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Found 25 results

  1. Sestra[5xSkill,3.5xAction,Mods] Server specification: PVP zone- PvP Arena Cathedral with all gods altars Portals to Altar of Three and Bone Altar Public Mine Fighters Guild with indestructible practice dolls More items on start with better quality 5 x Skill gain 3.5 x Action Map size: 2048(custom) Really beautifull world 15k creatures on map Money for killing mobs Rare Adamantine and Glimmersteel veins 40% Aggressive creatures No priest restrictions Highways Lower deed fees Now settlement upkeep off Mods: Betterdig Biggerhouses Boatmod Bountymod Bulkmod Bulktransportmod Cropmod Meditatemod Movemod Newportals Spellmod Timerfix Craftablepauldrons and more... Clear map preview: Some screens: Server map: http://sestra.xaa.pl/map/ Server Forum: http://sestra.xaa.pl Discord: https://discord.gg/UJ3W6Nn
  2. A hell hound got into a locked building and killed someone. As the single storey building is fairly near some very high cliffs, it is possible that the hound came through the roof. The roof is a combination of normal sloped roof tiles and one tile of flat wooden flooring. There are no openings, stairs or ladders. Hell hounds seem to travel at greater speed than some mobs, so depending upon the implementation, it is possible that they travel further when travelling / running per second and get inside the building before any collision checks. Just a heads up. I would like to know if I should replace the one tile of flat floor with sloped roof, or if that would make no difference to such a fast moving mob.
  3. A hell hound got into a locked building and killed someone. As the single storey building is fairly near some very high cliffs, it is possible that the hound came through the roof. The roof is a combination of normal sloped roof tiles and one tile of flat wooden flooring. There are no openings, stairs or ladders. Hell hounds seem to travel at greater speed than some mobs, so depending upon the implementation, it is possible that they travel further when travelling / running per second and get inside the building before any collision checks. Just a heads up. I would like to know if I should replace the one tile of flat floor with sloped roof, or if that would make no difference to such a fast moving mob.
  4. Taxidermy

    Taxidermy is the preserving of an animal's body via mounting (over an armature) or stuffing, for the purpose of display or study. This could be cool, there are so many nice mob models in wurm that would look cool if they could be mounted on walls or turned into stuffed statues. Just imagine a goblin standing in every house on Xanadu. Could even use the same model of the statues just with the skins of the actual mob.
  5. I'm no sound designer, but it seems like some of the animal sound variety is a bit lacking, to the point where it feels like some kind of legacy code prevents adding more somehow. I hope that isn't the case. Good sound design can make a game feel a lot more vibrant and conveys important information in a subtle way. With that in mind, it's rather offputting to hear the same exact sound files used between wolves, hounds, and rift beasts. Similarly so for trolls, jackals, and ogres. I'd like to list some specific issues and what could be done instead: Wolves: The "whine" when hit is weird and does not convey the action's impact very well; they should yelp or growl when they are hurt so it feels like I'm killing a wild animal, not torturing a helpless dog. This goes for all the other canine-like monsters. Hellhounds: Perhaps they should share a similar sound profile to the wolf, but with a filter or added affect to differentiate them a bit more. Perhaps a more inhuman (incanine?) growl/yelp/whine to make them seem more demonic. Rift Beasts: Similarly to the hell hounds, they need a way to convey the fact that they are supersized alien dogs from an alternate dimension. Their size should reflect that too, with a much deeper pitch to all their sounds. Jackals: I know they have the troll sounds but perhaps they shouldn't sound like a dog either so much as the weird humanoid hybrid they are. A warbling effect, along with sounds more typical of a hyena's could be properly intimidating. Now for the more brutish side of things: Trolls: Good overall. No real complaints as they sound like the big, lumbering, nose-picking buffoons that want to club you in the head. Ogres: Like the rift beasts, they need a much deeper tone to their sounds to emphasize their size. And maybe some proper underwear too. Nogumps: I've never encountered these before but I assume they have the same troll sounds too. One fun detail I can think of is to make them play each sound twice or accompany them with a variation, to add to the theme of a two-headed creature. On a more positive note, I think the sounds for most of the other creatures is spot-on. Mountain lions sound fierce, crocodiles terrified me when I first encountered one, and spiders/scorpions are rightfully creepy with their chittering. That's all, thanks for reading.
  6. Green with Envy ?

    Hello people of Xanadu. I have travelled far and wide, from coast to coast, yet a Greenish Troll or any other greenish creature still evades me. Where are they ? Please input greenish sightings here!
  7. [Release] [Client] OldMobs

    This mod bring back the old mobs coloured depending of its mood. You can change each color in the config file with RGB format. Source: https://github.com/encode32/OldMobs Release: https://github.com/encode32/OldMobs/releases/latest Colors by default: colorAlert=255,0,255 colorAngry=0,100,0 colorChampion=190,255,0 colorDiseased=255,255,0 colorFierce=0,255,255 colorGreenish=0,255,0 colorHardened=255,100,0 colorLurking=150,0,150 colorRaging=255,0,0 colorScared=150,150,0 colorSlow=0,0,150 colorSly=0,150,150 Note: Colors by default are not the best, feel free to contribute.
  8. WU Mythmoor - Fun Weekly Events

    More fun - Adventure - Play - Events - No Drama Come join us!!! WU Mythmoor Avatar & Uniques Fun in Moors Rest http://imgur.com/a/Y3qPm Wurm Unlimited Mythmoor 1st Raceway Obsticle Event http://imgur.com/a/oyq8X Wurm Unlimited Mythmoor Xype hosts Aquatic Event at Moor's Rest Docks http://imgur.com/a/UlXY0
  9. Creature outline w/ toggle cmd

    I would appreciate if anyone could send me a client side mod that outlines agressives in a red colour and non-aggresive in stantard blue color with a toggle command. Thank you
  10. Possession

    Had a nostalgic attack and played some old Dungeon Keeper II, and got to looking at the possession spell for taking control of individual minions. Something similar in Wurm could be an enchant or personally better yet as a sorcery ability, perhaps even replacing one of the more "worthless" ones. Or an artifact ability, anything is possible. As the name implies, possession allows you to take over the target monster like its your own character. Your character remains where you cast the ability, vulnerable to attacks and etc. High difficulty to begin with, and it scales higher based on the target critter's combat rating. You are limited to what that particular creature is capable of to begin with on its own. You can remove yourself from the creature at any time, limited by the usual logout rules. EDIT: ie no leaving while in a fight. The creature dying while you are possessing causes a backlash, which permanently removes some of your mind speed and/or logic. The exact amount could correlate to the possessed creature's Combat rating.
  11. Named Mobs

    With the introduction to some nifty new loot with stats and disposability... I was thinking an addition of randomly spawning named mobs for solo fighting would be interesting. Everquest did this alot. Ordinary models with a unique name like 'Gash the Troll Chief' and would have a random item on it (most of the time something crappy). *No, alert that they spawned or anything... just find them randomly while hunting, travelling, or exploring. *It doesnt HAVE to drop loot everytime, but it could have a higher chance than normal mobs for rare coins too. *It should be noticably harder than normal un-named mobs and give more fight skill when defeated. *There is no need for extra work on models, just use normal models and change statistics. *Adds an element of surprise when fighting and possibly a unique 'pet' to bring around. -Doctorangus
  12. So after riding around in desperation for hours in heavy fog, I'm yet again frustrated by the fact that I've never seen one of these new creatures. Much less having killed one. First off I want to thank the devs for finally adding a new mob type. Those of us who can kill trolls in our sleep appreciate it. But something needs to be done. The fog+Fog Spiders event doesn't feel very..well..event like if you can't even find them. When the fog rolls in, these things should be WAY more visible and plentiful. They should swarm out from the fog. When the fog rolls in, people should be like "Oh crap, my FS is kinda low...I better stay inside or keep a look out!" More fog spiders please!
  13. More Realistic Weight

    So i am going through and editing the Wurmpedia and i notice that mostly everythings weight is 50, there are the small creatures who's weights are more realistic, but a pheasant wont be 15 kilos, a rooster isnt .36 kilos; A crocodile will be way more then 50 kilos, and its weight should flux between 50-150. Some animals should give more meat, some should give next to none. Wurmpedia Source
  14. I was playing round with zones the other day and the idea of making a zone where you walk in and a mob or a group of mobs spawns came to me, kind of like a popup but instead of a message(or even as well as a message) you get creatures spawn. For example on entering a grave yard and skeletons spawn that kind of thing, perhaps with a timer for resetting the zone once the mobs are killed. A few other ideas that could go with that could be treasure chests and loot (kill the mob and a treasure chest appears) and a control on the mobs and NPC's to keep them confined to the zone would be good too.
  15. I noticed recently the unnatural quantities in which hostile mobs spawn in remote areas. I was traveling through the desert and was killed by a combined force of a crocodile, mountain lion, several giant scorpions and spiders, and some wolves. I figured, "well, it's the dessert, its supposed to be dangerous, even if that was pretty ridiculous." but then later when I was trekking north to recover my belongings, I passed through an unpopulated, un-deeded area, and found it to be completely inundated by malevolent entities. The ground was completely covered in a thin layer of hell hounds, wolves, goblins, crocodiles, and about every other free-to-play killing filth that I know about, some of which I learned of right then and there, spaced a tile or so from each other. This absurdity seemed mainly to happen in clear areas without trees and with ancient paving from long gone settlements, or it at least seemed to center there. It stretched a ways beyond in all directions, I ran out of stamina and was killed before I made it through. This is how I learned what the real Wurm wilderness actually looks like. Is it like this in real life? no, of course it isn't, i understand that wurm online isn't supposed to be an exact imitation of our world, with its gods and goddesses, and with all its fantastical creatures, and of course magic, but an ocean of weird beasts whose only drive is to inconvenience avatars as much as possible makes for a very poor world indeed, especially considering that the only other place to go is a literal ocean in which you will die after 50 seconds. When being viciously and tirelessly assaulted by those dozens of mobs, I angrily wonder: why aren't at least some of these animals eating each other instead of just me, one small free-to-play human passing through, trying to recover everything he owns. mobs should attack other mobs, so long as it makes sense, such as wolves attacking a troll, or so forth. Whatever the case, whatever you deem ecologically realistic. Now back to my other point, too many mobs spawn too frequently, too close to each other. How are people supposed to live off the land when they are constantly being raided by hoards of random this and that? I suggest that mob spawning should be rarer and that mobs should be fewer and further between. Though it should be a case by case basis, for example, it would make sense for wolves to spawn closer together, and to band together like all mobs currently do, whereas bears should be very far between, and for that mater they should run away from humans rather than charge toward them, unless attacked, this goes for many of the passive mobs as well. I also suggest that mobs should have certain criteria that they require to spawn. wolves, bears, mountain lions, crocs, and most of those creatures that can be found on planet earth, should spawn in certain environments: wolves in the deep forest, bears in the very deep forest or in caves, mountain lions on the rocky peaks, crocodiles in marshy lakes, and so on, according to what makes most sense. (by the way, is it already like this to some degree and i am just unaware of it?). Whereas the monsters, like giant spiders or scorpions, and other oversized weirdness, should be rarer and spawn from, say, nests, or the like, lairs maybe, and perhaps scorpions could spawn in the deep desert where they look ecologically adapted. Some humanoid mobs should spawn at rare lairs as well. Trolls, for instance, are humanoid and are intelligent enough to have clothes, tools, and to open doors and gates, perhaps they should have villages with little item-based huts, or, if your version of trolls are solitary creatures, perhaps they should spawn from rotten tree stumps, thus encouraging players to destroy the stumps they leave near their deed, or maybe not trolls, but i think there should be a mob that spawns only when tree stumps decay away, wood imps perhaps. at any rate, i grow weary of seeing more trolls than i see other avatars. Now, as for elementals such as hell hounds or magma spiders, and other spirits unique to planet wurm, they should spawn when their component elements are brought together, as this, maybe, attracts them from whatever plane of existence they were on prior. for example, hell hounds could spawn on the site of a former camp fire when a pack of wolves passes near, or a water nixi or whathaveyou could spawn in a pool in the deep forest where at least 1 person has prayed in the last starfall. SO MANY POSSIBILITIES, I'm just planting a seed and hoping that it will grow, and that it will free the lands of Wurm from its menagerie-like infestation. Do consider these suggestions, though after all its your game from your imaginations, not mine. Thanks for reading.
  16. Animal attack through wall

    Mobs get you target through wall but we cant attack to them [07:31:07] Aged mountain lion claws you pretty hard in the right hand and irritates it. [07:31:07] The plain stone barred wall blocks your attempt. Picture(if it helps or proof anything)
  17. Mobs in on deed mine

    I have now had a mine on my deed for a very long time and it has been quiet down there. But today as my priest was to visit his magranon altar down the mine there where 2 cave bugs waiting for him down there. The mine is all on deed and there has been a mine door on it since the beginning of it, my question is if this is something new as I have been told that mobs cannot spawn inside on-deed mines?
  18. Ranged Creatures?

    So upon recent hilarious discussions with a certain stubborn person who decides that dual wielding on chaos is a good idea, I thought of a good idea to not only help fix their terrible play style but to also encourage more people to use a shield! Ranged Creatures. Things like: Goblins/trolls/humanoids with rugged bows, spears, etc. Or more on the fantasy magical side with acid spitting scorpions Spiders with a ranged web ability to slow people etc #1 It will make hunting more diverse and less boring. #2 Stubborn dual medium maul wielding people will learn a lesson #3 it will be fun! thoughts?
  19. champions

    I know that there are champ dogs, and all the other agro mobs and unis, but are there champ horses and cows and bison?
  20. Mobs spawning on deed.

    So, I just woke up today, logged in, jumped into my garden, started farming, *bam* snake (mature male anaconda), freaked out, tried to set my garden a-light. Luckily it was not able to get to the tamed animals pens at the back of my yard where several young horses are chilling out. The on-deed guards (set to aggressive) did not attack it. The snake was in a completely enclosed pen (completely on deed) behind a locked house. It effected the deeds animal ratio. I thought mobs were not suppose to spawn on deed - bug?
  21. Wouldnt it be great to have ice wolfs/golems, ent like mobs etc...? I think Wurm needs some new animals, maybe a bit more mythical ones rather than real ones
  22. I'm surprised no one's suggested this before but... Can we make unicorns spawn less often? I know there's probably some kind of percentage rate or chances for certain animals to spawn, so can we just turn that down a little? Unicorns are unicorns! You would think they would be a rare sight, and it would be a privilege to have one wander into your deed or something. But nope. Unicorns seem to be the most common animal in wurm, and are viewed by most wurmians as "vermin". Unicorns are nuisances, and those who can manage to kill them(who are far and few inbetween) often go out and slaughter them in huge numbers. Is this what unicorns are supposed to be like in the world of Wurm? Is this what Rolf intended them to be? Make them rarer please. They aren't really good for anything except to kill for exp. While some people may like being able to find them easily and in large numbers for some reason or another, I think we all would probably like to see less of them. PART 2 This is an extra suggestion I'd like to add onto this. Make unicorns useful. In addition to making them rarer and harder to find, perhaps we can give them some extra features or effects of some sort so that if you do happen to find a unicorn then it's a good thing. Some ideas off the top of my head: 1. If a unicorn wanders onto your deed, the deed gets some kind of small positive buff or something. This only happens if there is a unicorn on the deed, and does not stack if multiple unicorns are on the deed to prevent people from hording unicorns for their buff. 2. You get some kind of positive buff from being within a certain tile distance of a unicorn. Tile distance depends on unicorn's age. Does not stack if multiple unicorns are around. 3. Make unicorns faster than normal horses, so they are more considerable as mounts. (I don't know if they're already faster or not, wiki doesn't say.) Unicorns can not be used as beasts of burden(for large carts or any other animal drag-able thing). 4. The only really unique thing a unicorn gives on death is a Twisted Horn, which is not very useful except for making healing covers, and even isn't very useful for that either. Give the horn more importance or effects that make it more valuable. 5. Unicorns turn grass or dirt/packed dirt into flowers when they walk on them. This would make unicorns an extremely valuable addition to any pasture. This may also create small issues for people who are building, but I don't think a unicorn would approve of someone destroying nature anyway. All the ideas above are assuming unicorns are made more rare. This idea is up for votes on Uservoice!
  23. According to Wurmpedia in the tundra there are not spawn of animals. (also for mobs?) But I remember that I found some spawn in tundra (troll, wolf, scorpion,...), at the moment I have a spawn of wild cat in tundra but near a grass tile. Someone had the same things? or animals mean only horses, cows, ... ? in this case should explain better that doesn't spawn aggressive mobs. Thanks, Giuseppe
  24. While I have just scratched the surface of Taming and Caring for animals, I thought of a few ideas for the future that may interest some of you. Fish - It would be great to have more sea creatures that surfaced on beaches, and crawled out of lakes! Both realistic and mythical. Plus, a greater variety of edible fish for more complex or stat enhancing meals and potions would be interesting. Think of the implications of a dart tipped with blow fish poison. And while we are at it - why not have Great Sea Creatures lurking and spawning far off the coasts which ships could track, stalk, and attempt to capture or subdue. A great caravel pulled by a pod of strong champion dolphins would be quite fast. And the oil, fat, meat, bones, and hide of a Great Whale would supply a settlement or economy with a huge influx of supplies to spur the local economy. The fight between a flotilla of sailing ships and a Gigantic Octopus, or Sea Serpent would be magnificent! Fowl - What about the ability to capture, tame, and train a falcon or other bird of prey. For that matter, and bird that is able to fly any distance could be useful as a scout. Perhaps, once properly trained, a falcon could be used like a spyglass or a telescope to visit and see over the next hill or mountain. Sent out from the falconer's shoulder, the player would then control and view the world from the falcon's vantage point! In addition - one could specialize in and train homing pigeons for messaging (in addition to the mail system already in place). Other birds could act similarly, or perform the task that their Middle Age counterparts performed for human civilization! Familiars - Stepping into the realm of fantasy and magic - it would be great to go beyond taming and commanding creatures to actually getting behind their eyes and moving into enemy camp to silently stalk for a kill, or sneak past unnoticed for surveillence. In this case - the player character would stay behind, their body vulnerable to attack and death. But - if they were smart they could secure their person, and still take a scorpion familiar to an enemy camp for a really great PvP attack! Or simply act as a spirit animal that the player character can morph into through spells for a limited time - but a great enhancement to specific attack capabilities or specialized skills. Familiars would be time limited control over the tamed creature, would be vulnerable to death and even capture (oh wow, think of the implication of being 'inside' your familiar when it is captured, in turn trapping the player character in the familiar in a cage for who knows how long... ) Anyhow - these are some fun ideas I've been kicking around concerning the fauna of Wurm and how we currently interact or could possibly interact with them in the future!
  25. Mobs can run right through trees when chasing us. This can be a big problem for a weak fs player when they get face a forest of olive trees and being chased by spiders, bears, or trolls. The player has to figure out how to get through the trees, but the mob takes a direct B-line straight to the player who probably has gotten stuck on yet another olive tree, and sometimes cornered in this way. Then the player takes a hit, becomes 'hurt', and can no longer walk fast to get away from the mob. We have to obey the code that we can not walk through trees, but mobs chasing us do not have that problem.