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  1. Looking for adventure? Looking for mobs big and small? Looking for a server that is NOT saturated with other players? Serenity, one of the Epic servers can provide all this and more. A semi PVP server with higher skill gain (sorry non - transferrable) server with loads of space to wander, creatures to fight, exploration galore, old deeds to pick through or rebuild, start a new deed of your own after you skill up a bit, or hang out with me and any other players willing to join me and the handful of other players on the server. Unique hunts and rift participation is not required, but fun when you can join in. Or simply grow and help provide for the alliances needs in whatever skill you want to bring to the table. Honestly have not had need to make a lot of preparations for new players on the server or deed, but I can do so quickly if you want to join me on My Epic Home. Located not far from the starter town, I am on deed a couple times a day, and can be tagged on here if you want me to meet you there and bring you on deed. My Epic home has spirit guards to protect new players as they grow and learn, plenty of stuff that can be done on deed, and I am happy to provide space for you to build your own house, or provide a bed while you learn so you can strike out on your own. Join a friendly community and alliance. Welcome to Serenity on the Epic Servers! Lynd
  2. Is your PvP community toxic or led by critical elitists with 90 body strength? Does it seem like one side is winning every skirmish? Are you a Freedom player who's always wanted to give PvP a try but didn't know where to start? Give Epic a try! The "Epic" servers were established in 2011 and are relatively ancient, although some servers have been given new makeovers (Affliction 2014, Elevation 2019) to provide a clean slate. Composed of four total servers in this cluster, there are three home servers, one for each kingdom to start off in, and a fourth server where these kingdoms clash! Affliction (Horde of the Summoned), Desertion (Mol-Rehan), and Serenity (Jenn-Kellon) offer each kingdom a place to call their own, where natives have a combat rating (CR) bonus vs invaders. Here, each kingdom can establish a thriving economy, create sprawling deeds/alliances, hone their skills and collect their valuables. Home servers rarely see player-versus-player action but you never know when a raiding party might come around. The thrill of knowing all that you hold sacred may be at risk one day can drive a nation together. Will you support your fellow kingdom members or steal from your neighbors and sabotage them? Or are you merely looking to make as much money as possible, monopolizing the market and mastering the art of the deal. You might become world-famous as a supplier (as Led once did), a combat legend like Gary, a pirate like Kellyt, or an infamous picker of locks like Gbelcik who named each boat after himself + the counter of how many he had broken into. Your fate is your own and you should follow your Epic destiny! When ready to take PvP to the next level, Elevation offers a chance for each kingdom to create deeds/capitals, become king/queen and elect officials in their kingdom offices, and allows priests to become champions of their deity. Along with all this, there are "epic" Valrei scenarios where each kingdom is given a dedicated god to follow on the Valrei map. By completing missions and strategically controlling their god's efforts on the map, one kingdom can lead their god to victory, offering rare moonmetals, tomes of magic, and more to the kingdom's top contributing denizens. But "we have all these things on Chaos and Defiance" you might say... Well, Epic also boasts a unique skill curve that levels the playing field, ensuring newer players can stand a chance versus the servers' god-tier characters. This curve affects all skills besides characteristics, Fight skill, Faith, and Alignment. This curve enables you to swiftly achieve your goals and gain skills faster than ever. The curve essentially gives you extra, virtual skill on top of your base skill. It increases rapidly at first, slowing as you raise your skills beyond 70. It's visible by hovering your cursor over a skill in-game within the Skills window and worth noting that this curve only affects currently premium players. Epic Skill Curve Examples: 20 actual skill offers a curve of 36, allowing you to cut 36 QL logs at 20 Woodcutting 30 actual skill offers a curve of 50, allowing you to easily make 50 QL saddles at only 30 leather working 50 actual skill offers a curve of 75, allowing a miner to excavate 75 QL iron even though their mining is only 50 70 actual skill offers a curve of 90 90 actual skill offers a curve of 99 99.00 actual skill offers a curve of 99.99 The population on these servers is essentially null, however there are a few deeds left on each home server and a handful on Elevation. Serenity only has one public merchant at its starter deed (it's mine)! The benefit of playing on a nearly dead cluster is that you can easily make a name for yourself. Those who help others in need may quickly rise through the ranks. Whereas it can be spooky on Chaos/Defiance where you deed just a few thousand tiles away from enemies who want nothing more than to gut you and drain your deed, Epic's home servers offer much more substantial distances between you and your enemies and a CR bonus against attacking invaders. All kingdoms on these servers could use a boost of active players, there is no side taking the lead *yet* but you should definitely join Jenn-Kellon and that's definitely not just my opinion. Unfortunately, skills do not transfer to the connected Southern Freedom Isles like they do between Defiance<->Northern Freedom Isles. Players have often appealed to the developers of this great game to incentivize Freedom players to give Epic a try while benefiting their Freedom counterparts, but to no avail. The only thing that transfers between Epic/Freedom is Journal entries. Also unfortunately, if your character is on Defiance or other Northern Freedom Isles, you will have to create a new character and select a Southern Freedom Isle or an Epic server to play here. However, if you already find yourself on a Southern Freedom Isle, just create an Epic portal out of 4x 24kg logs and 11x stone bricks and hop right over! mods, I made this post here and not in "Epic: Recruitment" because ain't nobody reading those forums. If I want to recruit, I've gotta get my foot in the door where someone might actually read this post
  3. Epic was a beautiful Wurm experience for a lot of old and new players. It made the game accessible to people who love the premise but could never invest the time needed to enjoy the game to a meaningful extent. I understand that a lot of people take pleasure in the grind and slower pace of Wurm which makes it so rewarding and challenging. With Defiance and Chaos these players are accommodated for. Epic accommodated for the later and allowed many people including myself to enjoy the highlights of the most beautiful sandbox game without the need to investment of large amounts of time. I'd imagine the idea of Epic and it's faster paced game style is still attractive for a large cohort of old players and people that have yet to discover the game. The fast paced nature might help retain new players that can invest less time than others into the game. Unfortunately due to it's map structure, the low player base now is split between four servers. I would suggest removing the home servers and the cluster style of maps and reform epic on a single larger server similar to Defiance. Such an action would concentrate the player base and might also stimulate some older/new players to return/invest in the game. The major complaint to this would be the similarities it would share with Defiance but I'd imagine a lot of the attraction to Defiance comes from the mixture of PVE and PVP which Epic wouldn't have and would continue to be the standalone PVP only characters. In short - Give epic another chance without home servers, one big server with Epic rules. Maybe leave out the destructive Valrei events. Scrap things like direct PVP meditation bonus' (keep the bonus' that don't become a requirement to pvp). Keep the more colorful grindy stuff like double damage and shield of the gone for Chaos/Defiance. This has been suggested so often now so apologies if I'm beating the old drum.
  4. Jenn-Kellon is Recruiting on Serenity! (Epic Islands/Southern Freedom Cluster) We are welcoming all players, both casual/poor farmers and PVP-driven to join us on Serenity. Our alliance has many ancient players who have watched the great kingdoms of the Epic servers rise and fall. A few members of the community have joined together in creating a public crafting area, dubbed Noob City, directly East of Strongbox that will have nearly all crafting stations, many beds, a walled-in but public mine, walled in areas to safely farm, breed animals, and gain skills safely. There is a guard tower that will watch over the majority of the new player area. Inside the mine there is copper, slate, iron, marble, and a few forges. We please ask that you allow traited animals to remain there and to leave anything that doesn't belong to you. There are sets of tools for newer players to take in the crafting house and please do not take more than you need as there is a limited supply. That being said there is nothing of real value here in this stead so all you looters out there really won't find anything worth stealing in any building on the premises. There are large pre-leveled portions of the new player area that we do not have plans for so if you have the inclination to build your own house or have a bright idea you think might benefit these surroundings, then please go ahead. Clay is within 100 tiles North and there is a large sand pit just a few tiles away. We as a server are constantly working to bring down all the unique and legendary creatures that roam the server. We have weekly alliance slayings and a few PVP deeds on Elevation but will accept those who wish to join provided you meet some of these requirements (they are not all hard requirements but will greatly increase your chance of getting an invite to our alliance): 50+ Huge Axe Skill (for slaying unique creatures) 50+ One hand weapon/Large Shield skill (for PVP) 70+ Fight Skill 21 Body Control The server has several priests of all faiths and if you join our alliance, we'll be sure to help you with casted tools, weapons, etc as you ask for them. I have made it my duty to collect all unlocked or otherwise public rowboats and deliver them to the ports of Strongbox for easy transportation across the server. There are plans in motion to rid Serenity of its fruit tree and bush infestation and to replace them with hardwood forests. Long stretches of 3 to 5 tile wide highways extend across Serenity and connect faraway locales. To those of you who are prone to building large deeds with dirt walls, there are many ruins of deeds long gone that are 100% deed ready, provided you have the bricks for walls. We are fortunate to have dedicated repairmen who find and note all guard towers across the map. Our alliance also shares the locations of Utmost veins, 3 to 5 speed horses, and if you are planning a deed, I'm sure we can help you with bricks as well. My ingame pseudonyms are Rangerklypf, Specialist, and feel free to PM me ingame or on these forums if thinking if giving Serenity - Epic a try. I will also be happy to help you along your journey if you have any questions. We hope to see your faces and support you as you make your mark upon this world.
  5. I'd like to dare a question that doesn't belong in the suggestions section. Do we have any idea when http://www.wurmpedia.com/index.php/Temple might be given a texture map and model?
  6. We are recruiting. Wir nehmen wieder Mitglieder auf. Gleich ob Anfänger oder Veteranen! Deutschsprachige Mitglieder willkommen! Video: https://youtu.be/iVU_idj3M0s Unsere Clanseite: http://www.clans.de/house-of-kha
  7. We guided Magranon to The Fence (where Fo was), because Fo has the stuff we need. And we were expecting them to fight when Fo left The Fence. Except they didn't... Disappointed
  8. Brand new dedicated server launched! I handle the background stuff, my wife is the face plastered on the front (She plays, not I) Contact Evalyn for all your concerns. I only handled database, code, and networking concerns. Mods included; Discord link available in server alerts New server limited offer to help encourage early growth: Pick 5 skills to start at level 40 (No characteristics. Certain skills excluded such as Channeling, Fighting, or other skills that could break balance) 20 silver Kingdoms that have lower population or are further behind may receive larger boosts to encourage balance in early game.
  9. My character Jahpeople attempted to use the epic portal constructed on Jackal server, knowing there had been issues I asked in CA Help, and then checked in Bug Reports, the bug report I found noted that it was fixed, so I decided to use the portal anyway, on the strength of that report. On porting to Epic I ended up exactly where I should have been, based on the last position I was in when I portalled back to Independence, However I was still Freedom Kingdom, and therefore Enemy and could not use the portal to return to Jackal. Following a Support Ticket, I was able to return to Jackal, but checking with the Lodestone on Jackal I returned to Serenity server, rather than Independence, no other choices were offered, I was once again an enemy, but could port back to Jackal, but once more, no choice of servers, and this is where I am now, I can portal between Jackal and Epic, from epic portal, or lodestone, but always transfer as Freedom Kingdom, and not JK. It appears that my character Jahpeople is now unable to cross back to Independence, from Jackal or Serenity.
  10. All the items are unfinished, so you can put your own signature; if you prefer, I can complete them for you. If you are interested in more than one item, send me a private message here or contact me in game. Rare oven 5s. Rare epic portal 5.5s. Rare marble planter 3s. Rare strange device 5s. Rare round marble tabl 4s. Rare explorer tent 5s. Rare floor loom 5s. Rare ivy trellis 4s.
  11. I recommend this for incentive to play on either cluster. Another nice thing would be my suggestion for 2 way skill transfer, at a fair conversion ratio (which might be 1:1 initially). See other topic for discussion on that related subject.
  12. Hi Everyone! I deeply apologise for the late VI, the main reason being we've been able to get through huge chunks of long term projects such as project Frontier and Elevation reset. This means that news is light as the other works have been pacing along well! The delay allowed me to collect all the info on the Elevation update with the full locked in systems to share. So let's get to it! Save the date! The final details have been locked down for the Epic patch and Elevation reset! The date is set at going down some time on the 9th, and relaunching on the 11th with a new map. This will affect all of Epic so if you would like to play please do make sure to transfer your character to Freedom. We may even be able to organise something so Elevation goes out with some bangs! The locked in details are: We also have the ingame map that will be available. We'll be launching with a fog of war covering all of Elevation. Over time we may unveil certain areas, but for now everyone will be going in blind. Going native We're also working on a native launcher client to replace the jnlp client very soon. It will be entering team testing for any major issues then be available for all. This won't change anything beyond how the game is launched but will avoid any issues with getting wurm to launch with jnlp. Party time! Last week the 10th Anniversary for Independence event was launched, and it's been awesome. It's been tweaked based on feedback with some locations given a little more info and should be easier to find. I hope everyone enjoys the reward, because I personally think it's amazing! The event will run all July until the update on the 25th, so get to it! VEN streamer and well known drongo Emoo also went on this adventure across Independence, sharing some of his stories and memories, including this awesome glow up of dragonfang! Suggesting suggestive suggestions Another thing in the works is a guide for the suggestions forum detailing the purpose of the suggestions forum and how we as developers use it. Tips on how to post a good suggestion, how to support or counter a suggestion (hint: it's not a democracy with +1's and -1's deciding a winner) as well as answers to commonly suggested ideas. Expect to see this next week. Community stream Later today at 10pm GMT I will be streaming some adventures on another server (we may even have some goodies to give away) ! I haven't picked which server but I will let hint that we are looking for a place to found a developer deed, where we can play the game on stream while we talk (and show how bad we are at it). If you have any suggestions about which server we should check out leave a message below! In the future we'll be looking at streaming earlier in the evening for the Euro players, around 8pm GMT That's it from us this week, I'll see you all on stream today and we'll be working hard to get everything ready for the Epic update on the 9th. Until then though... Keep on Wurming! Retrograde & the Wurm team
  13. Soooo, I'll be the one to bring this up. PPL are interesting in shorter term servers on epic, kinda. Like, maybe 4 months at a time, or something regularly reset map/item wise. What about faith? Faith is probably the lagging mechanic for this fast-paced and short-term play-style we are pioneering. Like, how can we make the average new player reach a useful faith level before the next reset so that he can enjoy pvp ? Personally, I can make an alt army to get it done in a week or two, perhaps 70 faith from sermons and stuff, but GL with player retention if that is the only viable way to become a useful priest on the epic cluster, the way it is being run / tweaked now. Ways to make Faith faster for EPIC... Remove the daily faith tick cap? Double skill gains? Reduce the faith cooldown for ticks? Personally I think meditation and faith need some looking into regarding their "pace of progression" for the EPIC servers/ Elevation. I already may have channeling skill, but its gonna take me several days to even be able to priest here and a lot can happen between now and then on this server. Additionally, a week to priest + several weeks to reach 80 or so faith is a significant chunk of the server life. Even at 80 meditation, it will take me a long time to get to the more interesting path abilities (lvl 9). Basically, I'm just trying to say that the faith and mediation progression on Epic does not mesh well with the pace of everything else. I can make a full set of gear in 2 hrs, but I have to wait a month to be a useful priest unless I go very hardcore on it, which means its probably beyond the reach of starting players and more casual players - out of their reach on a server meant to cater more to a casual, easier but fun playstyle.
  14. Please keep in mind that this is an attempt to be all-inclusive. Addition: New elevation map: 6 x 6 KM, with a fair and even distribution of mixed variety terrain. Reasoning: Current elevation is a flat mess and far to large. This size should be big enough to consider the creation of PMK's while still reserving room for template kingdoms and also allowing the new HOTA to work accordingly. Addition: New map should REDUCE the server border range between land and server crossing boundaries. It's a ridulously huge amount of space between server boundaries. E.g. I mean the massive ocean between them. Reasoning: Sailing takes to much of raid time and obviously more PVP will happen by reducing the time required to do so. Addition: A new container, to transport items from freedom-> to epic - ONE WAY. I'll leave it to Devs to decide size limitations of one way item transfers if this is implemented. Reasoning: This will allow the purchasing of items on freedom for PVP purposes on Epic and preserve, if not boost, the economy of freedom. Addition: A univeral transfer of skills and the same skill system on all servers. Reasoning: More deeds will be created as a result since they will be able to take their skills home back to freedom. Deeds require alot of work and skills are gained in the process of creating them. Creating one currently seems like a waste of time for many due to the current transfer process. From my experience of new players wanting to play Epic only, they will leave after a few weeks of realizing their skills won't transfer over even though they have zero interest in playing freedom. From freedomers that now play Epic, I've heard the same complaints regarding the current transfer system. Addition: Universal Karma collection so it is available on all servers. Reasoning: Allowing freedomers and Chaos players from having to grind Karma on Epic. If Chaos wants a new map and Epic wants a new elevation then why not...... Addition: Make chaos a freedom map in order to preserve the history there and we will have one cluster of pvp servers with the new map for Elevation taking over primary PVP real estate. Reasoning: One PVP cluster will introduce far more PVP. Since there isn't a very large PVP playerbase then it doesn't make sense to split them between two server "types", or "systems". Addition: Extend Locate Soul to 500 tiles. Current Epic range seems to be around 200 tiles. Correct me if this has been changed recently. Reasoning: Reduces chances of enemy escape and avoiding PvP. Addition: Give Spyglasses to all players whom have already received one so that they will have them on both clusters. Reasoning: This is a continous complaint I hear from any freedomers who visit Epic and this will be fair to everyone. Addition: Continue keeping the OLD HOTA in place even after the new release post-tweaks, but consider extending the intervals between HOTA start times. Reasoning: Allows more preparation time and to have more players available at the start of the HOTA. Longer intervals allows more time for groups who are wiped to recover and actually be there for the next one. Side notes: and for the Love of Wurm, please: Nerf Truestrike without completely rendering it useless. Give frostbrand to a second priest type. Allow legendary creatures to drop fragments at a "low" rate and "very low" rate for one charge tomes. ( Because Freedom tomes don't transfer to Epic. ) Allow all Valrei rewards in the form of lumps to be changed into fragments. ( Because Freedom tomes don't transfer to Epic. ) Thanks for Your Consideration, Congrats On Reading This Entire Post.
  15. 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.
  16. For the past 2 days in a row can have not been able to milk my animals on Epic. They are on enchanted grass and extremely well nourished and at various ages. Was told to post here by a CA. Stand corrected, I just went to freedom and milk some animals there no problem, then went back to epic, and managed to milk 1 cow and 1 sheep out of my 6 milkers.
  17. Before the trolls read this and leave the hate. Please check under your bridges for the horse burgers I have left you. Thanks! If you have quit and don't play epic then don't bother commenting on this since you are now a freedomer and this no longer effects you. Thanks! On to the " requests ", lol: Step One: I would like to see the Elevation server reset with a new map and leave home servers intact. This should happen in seasons roughly once per year, or however long is deemed necessary. Start with " Epic Season One ". Throw us some maps. Let us critique them and then make a choice. Leaving home servers intact allows people to fall back somewhere in between the " Seasons ". Home servers don't need a reset the same as freedom doesn't need a reset. Step Two: Cancel the freedom to Epic transfer if you aren't going to do Step One. Step Three: Oh god, make the broken Rift Items work. Not for Epic, but for everyone! This should be simple and not sidetrack from your important things. Step Four: Move the Epic Forums INTO THE OPEN! Please! Don't throw us under some rug. We are people too! If the posts become so toxic that you must do this then you need to mod your forums and hand out some bans(Forums only). Step it up. Make some rules. Step Five: Advertise your game. Market your game. You guys have a pile of gold here. It just needs to be sold. This game is truly fascinating in so many ways! Since the transfer started, I see 99% less people come through the starter town. Before the transfer(Continuous) I always saw some new ones every week. If we can recruit, we can build, we can have an active epic. Give us the tools we need to succeed! A lot of players are quitting Epic and I don't entirely blame them. It's disappointing and somewhat sad to see them go. Since this is happening I don't see why we cant take a gamble on elevation. Enjoy freedom though guys. I will be doing the exact same thing you are doing, except twice as fast and gaining more than twice as much skill with all my friends.
  18. The Epic cluster was created with the idea of being easier to jump in and play competitively, fast, for players with no interest to grind, build, and grow animal farms. Yet for years, tweak after tweak, it failed to be anything special but a playground of grief. I was one of the players that considered Serenity my home. Never a hardcore PvPer, never well known or competitive. My only wish was to have the ability to a more "real" life, being able to kill someone who wronged me, an unwanted neighbor, a guy who comes right next to your deed and cuts that nice forest down that you considered your lovely landscape view. I wanted to have the option to do what I want. Do I want to steal a ship? Sure. Attack a merchant? Why not. Be a helpful and kind protector of my realm? Yes sir! Not PvP for the sake of the fight, just the choice a sandbox game should give me. It worked for a bit, but then Kingdoms got the wrong ideas and it all went wrong. By mechanics, there weren't any safeguards on raiding a Kingdom's homeland. On any other game with NPC Kingdoms, the King would have guards protecting his citizens. On Epic our King was the one attacking us. JKE (Elevation) was soon just a different Kingdom than JKH (home) -and Home was left without hardcore PvPers to defend them. Home had no super-fortress deeds constantly defended by 20 high geared, highly skilled and vastly experienced guys. It was the target of them all. (Still, the kingdom's coffers filled from our transactions). Soon, many of us tried to join Elevation, wishing to join the 'strong ones' and keep progressing ourselves. -Only to be treated as 2nd rate carebears from a Home server. Spend our time mine-hoping, building stuff for the deed, grind up certain skills on demand to be "useful". Living behind walls for months on end because "we were too weak to roam outside" and be excluded from HOTA rewards or Kingdom titles. How is that any fun? How is that a semblance of a virtual life? Why wouldn't we move to Freedom? Why would players from Freedom join Epic? However, the Epic cluster has cool landmasses, beautiful home servers, and offers the option to BE anything you want -instead pretend it. I mean, you can paint your caravel black, but it doesn't make you a Pirate. Assaulting other ships and harbors does And I Do still hold a special feeling in my heart for Epic, so I'll try a few proposals to Game devs and the community as a whole. Ascension to Epic Epic shouldn't be a set of islands with different rules within the game. It should be considered the EXPANSION of Freedom Isles. The higher ground, where more seasoned players go to have fun and get rewards. I consider Ascension the proper word for it, even though in Wurm it means becoming a Deity in Valrei. The ways it can become a thrilling and challenging place are several: 1. Higher hunting grounds. The relatively recent ability to teleport back and forth Epic -Freedom Isles has a -yet- unrealized potential. Hunting on empty servers. If only the skill gains can transfer, step 1 is done. Step 2 would be to upgrade all Epic mobs with their "conditioned" versions. How often some Freedom player roams the land looking for mobs able to give him a sliver of FS gain? I bet that guy prays to all gods to happen on a secret greenish troll spawn amongst the trees or a couple of Fiends in a cave. Why not make all Epic a hunting ground with harder versions of the mobs? I'm sure the Epic residents won't mind either They surely don't need so many pigs, or cows or seals -am I wrong? With a proper spawn tweak, the cluster becomes a heaven for adventuring hunters. Before anything else, we need those first. Then maybe some of them decide to setup a hunting camp to stay over on their trips and slowly, share their time spent on both clusters. Even if not, the hunters in Epic lands on any given day will surely be a welcomed population rise and maybe some other 'hunters' get to work... (plays Def Leppard -Die Hard the Hunter) No, really, it's a rather safe hunt (you'll know why further down). I should also point out here that the old disbanded deeds on Serenity alone could grind your Archeology in GODLY levels. ^^ 2. Proper Missions for the Gods A 'proper' mission should have a demand, a reward, and a followup. If the followup also has a better reward or a penalty, it becomes an epic quest -of sorts. Lemme try an example: Mission: Your God asks you to rid the land of the Sons of Nogump that (enemy faction deity) has spawned. I go out and find the Nogumps (12 -not 700!) within a 100 tile area. I kill them and get reward a moonmetal and a shoulder pad. -Mission now changes. The enemy Deity decides to conjure a Spawn of Utacha (tweaked, we can solo those easily and they're too big to spawn in numbers). The Utacha moves to attack the nearest settlement and break walls and fences. If I join that settlements villagers and help kill it, I get rewarded another moonmetal and a Potion of Carpentry (for example). I have a timer to attack the Utacha. If I don't, I am considered a traitor by my God and Eaglespirits spawn to hunt me wherever I go, until I return to Freedom or enter Kingdom's capital. Now, I sneaked in something nasty to unsuspecting settlers, right? Well, having a village on Epic, they should be with friends in the first place and not leave their village undefended. But they also get moonmetal drops from the Utacha, and the situation forces everyone involved to work together. It's also NOT a common scenario to happen too often, but a possible one. The succession could be also Deathcrawlers looking for me. Or to kill a Sol Demon. As missions progress, my chances to receive a Tome increase. Meanwhile, once I took up a mission (and killed the 1st Nogump) the Mission changes for everyone else and only 'I' have that mission. If there are available missions like this on any given moment for a player or a group of players to pursue, things start getting interesting. Missions on Epic should be about Gods fighting each other and they do this by using as pawns Valrei creatures and players. So maybe another player on another mission can become the last thing I need to kill. The champion of 'this' god against the champion of 'that' god. Some could also be reconnaissance missions, like sail to Elevation and check (examine) X tower. I'm really just thinking aloud and coming up with examples, but you get my point I think. Rewards for missions are the same I could get in a Rift participation, except I can do this alone and anytime I want. The difficulty is the same really -if not harder- as killing Rift mobs with 20 other people. 3. Hunt of the Ancients -literally. HOTA is a really boring "capture the flag" game. Basically, every 36h various pillars spawn in a designated area and the first kingdom to conquer four of them wins. Then HOTA statues filled with moonmetals and jewelry spawn at the token of that kingdom's capital for the King, Mayor and their "pals" to split among themselves. Why would anyone from Freedom take part in that? If it's a reward meant for the few that inhabit those lands, then that's what they'll be -a few inhabitants. Sorry guys, gotta give some to get some. What if Freedom players could join a Kingdom temporarily as mercenaries by using a choice menu when HOTA starts? What if -instead- this thing was in the middle of HOTA area? (A Portal locked for use only by the Kingdom that won HOTA) The Kingdom that conquers the pillars gains access to the lost city of the Ancients. Then that Kingdom (and the mercenary allies) can teleport to an underground dungeon that leads to the Sunken City of the Ancients. The Ancients are really the Rift mobs and a Champion Battlemaster (randomly named) is their leader. The City is basically a shiny marble fort inside a huge cave, that we must lay siege on (nothing too complex as designs go). As we crawl the dungeon and prepare our engines, the Ancients send waves of mobs to stop us. Once inside we have to kill the Champion Battlemaster and sacrifice his heart on the altar to win the event. Participation points work just like Rifts but King gets some bonus points. The top scorer gets an Ancient Artifact item (weapon or armor), named after the Battlemaster who died. (Great Sword of Bazool -for example). The rest all get similar rewards as Rifts and 3 HOTA statues are given randomly to participants (appear in inventory with lowered weight until dropped on ground for 1st time). Also, for the duration till the next HOTA, that Kingdom can use the Ancient portal at any time as a safe hideout, and the next Rift (that supposedly sends Ancients to avenge their defeat) spawns within Kingdom territory. This allows for safer Rift hunts within familiar and protected land within the Kingdom. The Rift will still be open to all, but obviously, the Kingdom that won HOTA has an advantage of playfield. The same Portal can also be used to send everyone back to their homes after the event is over. Mercenaries end their "contract to a Kingdom" once they teleport out of HOTA area. This way HOTA becomes a major event (maybe turn it weekly) that involves a lot more people, way better rewards (you didn't forget the named Ancient Artifact, right?), and is way more "epic" and fun. A worthy event to cross over and take part in. 4. Kingdom Vs Kingdom -Resources and Favor, a prestige that can be earned and shared. Throughout Elevation there are 2 Special mines. The only 2 mines that have Utmost veins of metals. All other Utmost veins are removed. Each mine is secured by 6 Spirit Guards and 10 tower guards (what any small deed could have). In the center of the camp is a Kingdom flag. The Kingdom that destroys the last flag and plants their own controls the mine. They can mine the best Q ores with quantity bonuses X2 and either trade with other Kingdoms or starve them from resources. Another Kingdom may have stored large amounts of these resources to last them a while, but eventually, they will deplete. Besides, control of these mines is a sure proof of Prestige. It's no longer "I killed you" -"Yes, but I killed you last week" trash talk. We Own the mines -period. Deal with it and pay up if you need imping ores. (I don't have to mention the need that will arise with the new metal's properties coming to game) Likewise, 2 Shrines guarded by 10 spirit guards offer favor bonuses to priests of the kingdom. Controlling one shrine enhances Favor regeneration. Controlling both gives bonus to all priests similar to the King's Priest (no need for linking for difficult spells). Effort and reward. Reasons to fight for. Consequences. Team play. Do your best with it. If you grab a group and go out, you will do something. Be it PvP or a camp conquest. Or both. 5. Server Raids and the Watchers. No matter how it sounds, Home servers should be somehow protected. They are supposed to be governed by a milder PvP ruleset, one that involves going hunted if you kill another member of the same Kingdom and where your home can't be randomly raided overnight and razed to the ground by enemies you can't defend against. At least not without a warning. It's also supposed to be a hunting ground for all kinds of players. And they have the need to -at least- know when to bail out. So in order for any Kingdom to raid a Home server, they need 1st to attack the 2 HarborMaster towers (Archery towers) at the shores of Elevation before crossing that border. The towers give out server wide warnings to both Elevation and the Home server, so that citizens can mount up defense forces or go into hiding. Furthermore, all guard towers in the land act as Watchers. If an enemy comes within 80 tiles of a tower, it gives off a server-wide msg "Enemy forces are spotted near..." So name your towers properly. Naming a tower by map grid is a nice way to locate enemy presence. Similarly, a raiding force cannot just sail next to Strongbox undetected and start bashing down walls or stealing ships so easy. They have to plan ahead, scout, plot a course and maybe even prepare a hideout in case the Kingdom's citizens give chase. A raid on wildlands is supposed to be quite different than raiding the capital of a Kingdom. If there's a semblance of reality in this, Home servers become rational frontier lands. Calculated risk and reward. This isn't the wild west. Elevation is. And you can't expect people to start over or move to epic without some safety measures any organized Kingdom would have. Furthermore... isn't JK on elevation supposed to be the same Kingdom as JK Serenity? If not, with all the PMKs going on, then a new King is supposed to be appointed at Home. And a new JK area must be assigned around HOTA. Right? Because that part became confusing for a time... If JKE players attack JKH they must become hunted enemies of the Kingdom, can't be both JK and JK-PMK. (setting an old record straight) 6. The Night of Enki -the Lich King Once a month, on a full Jackal (so to speak), the night fills with terrors. Worgs, Liches, Skeletons and Fog Spiders replace normal creatures of the land. (wolves, crocodiles, trolls, and spiders respectively). Every other aggressive monster is replaced with its undead version. That's just an event night, enhanced FS can be gained by killing those mobs, but GMs can also run competitions on that night. I truly believe an event like this is reason enough for people to hop over and join the killing spree- err the fun >.> 7. A new Epic player born. New accounts that decide to just start on Epic cluster and accelerate their PvP oriented game, should get 50 skill upon Prem on all the following: Fight Skill Longsword Shields Archery Bow and 30 skill on all Body Stats. No more skills crossing on 1st time for anyone, ever. They get this boost just to play on Epic. If they choose to move to Freedom, they can do so after 1 month of playing on Epic and 10 points are removed from all the above skills. This will help players that just want to PvP as soon as possible, reach that point faster, but not imbalance anything else. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- These are just a few ideas that can work individually or combined. (maybe the HOTA dungeon is filled with utmost veins and for a week the winning Kingdom can mine in them) and we don't need the Mine Camps or Shrines (4th suggestion). But they are ideas that elevate the whole cluster into an end-game playground. A theme park of adventure. And I feel that players from all over would love to -at least- visit it once, if not move to live there. I see no reason why we should leave the old things as they were and try find ways to "send new meat" to Epic. It shouldn't be about this. It should be an advanced demanding land that anything can happen. A frontier that we can visit whenever we want (or move there) and find something to do for every taste. That's my opinion anyway, I'll monitor for opinions of the community. I will provide clarifications if needed on ideas, but I must disclaim, these are all rough ideas. None of them is something I been thinking for days. I will not engage in debates and arguments about them. Just hear you all out and see what you think of the OVERAL concept. PS. (sorry for typos and bad formatting. I'll be trying to remedy, but my browser doesn't work well with post editing and I lost 2 very large posts already. Expect editing)
  19. Not sure if this was the intent but the missions on Epic are getting a bit "out of hand". First we had a "Magranon requires 36 of you do give x item to his avatar".....Uh...ok? Next mission? Description: Magranon commands 49.0 of you to bring and give green common wool hats to aged Avatar of Magranon. Aged Avatar of Magranon was last seen near Starfall in the centerwest regions. Sorry guys but this...this is way unbalanced. I get needing 10-12 people for some missions but 49? I haven't seen 49 people logged in on one server in 2 years. Not without their storage and prayer alts. Is this what missions are supposed to be?
  20. Spirit Gates are not improvable [19:01:24] These spirit gates marks the transition between the normal world and the sacred. They are usually placed near the entrance to shrines. Ql: 11.4195, Dam: 0.0.
  21. ______________________________________________________________________________________________________________________________________________________________ 1070AD; In the day of Awakening whispers have spread from the south... the Horde has risen once again. The Horde of the Summoned has returned With the new exciting changes bringing life back to Wurm PvP and more specifically the Epic Cluster, BL has taken on a new form and become active once again. Have any questions? Just PM Cyberhusky / Mondain / Oscarius / Northstar / Sphygmo / Eddiekey or those listed below! We are recruiting on Elevation: Active Elevation Deeds Deed ---------------------- Mayor Carlsborg - Oscarius (CAPITAL) Asgard - Northstar Oblivion - Touchmee W O R T H - Henslayer Ascalon - Erinyesthegreat Please note that "W O R T H" only recruits veteran and active PvP players. ______________________________________________________________________________________________________________________________________________________________
  22. I believe one of the major killing point for anything to want to try Epic including me is that there is no way to transfer skills to the epic server and would mean grinding a new toon from the start even with the 3 X boost. Don't believe it would difficult to allow a item that allows copying your freedom skills to its epic mirror from the trader and would probably help out Epic population quite decently, and probably would be a plus since a lot of people are pretty far from Chao especially with Xanadu opening
  23. Pretty much implied in the title. Just did an Epic traitor mission on Desertion. Reward should have been 2500 scen pts/karma and SB. No rewards at all. I did get the popup window for doing it and it completed but 0 reward. Also side note. Secondary Bug? Ridiculousness? Description: Magranon demands 36.0 of you to bring and give small small mauls to old Avatar of Magranon. Old Avatar of Magranon was last seen near Holy Crash Batman in the centerwest regions. 36? 36 players? Sorry man but we get maybe 36 players logged in at different times in a month. I feel this way too much. Epic might be getting new blood but that "new blood" isn't distributed fairly amongst kingdoms.
  24. I've asked around a bit, and I haven't spoken to many people who actually want to change the Epic skillgain system in the upcoming update. Most of the changes being implemented sound good, and I expect will bring some life to the server (already have, in fact!), but I don't recall anyone in the past requesting even quicker skillgain than we already have. And I definitely didn't hear anyone requesting this new system that completely changes how skills are gained; where actions give skill, rather than skill relying on timers. Remember, Epic already has increased skillgain (2x) and the curve to assist new players in starting the game. It has been demonstrated before that you can be completely PvP ready in under a month of gameplay! In my opinion it just makes a legitimate server cluster seem more gimmicky, like Challenge.
  25. “Look kid, if you keep poking that..that...whatever that thing is, it’s eventually going to wake up and eat you.” - Sir Landon prior to the Samling incident After last weeks news, we've spent the week working on the changes coming to epic, as well as ensuring that the transfer skill adjustments are fair to both sides. We spent an awful lot of time running those calculations (millions!) and seeing the results was pretty cool. This week won't be the huge reveal that we did have planned, as those have taken slightly longer, and we want them in and tested prior to revealing it, but I have some exciting news for you this week anyways! Epic transfer recap To recap the end result, epic accounts will transfer to Freedom with a reduced skillset. Reduced skills will have 3x skillgain until they return to the same level they were on epic however. A player has put together a total skill dump converter, allowing you to see what your epic skills will be after the transfer to freedom, check it out here: http://www.crusades.top/api/LogConvert.html Bulk movement Another thing coming with this update (there's so many things!) is the ability transfer items between bulk containers without constant clicking! Moving from one container to another will trigger a timer, that moves as many as you can carry each second (ignoring 100 item count, just weight limit). This will surely make Shifting contents of bulk storage a breeze (and save those wrist injuries!) Wagoner info As we revealed a few weeks ago, the wagoner will be a Wurm Online exclusive NPC, that handles delivers between players using the highway system on each server. There's a lot of detail to go into with how to use them, so our awesome developer, Tich, has taken the time to write up a handy guide for you all! It's still a work in progress, and could change before release, but we'll make sure to reflect any changes in this document before that! https://docs.google.com/document/d/1TRk4AvTP0PFKKJbW-ndB0EvLQTJjRM04qDjee4PYsYI/edit?usp=sharing Community Content This weeks community content is the impalong with the fire and sand alliance! Today is the first day, so get on down there and take part! There's games and competitions, as well loads more to pass the time, I plan on dropping in and watching some people die, and maybe even getting my steel and flint imped, it's getting pitifully low... Check out the full details here, and I hope to see you there! That's it for this week, I'll be back next week with more news and teasers of whats coming in the next major update. Until then though, keep on Wurming! Retrograde & the Wurm team