Search the Community

Showing results for tags 'epic'.



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


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


Chaos


Inde


Deli


Exo


Epic


Xan


Rel


Pri


Acc1


Acc2


Acc3

Found 146 results

  1. 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 Bugs confirmed to still exist since this thread was originally made: Leading on enemy deeds Problem: We cannot lead any untamed horses on enemy deeds, even as unlawful or without Templars, which means we can not raid horses to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.
  2. Milking on Epic

    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.
  3. 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.
  4. Ascend to Epic

    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)
  5. 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?
  6. Spirit Gate

    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.
  7. ______________________________________________________________________________________________________________________________________________________________ 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. ______________________________________________________________________________________________________________________________________________________________
  8. 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
  9. 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.
  10. 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.
  11. Valrei International. 041

    “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
  12. Valrei International. 040

    "Teach a man to fish and he can feed himself for a lifetime. Yeah, well, try it! I am so sick of fish! Fish for breakfast. Fish for lunch. Fish for supper. Day after day, meal after meal, fish, fish, FISH! I am thinking of taking up mountain climbing just to get as far away from fish as humanly possible!” - Sir Witwicky on board ship in the middle of the ocean HI Everyone! Well, a big week with some big announcements, I've been keen to share them all with you, for a brief overview check out this link But first... Patch Notes An Epic plan Starting with the upcoming large update, we’ll be changing how transfers from Freedom to Epic work. Instead of how it works now with your Epic and Freedom characters being completely separated, when using an epic portal to transfer from Freedom to Epic your skills and characteristics will follow with you, overwriting anything on your Epic character where the values are lower. This will only be a one way type deal, so any transfers back from Epic to Freedom will act as they do now where you’ll be back on your Freedom character with their skills. For an example of how this works, if you have 60 carpentry on Freedom and 30 carpentry on Epic, the next time you transfer to Epic your carpentry will copy across and be set to 60. Any skilling up done on Epic will stay on Epic and when transferring back to Freedom you’ll be back to your 60 skill on Freedom. Transferring from Epic to Freedom is a little more difficult, and we'll continue to discuss our options with this prior to the launch. We are hoping this will make the option of playing on Epic much more viable for most people that spend the majority of their time on Freedom since the dreaded skill regrind will not be necessary. In addition to the above, we will be changing how skilling works on the Epic cluster in a few ways. First is switching the skillgain system over to the ‘new’ system that is mostly used by Wurm Unlimited servers where using your skill is all that is needed to gain in it instead of the current system that relies on timer length and successful skill rolls between 0 and 40. In addition to this, the experience rate on Epic will be set to 2x as well as the action timer rate being increased to 2x. This will make most actions take half the time and give twice the skill gain, making things a bit easier for new players to get into the game on Epic. The curve will still be in effect. With PvP being the endgame focus on epic, we want to ensure that getting to that stage is not too long for players starting out. Not only that, but hopefully these changes make regearing and preparing tools, weapons and other aspects of the PvP system a lot easier to recuperate after a loss. This coupled with the ability to drop in and out via epic portals straight to Freedom means it's a lot easier to get into the action faster, and hopefully encourages more activity. Meditation Meditation has long been an issue raised and we've already mentioned plans for an overhaul in the future works, but we'll be making some small changes to it in this update on epic as well. As has been stated in many areas, meditation on epic is somewhat different to how it works on Freedom. Given the curve hinders rather than helps in this case, (requiring 70 actual skill meaning 91 effective) it actually makes it harder to raise. In this update we'll be changing this from requiring actual skills to effective skills. This means high path levels in meditating are much faster to gain, with level 11 requiring roughly 47 meditation instead of 70, but that's not all. We'll also be halving the time it takes between each path up, meaning the maximum length of time between path increases is 12 days instead of 24. This of course is aimed at both new players and existing players crossing from freedom to get pvp ready and in on the action, and we'll continue to monitor it once implemented to see how it pans out. Sleep bonus We'll also be making changes to how transferring between clusters affects players, and that will be by granting sleep bonus to the opposing cluster (going from freedom to epic will give sleep bonus on freedom and vice versa) This is aimed at encouraging travel between the two clusters, and also gives a nice little bonus. As you can see these are major changes focused on improving flow and feasibility of getting into PvP on epic. Valrei Changes There are a fair few changes going on with the Valrei system on Epic and Freedom so we’ll just touch on a few of the main points for now and may expand upon these at a later date. First up, and one of the larger changes to how Valrei works, if that player gods will no longer roam the board on Valrei. Players that use the key to the heavens will still exist on the Valrei board while they are demigods, but once they fully ascend to godhood they will be removed from the board to live out their days as gods. Existing player gods will also be removed from the board when this update goes out, however they will still provide missions and all other benefits of being a god to players. Missions for player gods will act as other missions, but will not affect the Valrei board in any meaningful way - instead they will just provide bonuses and rewards to the players completing the missions as normal. We’ve also revisited all mission types, difficulties and rewards to hopefully be a bit better than currently. Each mission type will have its own related difficulty levels and rewards scaling with difficulty. More info will be available in game for these missions than currently available, showing what needs doing and what the player (and god) will receive when the mission is completed. Successfully completing a mission for a god will cause the next mission to spawn at a higher difficulty (and higher reward for completion), where failing a mission will cause the next mission to be at a lower difficulty. Related to this is a rework of how end of scenario rewards work, where the rewards have been split up into different tiers based on scenario participation by the player. More participation in missions across the scenario will mean a higher chance to get a reward at the end of the scenario, and also a higher chance to get a better reward than those with less participation. The god that wins a scenario will also have a reworked reward system over what it currently used. Lastly for today, we’ve changed how the entities on Valrei fight each other when they move. Currently the entities on Valrei have two stats for their attack and vitality - these stats are used in fights when one entity tries to leave a tile that contains an enemy. These stats will be completely changed and reset in this update to instead be related to the 7 characteristic skills that are in game - Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Strength and Soul Depth. All of these stats will be used in a more complex fight system where the entities can move around a smaller game board with various actions available to them - such as ranged attacks, casting spells, and melee attacks. Once a fight occurs, a history of it is then saved on the server and will be available to players in game where you will be able to watch a replay of the battle and see exactly how your favourite god lost (or won!) Other Epic changes There are other planned changes for Epic as well, some of these will be Epic specific changes to PvP mechanics and other game mechanics aimed at eliminating some of the less desirable meta and also systems that haven't worked as intended over time. More info on those will be available later. Highway rules changes As we advised with the launch of the new highway system, we’ll be phasing out the existing highway rules in exchange for a new ruleset with the next update too. The focus will be on returning the majority of control of the highways to players, but still allowing for accountability and control by the GM team when necessary. This is subject to change prior to launch, so please do keep an eye on the GM rules in the city hall on our forums. Wurm Unlimited on Humble Bundle! This week saw the launch of a special Humble Bundle, one with Wurm! We’ve seen a LOT of new players on the servers and I’d like to say welcome to them all, we hope you enjoy your stay, and only get eaten by like, five spiders. If you haven't checked out the bundle yet, here it is! https://www.humblebundle.com/endless-rpg-lands-bundle Community Content. This weeks community content is a beautiful screenshot by kasumi, who routinely travels the lands and takes some of the best pictures of wurm I’ve seen, it’s just amazing! That’s it for this week, I’ll be back next week with some more news, and some might say we’re saving the best for last.. That’s me, I’m the one saying it, next week will blow your woolen socks off! Until then though, keep on Wurming! Retrograde & the Wurm team
  13. Please. Let me escape the dead cluster I've been chained to for so many years. Don't make me start over on Freedom like this. Why can't Epic players receive equal rights? Why are our skills so unacceptable? Is my years of play so worthless and a Freedom player's so much more valuable? Please let me leave Epic with my skills.
  14. Valrei International 028

    Crystal Bay Estates - Finndar Hi Everyone! Patch day has come and gone, and the java update issues have been addressed. We're aware of the horse and cart issues, as well as the water sources, and will be looking at that over the weekend. There's lots to share this week, so let's jump in! But first... Valrei overhaul So we mentioned we'll be sharing some more details about the valrei system and the planned overhauls some time ago, and now it's time to share! So let's jump into it. We have some planned changes for Valrei, the mission system, and Epic in general. These changes are well underway and due in the next few weeks to a month or so. To start off, with the larger number of player gods that have been added to the game over the past few years, it is necessary to look at how those gods impact the Valrei board. Coming with this set of changes will be player gods being removed from the Valrei board once they are changed from demigods into full gods. When a player uses a Key to the Heavens, they will still be added to the Valrei board as a static entity paired to their god, but once their god wins a scenario may become a full god and removed from the board. When this happens the player god will still generate missions for players to complete, but these missions will not directly affect the Valrei board in any way or give scenario points. Scenario rewards are also being changed slightly. Coming with this update will be a requirement for players to be premium in order to be rewarded scenario points as well as karma upon completing a mission. If the player that participated in the mission is non premium, they will only be rewarded karma and sleep bonus, but not scenario points. At the end of a scenario, there will be 3 tiers of rewards The top tier will be available to those with the top 20% of scenario contributors, and contain the highest rewards of a single use tome, or a small chance of a Key to the Heavens or dragon egg for those in the top 5%. After this tier will be a second set of winners for the top 50% of contributors where there will be 3 prizes of a yet to be announced item. The final tier for the full 100% of contributors will have 5 chances for either the above unannounced item, or a moon metal lump. This will only impact the Epic servers, as Freedom does not receive scenario rewards. In addition to the above is a full rework of all mission types, difficulty and rewards. Some existing missions will be removed, some new mission types will be added, and we’ll be going over all mission types to make sure that their difficulty to complete, and reward amounts (of karma, sleep bonus and scenario points) scale properly to the difficulty of the mission. As a larger overall change to this system, the difficulty tiers will be changing from a system of 1-4 to a system of 1-7, where the difficulty of the mission is determined by the number of successful missions in a row for that god as opposed to the number of source items that god is currently holding on Valrei. This means as more missions for a given god are completed, the difficulty and rewards of the mission will increase. This applies both to Epic and Freedom, where an additional bonus on Epic will be increased help for the given god, reducing their move timer more depending on the mission difficulty. Similar to now, some missions will be available in friendly territory, and some will be available in enemy territory only according to the difficulty. As mentioned above, the sleep bonus and karma rewards for participating in a mission will be changing from a flat 1000 karma and 30min sleep bonus per mission, instead scaling with the difficulty of the mission with the very low difficulties giving less than the current defaults, and the higher difficulties giving more than the current defaults. There are also more changes planned for Valrei and Epic in general, but we’re not quite ready to release details of these changes yet. More info about these will come in the near future. All caged up A long requested addition is the ability for creatures to be loaded into vehicles, and I have a very special surprise this week, without further ado... That's right, in a coming up date creatures will be able to be loaded into cages, and onto vehicles! Different creatures will take different volumes, and they will need to be led prior to being loaded (meaning no ships full of spiders!) Upon crossing servers they retain all info about traits. Parentage and cared for status will return upon returning to the original server. Highway testing push we're gearing up our public testing of the new highway system in anticipation of releasing it with the next big update! We'll be looking at how best to organise public testing, but the best thing you can do is jump on the test server and play around with paving the catseyes and building highways! The ongoing discussion thread with the technical gory details can be found here: Wonders of Celebration Iberis (known ingame as Hexd and Mizova) is at it again! This time she's taking her sightseeing tour to Celebration and is looking for your input on what's great to see across the server. If you have a suggestion, or know a landmark she might want to check out, let her know! Community content This weeks community content is a video by qwizat, with a tour of his twin deeds eden and dune. His village is open to all new players, so if you're looking for somewhere to start your journey, contact him! There's a lot coming in the next few updates, and we haven't even begun to tease you all about the new skill coming to Wurm, what is it? You'll just have to wait and see Until then though, keep on wurming! Retrograde & the Wurm team.
  15. Fairly sure this has been proposed before, but why not allow Epic/Freedom trade ? I keep hearing that "oh god, those rich epic players with their 50x skillgain (not true really, pretty much just as hard like freedom to grind skills past 70) will flood our markets with easy to do 90 ql goods and ruin the economy". But is it really true? Will it ruin the economy or just give players more trading options? Maybe do it as an experiment for 6-8 months to see if it actually revitalizes trade on epic and freedom, keep in mind, freedomers will now have access to Epic market and able to sell stuff there too, rares, supremes, etc. After a decade, the wurm community seems to have grown more familiar with the servers and players so why not encourage free trade over all servers? Pretty sure a lot of freedomers would benefit for example from buying a lot of rarely used runes/rift materials from epic, or having their market open to more priests able to enchant from epic. Also epic players will have the market open to new trading opportunities from freedom and able to buy items they would rarely find on epic such as supremes or perhaps fantastic items, drake hide and scales (keep in mind until recently drops from dragons on epic were in the 0.01 kg levels) so seeing someone in dragon armor was something of an event on Epic. I think the pros outweight the cons, and it would surely merit at least a chance to experiment to making wurm a global market to see where it goes. Also, i can already see many opinions swaying in the -1 , "the market is crappy already, dont give us more stuff ", well if the market is crappy already what do you have to lose? I can't say i'm a master in economic theory but doesn't having paths open to new trade routes in general lead to positive economic outcomes and growth? Let's hear your opinions. *Addendum : maybe make a small 200x200 island port where epic and freedom can sail to , where they can sell bulk materials, statues, etc. and sail back. Suggestions on how to call this island port?
  16. Hello there! Can some one create mod which the disable x2 effectiveness on Epic server or make it x1 without food with ability on skill and xN , where N = food quality and affected skill but not more x1.99. Yep, I know -- I can do non-epic server, but The Curve very interesting for me and my players.
  17. In reading the Official Responses from the Dev. Team, I have gathered that: 1. We know the current stituation is unfair. 2. The current situation will continue until we have developed the Perfect Solution in 6 months or so. 3. At the point the Perfect Solution is completed we will release it and all will be Balanced and Fair. Therefore, my forcast for my game play is: 1. For the next 9-18 months I can expect to see fewer and fewer Lib Players. 2. During that time period I can expect to continue to receive continued deliveries of Terraforming events as I can't compete competitively in the Valrei Game and there is no point anyway. 3. During that same period I can expect that my enemies will continue to accumulate Tomes and special armor materials unapposed, as well as add more WL & BL Player Gods to their menagerie. 4. At some point in that time period the Balanced and Fair system will be released. I will be told that all is good now. The fact that my enemies have had several years of unapposed play is irrelevant get out there and compete. As a special reward we will provide you with a new New Affliction to rebuild your deeds on because the New Affliction looks more like a moonscape than Old Affliction. Wargame: "A strange game, the only winning move is to not play."
  18. I thought this might be fun. It has never really made sense, and its never really served the purpose it was intended to (promote migration to Elevation).
  19. You probably came here because you're looking for an active community of great people. You've found them! Who we are: Here at Aranea we use discipline and organization to have fun together and establish a name for ourselves throughout the realm. We're more than just a village - we aim to become the tightest group of players because we believe it's the only way to achieve the greatness we aim for! We try to keep everyone occupied within their own professions so that we're all like one organism, and we use a system of ranks within the community to reward the ones showing their determination. Don't worry if you don't like strict rules and regulations - you can still have fun with us! As we understand some have less time than others we don't let it come in the way of free and fun playtime or become a reason of prejudice. The main thing Aranea is about is helping one another, filling in the blanks where needed, making us an efficient machine. All new, returning and veteran players are helped in the way of new equipment and after a short period of initiation and testing how much of themselves they could dedicate long-term - we set them up with their own piece of land. How we work: We use a system of ranks to give people a sense of appreciation and self-improvement. The community is ran by a council consisting of the Grandmaster, the Henchman and a few Chancellors. The Council is the part of the community that establishes new laws, systems and generally tries to improve our life standard and establish order. All the other players become Recruits right after the initiation until they choose their profession and their own path. They will be provided with appropriate tools and workspace. It is always an option to raise in the ranks of Aranea and possibly become a Chancellor. That doesn't mean that the higher ranks keep their secrets or are above the rest. We are all important in Aranea. It should not be forgotten that every rank, from Recruit to the Grandmaster is an important military asset. Everyone will in time be equipped with armor and weaponry of choice and be free to hunt and join battle parties. Our goals: Our main goals are: - Gaining renown; - Becoming great as a team; - PVP (not obligatory); And most certainly - having a great time. What we plan: Our plans for the future include mostly three things, which are: organising different mass events for fun, building a beautiful settlement and most obviously becoming self-sufficient silver-wise so that we can all keep one another up with the money we earn in-game thanks to the amazing player based economy. Process of recruitment: According to the above - we have a strict system of recruitment. Firstly, a potential recruit is allowed to put up a small camp (no terraforming) right next to our deed. Don't worry, you won't get bored or feel endangered in any way! Initiates will be given various tasks or asked for help in return for protection, food and entertainment. Secondly, if the recruit passes the "determination test" they will be invited into the ranks of our community and become one of us. From now on he will be allowed to pick his profession in order to fill a blank in the team and make it stronger or become a "lone wolf" and be free from the weight of responsibilities on their shoulders. Who we need: Basically everyone! As long as you're talkative, friendly, trustworthy and don't burn out too easily - we will be happy to welcome you. We do, however, have those blanks to fill in: - Steel maker; - Charcoal maker; - Bowyer; - Mason; And considering that the cooking update will be a blast... - Brewer! In time all of the above will be given a workshop and proper tools. Don't wait - reply to this post or /tell Erevorn or Pardigan in-game! Below there is a map of how to get to us from Whitefay... The turn you must take from the highway from Whitefay is the turn that leads to Oatfish Maze - you'll see the sign. ... and a few pretty screenshots in spoilers so you don't say I spam And this is the deed in it's most current state: Live great. Live free. Live in Aranea!
  20. Building overhaul

    So we have the cooking overhaul. It's awesome, I've been spending time lately solely on finding new recipes. I managed to find my weaponsmithing affinity, a channeling one and now looking for other good ones. Also made a pizza for which my villagers love me now. There are talks going about reworking the meditation system. Good idea as well, it needs something done to be more appealing and less punishing. What about overhauling the building system? 1. New materials. First of all, there have been suggestions, ideas, questions and whines about log houses. Why not? Easy, quick way to put up a shed in the middle of nowhere without having to find iron. Especially useful to new players however it would surely need some restrictions otherwise we'd have tons of these around the wilderness. Probably more than there are now. Second of all, I've seen a suggestion about round cobblestone walls somewhere today. Why not add all types of cobblestone? Sure it would need more mortar to stick together but it would sure look nice. Third of all, imagine a nice wall that looks almost like timber framed walls but it's tougher and more like a house wall rather than a barn wall. Basically a concrete wall with rock shards or steel beams inside for strength. Teepees and huts made out of sticks and covered with leaves or hides. Basically would work like tents except they'd be available to be made in the wild. 2. New features, structures, types of walls and constructions. So far I came up with just a few nice ideas such as: - a basement (decreased decay for foodstuffs, speeds up fermentation, it's like a cave right underneath a chosen area with a floor above it and the walls reinforced) - round walls (I believe it would be rather difficult to achieve but imagine if we could finally make round towers on our castles) - shipyard (a building in which you can dig so ships can sail in if the roof is high enough) - grainmill (a wheel in the water (borders right next to a wall need to be at least 30 slopes down) OR a windmill instead of a roof that grinds cereals faster the stronger the wind blows and with both - a huge grindstone inside which you can open, throw some wheat inside and it is ground into flour over time - press house (same idea as the grainmill but it has a huge press inside that can turn strawberries into juice over time) - castle wall (double as thick as a normal wall, can withstand double as much damage but uses 2,4x more resources so instead of 20 bricks for a wall it uses 48) There could be way more adjustments, advancements, new tools, resources, walls, buildings etc etc. For now I just want to leave this idea here for people to discuss.
  21. 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?
  22. Love/Breakup Letter to Epic

    I fell in love with Wurm many years ago and i have held out and will always hold hope in my heart it will return and surpass it's previous greatness. I love to play Wurm because I feel like I'm actually working towards something especially when working as a team so many Awesome memories. I just can't come back to epic the way it is. I have never and will never play Freedom/Chaos. I try to normally stay PC as possible and if I offend anyone with this next statement I apologize. I feel like epic is treated as the red headed step child of Wurm and has not been given the attention it deserves. Epic is in such disarray that i don't know if PVP will last I'm not saying that it will die out on freedom also. I feel that chaos will never live up to the full loot on every server like on Epic. The epic style of PVP was the attraction that I had to wurm that I could and would most likely lose my stuff. There were so many occasions that I would feel like my heart was going to beat out of my chest because everything was on the line, even though its just a game it gave me a thrill that I had never felt nor have I been able to find again. I feel like Epic was a game in and of itself and I don't mean this in a way that freedom is a lesser version but just such a different version and that they each deserve to have time spent on each of them equally. I love you Wurm but I cannot continue to have my heart broken update after update that does nothing to help bring people including me back to the cluster I grew to love. Treating it as a red headed step child. I know I'm not alone in the way I feel. I know I'm not the first to bring these problems to light. I also feel like this will fall on deaf ears no matter how eloquent we write our requests. In the end the ones that know they tried will know that they tried to help one of the best pvp games ever made. Basically I feel like Wurm has become the guy/girl you romanticize after but always tries to keep you hooked by promising that they will do better next time. but when next time comes its no different than before. I love you all for the experience you provided, DarnComp
  23. Everland is hosted by citadelservers and runs 24/7 No lagg Skill gain: 10x Characteristics gain is super moded , up to 31 - 20x , After 31 - 2x (instead of 0.2 you get 0.01 , the real 10x) Action Timer 5x Breeding timer 3x Ada \ Glimmer 30k Creatures 60% agressive 24/7 No wipe Back up Server Mods Installed: Announcer - Shows log when some one logs in Bag of Holding - Making objects hold more items Boat mod - Very fast boats Bounty mod - You get coins for every creature you kill Bulk mod - Can place hot items into bsb Bulk storage trasfer limits - You can type in a number above 1000 to move more items Creature age mod - Horses getting older slower Creatures on water - You can lead creatures on water , all of them ! Crop mod - You get additional 3 crops when harvest (can make smaller farms now) Deed mod - Deeds limited to 50x50 size or 2500 tiles total Dig like mining mod - Dirt drops outsize of inventory to ground Harvest helper - Show current stage of crops Inbreed warning - Shows a warning when you try breed family relatives Mailmod - Free mail Moon metal mining mod - You have a chance to get random ores from mining (ada, glimmer, seryl) No Decay - Roads and bridges dont decay Sacrifice mod - When sacrifice rare items you have a chance 1\4 to get a bone Skillgain control - Fix your skill gain to exact x10 Spell mod - No priest limitations no need in linking, max favor can be used is 90 per 1 cast) Spell power - enchanted spells , less chance to shatter , higher then 104 cats (up to 250) Stable master - can turn animals into tockens and redeem them later or trade Timer fix - faster leveling \ flattening , pray and more ... Upkeep costs - free deeds making with low upkeep , all deeds start with 4s in thier coffers --- 16 square km highly detailed custom map (4096x4096 Independence size) --- HotA Events !!! Your adventure begins now ! Direct connection: 185.38.148.138:3724 Visit our Forums at: http://wurmunlimited.freeforums.net/ Live map: http://192.99.0.165:83/ElishaP/4079/mapvieweroutput/ (Updates everyday after server restart) Server LIVE status: http://192.99.0.165:83/ElishaP/4079/stats.html (updates every 5 minutes) --- Special offer !!! Ends at 17/08/16 Invite 2 friends to play on our server and you will get a special healer NPC to your village ---
  24. Typo in Valrei Spawn Message

    The game text: [23:23:06] Fo commands the Son of Nogumps. [23:23:06] Some Son of Nogump arrive. What it should be: [23:23:06] Fo commands the Sons of Nogump. [23:23:06] Some Sons of Nogump arrive. Or should it be "sons of Nogump"? Not sure what's best here. http://www.wurmpedia.com/index.php/Son_of_nogump
  25. We all see them many times a day in our event tab and on twitter - messages like these: They are spamming the event tab on all Freedom servers, and they also do so in the Freedom twitter channels. These messages are directed to Epic players. Playing on a Freedom PvE server I simply don't care about these events and I feel annoyed by that kind of event tab and twitter channel spamming! Please remove them from the Freedom PvE servers (or make them optional) and the Freedom tweets.