increased, but we'll continue to look over it all and make tweaks as necessary. This is an ongoing thing, and may take a few updates to get to a point where it's where we want it, we'd rather not overshoot and have skillgain far too high, forcing us to reduce it and cause further issues down the line. We'll be looking at it over the weekend with changes coming for it fairly soon Low memory client We're aware of the issues the low memory client is having, and are looking at getting it up and running again. We expect to have this out by some point during the weekend. Epic to freedom transfers Unfortunately we had to delay the epic to freedom transfers, but they will be our next focus, with the launch of that happening within the next few days. Once this has been ensured to work smoothly we';ll be doing an update to make the necessary adjustments to skill and players should be able to cross freely and easily. Wagoner contracts One thing we encountered that we didn't expect is wagoner contracts not appearing on existing traders. We'll be looking at addressing this for existing traders, but in the meantime have reset the traders at start deeds to stock the contracts, so if you want to grab one, head down to your local starter deed and pick it up! We'll be keeping our eyes out for issues to address, so we may need to hotfix at some point over the weekend, depending on any issues we encounter, but will continue to work on ensuring that we can pack as much into them as possible, limiting issues and downtime for you all to enjoy the new features! Until then though, thank you for all your support and patience while we iron out the greenish code bugs from this update, and as always, keep on wurming! Retrograde & the Wurm team
  7. Can't play the game at all

    Hi. when I started the game, after updating, I saw this error: Unexpected crash while playing The error was: <class class.fNHAtXWsKH (in unnamed module @0x79ed47b9) cannot access class sun.nio.ch.DirectBuffer (in module java.base) because module java.base does not export sun.nio.ch to unnamed module @0x79ed47b9> It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you. Contents of console.log: Preparing to enable console logging. Now logging to D:\Games\Wurm\console.Aryann.log Time is Thu Oct 19 23:52:27 IRST 2017 Running client version 4.0.11 client build# fe89046ba811e0369695861823a5405671dbc014 client build time 2017-09-28 14:46 === System information === Executing from C:\Users\USERNAME\Desktop\ Operating system: Windows 10 (arch: amd64, version: 10.0) Java version: 9.0.1 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 9.0.1+11 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 8 === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 3 colorItemsDamage = true color_black = 0.0,0.0,0.0,1.0 color_cyan = 0.0,1.0,1.0,1.0 color_error = 1.0,0.3,0.3,1.0 color_fuchsia = 1.0,0.0,1.0,1.0 color_green = 0.4,0.72,0.47,1.0 color_grey = 0.5,0.75,1.0,1.0 color_lime = 0.5,1.0,0.5,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.58,0.04,1.0 color_outline_ally = 0.5,1.0,0.5,1.0 color_outline_friend = 0.5,0.75,1.0,1.0 color_outline_hostile = 1.0,0.0,0.0,1.0 color_outline_neutral = 0.5,0.5,1.0,1.0 color_purple = 0.5,0.0,0.5,1.0 color_red = 1.0,0.0,0.0,1.0 color_royal_blue = 0.5,0.5,1.0,1.0 color_silver = 0.75,0.75,0.75,1.0 color_system = 0.5,1.0,0.5,1.0 color_teal = 0.0,0.5,0.5,1.0 color_white = 1.0,1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0,1.0 compressed_textures = false compressed_textures_S3TC = true contribution_culling = 150 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:true:0:1024:768:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_vsync = false event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 3 key_bindings_source = 0 keyboard_layout = 0 limit_dynamic_lights = true loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_dynamic_lights = 8 max_shader_lights = 8 max_texture_size = 3 mega_texture_size = 6 model_loader_thread_priority = 2 model_loading_threads = 3 mount_rotation = false multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 2 reflection_texture_size = 2 reflections = 2 release_context = false release_context_on_jogl_sleep = false remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = false render_sun_glare = false render_vignette = false resident_models = false save_skills_on_quit = false screen_brightness = 0.0 screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 4 shadow_level = 0 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 5 sound_play_PMAlert = false sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = true sound_play_weather = true sound_play_work = true structure_render_distance = 3 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 4 use_antialiasing = 1 use_fast_clock_work_around = true use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Games\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 8 worker threads Using LWJGL display 1280:1024:0:0 (false) Setting up OpenAL Sound Engine OpenAL version: 1.1 OpenAL renderer: Software OpenAL vendor: Creative Labs Inc. OpenAL extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.1 Adapter info: C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_63f40b686fe9309f\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_63f40b686fe9309f\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_63f40b686fe9309f\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_63f40b686fe9309f\nvldumdx.dll (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 1050 Ti/PCIe/SSE2 OpenGL version: 4.5.0 NVIDIA 385.69 OpenGL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 GLSL version: 4.50 NVIDIA GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 124 (124) GLSL max lights: 8 (8) GLSL defines (4.5): #define USE_CLIP_VERTEX 1 Vertex/index buffer memory limit: 2048MiB Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Could not load splash image, using fallback. Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Oct 19 23:52:29 IRST 2017 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.IllegalAccessError: class class.fNHAtXWsKH (in unnamed module @0x79ed47b9) cannot access class sun.nio.ch.DirectBuffer (in module java.base) because module java.base does not export sun.nio.ch to unnamed module @0x79ed47b9 at class.fNHAtXWsKH.FZOk5L6Gfy(SourceFile:199) at class.hC4KQ2bHTa.FZOk5L6Gfy(SourceFile:214) at class.tXObAXuw39.FZOk5L6Gfy(SourceFile:1070) at class.tXObAXuw39.mMV5oPkCW(SourceFile:1051) at class.XIfUnFykbq.FZOk5L6Gfy(SourceFile:301) at class.XIfUnFykbq.<init>(SourceFile:257) at com.wurmonline.client.WurmClientBase.run(SourceFile:38264) at java.base/java.lang.Thread.run(Unknown Source)
  8. So, I came back after a while to this game, prem'ed just to find out that all my effort I've put into this game was a waste of time. Good job! Long story short: some time ago I settled on Xanadu at Glasshollow. I've build my pens and farms at Glasshollow perimeter which was all good. I put there my fences and repaired them and imped when needed. Just FYI, Glasshollow's never had build permission on, and it's fine, since I was able to build on the perimeter. The owner of the deed was/is fine with it too. So, after a little vacation I came back and saw some of my fences missing. And I went to rebuilding them. I put a fence back on and tried to imp it. And it told me that I cannot improve it (even I was able to build it!). Then I tried to repair old fences and got the same message. So, I submitted a ticket. A CM came, investigated into the issue and told me that I am not allowed to build/repair/imp on the perimeter if the deed doesn't allow it. BUT how come I was able to do all of these before for a year if it's not allowed to? Now, I still can build fences (even the perm says I cannot) but I cannot repair not imp it? When I asked if something has changed about it I got the answer that it's been like this for 2 or 3 years.. ????? This is such nonsense since I was able to BUILD and REPAIR and IMP fences on the perimeter just two months ago... Surely something's changed. Something in the code about it. But without any advance notice. And that probably should make me feel great about all the time I've put into my areas... NOT! Since I cannot do anything about it. The CM told me that no GM will contact me and that I shall start a thread on forums. 'Good' customer service! I must tell you - this is not the way you should attract old experienced players back into the game. I love this game. But such things just make me put it away on the shelves in hope that some day the devs would think before making such radical unthinking changes.
  9. I've been spending some time looking at the Beverages skill, and I believe wine-making may be bugged, When my Beverages skill was around the 35-40 level, making a full 45kg barrel of unfermented white white (difficulty: 30) and making a barrel of unfermented gin (also difficulty 30) revealed remarkably different results. I'd usually get something like something like 0.01 to 0.03 skill gain per 45kg with the wine but at least 20 to 50 times that skill gain (easily 0.30 to 0.50) per full gin barrel (in both instances using sleep bonus). This week, with my Beverages skill hovering a little under 60, I created 12 (TWELVE) full 45kg barrels of red wine (35 difficulty) and received roughly 0.02 skill gain (for all 500+kg). A couple of days later, I made one full barrel 45kg of unfermented rice wine (also 35 difficulty) and received 0.01 skill gain. That's 0.01 skill per 115(ish) maple+juice creation actions (not even count the effort required to grow, harvest and boil the maple sap and the effort required to grow and harvest and mash all the grapes/rice). Today, I made two barrels of strawberry gin (also 35 difficulty, while my skill is at 60) and got about 0.35 skill. It's pretty obvious to me that wine making has not received the attention other culinary areas of the game have received. Bugged as ######, in other words. If it's not a bug, I'd love to hear why the game is rigged against wine.
  10. Citadel

    Error 524 Ray ID: 2bffe2e8247e092c • 2016-07-10 00:28:36 UTC A timeout occurred Fix your service please!! IM going to start posting negative reviews until you fix your oversubscribed service. Second time this week ive been unable to access my servers via the console and NO updates on your webpage... You NEED to work on your customer service! Server Consoles
  11. Everytime i have gone to upload a profile picture it says 'forum.wurmonline.com is unable to handle this request' why is this? do i need permissions to update it lol
  12. Could someone please tell me how to put freedom as a kingdom to choose on top of the list when joining the server. EXAMPLE : http://imgur.com/a/Y9IwV
  13. The Devil is in the Details

    Many of you will know, I often poke for new content (priest content!) But I reckon we've hit a point where the existing features of Wurm need refining somewhat (there are more bugs in Wurm than there are cave bugs on all servers (probably due to a bug)). Wurm is essentially one big bug at the moment, literally half of the features most of us rely on during day-to-day play are probably bugs. What would be nice is a full year of dedicated, solid, bugbusting. Literally a statement of policy that there will be no new features for the coming year (maybe minor ones to fix certain issues), just a full year spent bugfixing. As an aside ``bugfixing'' doesn't mean `repeatedly kick your players in the teeth by removing features to make the game less fun', as has been done a LOT last year I may add, but fixing genuine issues to make the game more fun and less tear inducing Not sure how players would want a certain bug handled (has it existed so long that it really is an essential feature in the eyes of players, if so maybe just considering it a `free feature' might be better, maybe its a PvP issue that would hit the PvE community hard if fixed, maybe its a PvE issue that would destroy PvP if fixed)? Use the ingame poll feature (or sound it off on the forums at the least), that way actions can be taken with the maximum insight! I'd love to see a Wurm where priests have an easier time, but I know that's a pipe dream given that the dev team is comprised of old guard players (and we all know their views on magic in Wurm). I'll settle for a Wurm that functions as intended so the folks doing all the chores for me have an easier time (you heroes know who you are!). tl;dr 2017, the year 2017 bugs were fixed/officialised if you please
  14. Hello, so since years ago, every time a unique is killed, and a tome drops in the corpse, it is up for grabs by any person there. This seems to be even a exploit like Enki mentioned, since you should not be able to pick up anything on deed with the permissions for it disabled. Lately seems its even a reason to kill this unique creatures behind closed gates. So why not fix this? if pick up is disabled, how can X person grab a item that dropped inside my deed by Wurm? My deed... Or whoever deed. Make tomes, cherry and all those Valrei items that drop on a unique death, to follow the deed permissions as well please.
  15. As stated in title, alliance members can't attack locks on allied doors. Even when giving full management permissions, and added by name etc. We were able to do this before the new permission system and this is a remaining bug that hasn't been addressed yet. I spoke to a CM (Explora) they told me that you shouldn't even be able to attach locks on any unfinished building. I told them this shouldn't be the case because in pvp catapults kill doors and you shouldn't need the entire building finished before attaching a lock to a door. Note: citizens/mayors can attach locks, but alliance members can't attach locks on a deed they are not a citizen of. (this is the issue)
  16. Created a wagon in my inventory in a house on deed and ofcourse upon creating the unfinished wagon it drops to the ground. I was not allowed to continue building the wagon that I had just made, but once I took the unfinished wagon outside the house I could, so it was the house permissions stopping me because I wasn't allowed to modify the building, even though I was actually trying to continue an unfinished wagon I had just created and not do anything to the house structure at all.
  17. I noticed it last night (before the patch), and later on some other players reported it in CA: While passing/stationing on a random deed where you do not have permissions, you cannot drop items in crates in vehicles (cart, wagons, ships). It used to work before, but now you get the [21:19:12] That would be very bad for your karma and is disallowed on this server. message. It is possible to take out items from crates, or to put in / take out items from non-bulk containers or vehicles themselves. On a side note, passengers still cannot take items from a knarr, only dragging them from the knarr in inventory works
  18. I found a bug!

    I was trading some low quality stuff to a trader, two Small Iron Anvils and 30 Needles. The game crashes shortly after offering (and demanded by the trader) the 30 needles. The Anvils work fine. This has happened twice now, in the exact same way, Log below.
  19. When my alt, Bagheera, killed 2 scorpions on her own, for the scorpion mission on Exodus 2 days ago, she was not credited with contributing to the mission in any way. I also killed scorpions for this mission, was credited with the kills, but did not get 30 minutes of SB once the mission was completed today, even tho' I had less than 2 hours SB left. Thus, it would seem that this mission was somewhat bugged.
  20. [Fixed] Gate Locks

    It seems you can not attach a lock to a new gate, on deed or off deed, there simply is no option for attaching the lock.
  21. Settings no longer able to open inside game when clicking the settings tab Wolfs are randomly looking like worgs when decompiling the creature.class some errors was showing up stating a out of date api so someone working on this file wasn't using the latest java api last patch I had to update to 1.8_91 so i also tried it under 1.8_92 same issue. I'm no big java coder don't know much java to tell truth just enough to get by if you ask me but when i started looking up the errors it was talking about out of date api so someone needs to check there java version and get on track with everyone else at codeclub. This also cause a issue with people not being able to dig on deeds that was allowed to with out make gards very unhappy and some went kos. So On my end I brought it up to date and fixed that issue in the creature file and that fixed the issue with guards not allowing people to dig on permitted deeded land. That's all for now if I see any more will post again.
  22. Dev's. Might be something you want to look at. A bit of cleanup needed here. [09:47:42 AM] WARNING com.wurmonline.server.players.PermissionsHistories: Failed to add permissions history for object (16617855237380) java.sql.SQLException: [SQLITE_CONSTRAINT] Abort due to constraint violation (NOT NULL constraint failed: PERMISSIONSHISTORY.PK) at org.sqlite.core.DB.newSQLException(DB.java:890) at org.sqlite.core.DB.newSQLException(DB.java:901) at org.sqlite.core.DB.execute(DB.java:810) at org.sqlite.core.DB.executeUpdate(DB.java:847) at org.sqlite.jdbc3.JDBC3PreparedStatement.executeUpdate(JDBC3PreparedStatement.java:86) at com.wurmonline.server.players.PermissionsHistories.dbAddHistoryEvent(PermissionsHistories.java:205) at com.wurmonline.server.players.PermissionsHistories.addHistoryEntry(PermissionsHistories.java:183) at com.wurmonline.server.questions.ManagePermissions.answer(ManagePermissions.java:508) at com.wurmonline.server.creatures.Communicator.reallyHandle_CMD_PERMISSIONS(Communicator.java:2960) at com.wurmonline.server.creatures.Communicator.reallyHandle(Communicator.java:2527) at com.wurmonline.communication.SocketConnection.tick(SocketConnection.java:615) at com.wurmonline.communication.SocketServer.tick(SocketServer.java:172) at com.wurmonline.server.Server.run(Server.java:2422) at java.util.TimerThread.mainLoop(Unknown Source) at java.util.TimerThread.run(Unknown Source)
  23. Only Mayor can use Catapult

    So I have several deeds I want to work on, some I have been using non-prem alts as mayors, some have been prem once before. My latest deed I need to remove fences and want to use a catapult as it takes too long otherwise. With a non-prem alt you can not invite someone to the deed to do this work. I prem'd the alt up and joined the deed with my main, even with full permissions I still could not damage the fence with the catapult. I finally changed the writ over to my main and he can now do this. This is a bothersome problem with the permissions, as my other deeds the mayors are no longer prem and so I can not trade the deed writ back and forth to get the work done on these projects.
  24. Feature Managemnt window

    Ok I've looked into every thign in WU all GM commands etc. The Feature Management window I have always noticed it was messed up and never correct. You would have on the list features turned of but in game they would work so for longest time I've just ignored this window. But this morning I started to make a bridge and this is after the last patch they done. I found out mystically I couldn't make a bridge was no option for single player bridge. So after some questions and no real answers or help in WurmUnlimited chat channel I played some more and found out a work around and a fix. This only pertains to server owners who use a server company to host there server. The server you run from your pc and offline mode work fine. You will notice in game when you select wand and right click on the wand going to Creatures then to feature management the window that pops up will show features that are active and not. Now you can go all day long and select to turn feature on and over ride and hit enter and the screen vanishes never changing these features active status. The work around That I used is as follows. Start Filezilla connect to your host open your game file for that server nav to SQL folder and open up the login.db using SQL.lite. Now go to feature management page and you will notice it is empty or has a few in there. I have made a list telling which id is for each feature follow chart below and add new table for each feature not in your data base and change the 2nd table to a 1 to make it active. Once you have manually added the features over write the Login.db and upload it back to your host then restart your server. Now when you log into the game and use wand on the wand and nav to the feature management page you will see all them features checked and working. Featrue Management ID Active=1, Not Active=0 or just remove the table -------------------------------------------------------------------------- 31 1 Name Change 38 1 New Skill System 41 1 Blocked Traders 51 1 Combat System Changes for creatures 55 1 Blocked Hota terraforming and building 56 1 Free Armour and weapons on spawn 57 1 Random Treasure chest 72 1 Valrei map 75 1 Crop tile poller split 76 1 Single Player Bridges 77 1 Amphora 79 1 Set a destination on a boat 80 1 New portals 81 1 Transform to/from resource tiles 82 1 Wagon Passenger Video also added to show visual.
  25. cant archer enemies on elevation [13:08:07] The permissions for the settlement that the target is on prevents this. they are on deed, im off of their deed why ?