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Undocumented Changes Note: I have confirmed none of this. I only read it in the code (exact place listed below). Epic servers now do not display player count in the /who value. (LoginHandler:2257) PvP servers now allow stealing from same-kingdom villages assuming when there is no guards. (Action.java:1564) The "Recall Home" teleport from Karma now requires the citizen to be a villager for at least 24 hours. (BodyPartBehaviour:416) - Documented Added checks to ensure the player is within the correct distance and on the right floor to drain a token. (Methods:413) - Documented Some miscellaneous stealing changes. At first glance, looks like less items can be taken from deeds without being considered "stealing." (MethodsItems:429) Bashing fences reduced from 40 seconds to 30 seconds. (MethodsStructure:839) - Documented You can now attack boats with archery. (Archery:985) [FALSE: just a weird change in the code, doesn't actually work... I believe it's intended to, though] - This was a testing feature that has since been removed. Structures now require you to be standing on an adjacent tile to the border in order to continue construction. (MethodsStructure:1169,1213) Change Details Difficulty for hitting moving defenders decreased. 20 -> 6 difficulty for players, 10 -> 4 difficulty for non-players. (Arrows:520) Difficulty from wearing heavy armour reduced from 100% -> 20%. This means wearing plate increases difficulty by 6 instead of 30. (Archery:523) Difficulty to attack a shield-wearing player now accounts for shield quality. (Archery:553) Some Development Notes There is now a boolean in "isAnySeatOccupied" for Vehicle Behaviours. It monitors whether the player is offline or not. This can be used to change whether or not you want offline players to count for vehicle speed. (VehicleBehaviour:366) File Changes behaviours/Action.java behaviours/ActionEntry.java behaviours/Actions.java behaviours/ActionStack.java behaviours/ArtifactBehaviour.java behaviours/AutoEquipMethods.java behaviours/BodyPartBehaviour.java behaviours/CaveWallBehaviour.java behaviours/CreatureBehaviour.java behaviours/ItemBehaviour.java behaviours/Methods.java behaviours/MethodsItems.java behaviours/MethodsStructure.java behaviours/Vehicle.java behaviours/VehicleBehaviour.java behaviours/WallBehaviour.java bodys/DbWound.java bodys/TempWound.java bodys/Wound.java combat/Archery.java combat/Armour.java combat/Arrows.java combat/CombatEngine.java combat/ServerProjectile.java combat/SpecialMove.java creatures/CombatHandler.java creatures/Communicator.java creatures/Creature.java creatures/CreatureStatus.java creatures/MovementScheme.java epic/EpicTargetItems.java items/CreationEntry.java items/DbItem.java items/Item.java items/ItemTemplate.java items/ItemTemplateCreator.java items/ItemTemplateCreatorContinued.java items/Puppet.java items/SimpleCreationEntry.java modifiers/ModifierTypes.java players/Player.java players/PlayerInfo.java players/SpellResistance.java questions/GmInterface.java questions/KarmaQuestion.java questions/LocatePlayerQuestion.java questions/PortalQuestion.java questions/RemoveItemQuestion.java questions/TestQuestion.java questions/VillageFoundationQuestion.java skills/SkillSystem.java spells/Heal.java spells/LightOfFo.java spells/LocatePlayer.java spells/Spell.java spells/Tornado.java structures/BridgePart.java structures/Door.java structures/Floor.java structures/Structure.java structures/Wall.java villages/DbVillage.java villages/DbVillageRole.java villages/Village.java villages/VillageRole.java zones/Trap.java zones/VirtualZone.java zones/VolaTile.java zones/Zone.java Constants.java LoginHandler.java
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Now that Wurm is not only Live 1.0 but Live 1.1 we need better release documentation from the dev team. I know there are all the usual "discover it for yourself" arguments which is fine for when new crafting options are added but for what amounts to a new character "class" it is not. What are the requirements for becoming a sorcerer? is there a special ceremony/sequence/event? Are there restrictions on the character for going sorcerer? Are there new rules the devs have placed on players going into sorcery? Can a priest be a sorcerer as well? What sorcery can do even if we may have to work some things out for ourselves. If I am to give up priesthood on my main toon for sorcery I want be be able to make an informed decision as if I regret it because its not what we've been led to believe then I've a lot of work to recover my position as a priest. A small number of bullet points in the release change log will not suffice.
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