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Found 65 results

  1. I think the new update would be better if they kept the foraging and botanizing the same (where you can forage and botanize on every tile) but say there is a rare item, or uncommon find, they could make a node for that. Instead of just taking away forage & botany from every tile. It would be less time consuming and add an extra incentive to the game.
  2. A good point was brought up by a friend. Seems when the Steam client updates Wurm Unlimited client, if the server is not updated also you can't log in. With Minecraft there was a way to downgrade client to be able to play until the server was updated. Would be an awesome implementation.
  3. According to the new update, Herbivores SHOULD be eating Fruit/Berries/Nuts and SHOULD NOT eat mixed grass: Change: Edibility of plant-based food items Mixed grass is no longer edible except by grazing animals such as sheep and horse Acorns are now edible by omnivores and herbivores Fruits, nuts, and herbs are now edible by herbivores such as horses and cows The opposite is ( still ) the case as before the update. Confirmed with my own Tortoises: [08:01:58] The adolescent fat tortoise 'Raphaela FF TB' seems uninterested in the acorns. [00:11:48] The adolescent fat tortoise 'Raphaela FF TB' seems uninterested in the green apple. [00:17:37] An adolescent fat tortoise 'Raphaela FF TB' eats some mixed grass. Wurm devs, please test your new features before you roll it out. That's like every dev's main focus: Testing, Testing and more Testing.
  4. Client shows All attempts failed for gui/paperdoll/body_icon.png I tried a lot of things including reinstalling and restarting the system. It works fine on my other system with the same os, just better specs but that shouldn't matter and it would mean there is no problem in the network either.
  5. i wonder who will protect witch part of xanadu highways so i dont need to check them all around... my team will take care for all glasshollow area and desert all to the vrock landing.... cateyes we are coming!
  6. I am sure there is someone thinking "hey what a crazy cool idea this is, I shall make everyone a zombie for Halloween". If only I could get a refund for the 2 weeks I am going to lose not playing whilst this enforced stupidity is going on. It has totally destroyed my immersion in the game, I am really annoyed and considering quitting if this is the state of mind of the game developers. We should have the choice, there are yellow potions if you want to dress up, we should not be forced to join in. Why not make a yellow potion return you to normal during the event? At least then I can enjoy not looking totally ridiculous.
  7. Greetings Wurmians! We’re back with another Valrei International, going over what we’ve been up to and have planned, so strap in and call me Susie! Devblog updates After last Valrei International mentioning the changes to development, Product Manager Budda posted a devblog with the changes planned. This means that we can work in better cycles and produce monthly updates reliably. It also means we can work better on showing you what’s coming each month and how it fits in with long term plans. We’re in the process of gearing up for all this, so once the ball gets rolling we’ll begin looking at sharing our plans for the future. Aside from that there will be a whole bunch of QoL updates and fixes. Our aim is to not reduce the amount pushed out each month, but package it into one larger update per month to reduce downtime and give you all more to chew on. Next update The first update under this new cycle is planned for the 30th of May, and will continue to be on the last Thursday of each month. This month will include the distant tree visual improvements showcased in previous editions of Valrei International and on Wurm Wednesday with bloodydrongo a.k.a. Emoo as well as normal and specular mapping on player armours. The update will also touch on a few aspects of the journal, including crediting past legendary creatures slain, colossi built, and guard towers! This means less big building projects, lucky you. Me, on cam! Our official Wurm Online devstreams are in the works! Our planned start date is 10pm (GMT) Saturday the 25th of May. This stream will be an introduction of all of us available (We expect the dev roster to vary depending on availability) but it will be hosted by yours truly, Retrograde! So tune in to us here We're also looking at adding some sweet wurm merch via Streamlabs store, including posters of the ingame maps! It's still in a experimental phase but expect to see it soon. HotA retirement With the introduction of the new HotA battlecamp system, we’ll be disabling the old HotA zone shortly after the update on the 30th. We’re pleased with how the new battlecamp system has gone and feel it creates more roaming oriented play as opposed to centralised focus on the HotA zone. We’ll give more info on the time exactly so anyone who wishes to occupy the current HotA zone can fight for it! Community Content Independence hits 10! It’s a day of big birthdays, with berris posting that the Independence server hits 10 years old on the 17th of June, along with Wurms 13th birthday on the 6th of June. Do we have anything planned? You’ll just have to wait and see… That’s it for us this edition, we’ll be back on the 29th with the Valrei International before the update, but you’ll also see us live before then! Until then though, keep on Wurming! Retrograde & the Wurm team.
  8. Froze so badly after update, had to kill process to quit. I was half way thru building a stone wall at the time. Forge was still lit on relog... and FPS have dropped from 60 to 30... Graphics on low settings are now abysmal, which they weren't before the update. And why do I use low settings? Because, using default settings, computer temp rises dramatically and FPS drops significantly:
  9. Pine tree stumps look like birch tree stumps. Reported to me by a neighbour, and confirmed.
  10. I updated my server today just want to know if anyone else had these problems or know how to fix them?? I had creatures mod installed I have removed it and deleted all the zebra, panda bears etc in the db
  11. Hi there! Complete newbie here. I just installed Wurm last night and have been trying to sign on since then. It was updating incredibly slowly last night--eventually I went to bed, and when I got up the Wurm window was closed. I tried opening it again and it started over with the updating. I left it updating while I went to work; it had reached 60% when I left. When I got back just now it was at 20%, then froze at 36%. I've restarted it and set my computer not to go to sleep, in case that's what's going on. Is this a normal part of the initial install, or is something going wrong? Thanks!
  12. Was playing alright after update but after i updated patcher file for mods i am unable to get into the game. This is the information I get: Unexpected crash while playing The error was: <java.lang.reflect.InvocationTargetException> It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm unlimited forums, and someone else might be able to help you. Contents of console.log: Time is Tue Oct 10 09:54:42 MDT 2017 Running client version === System information === Executing from D:\Steam Games\steamapps\common\Wurm Unlimited\WurmLauncher\ Operating system: Windows 10 (arch: amd64, version: 10.0) Java version: 1.8.0_121 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.121-b13 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 8 WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5. Loading character Blainwolf Loading config default Loading props file PlayerFiles\configs\default\gamesettings.txt Executing PlayerFiles\configs\default\keybindings.txt Keybinds UI: Secondary keybind for "toggle inventory": F3 Loaded pack sound.jar (null) Loaded pack pmk.jar (null) Loaded pack graphics.jar (null) >>> Main thread exiting. Loaded pack sound.jar (null) Loaded pack pmk.jar (null) Loaded pack graphics.jar (null) Loading props file PlayerFiles\players\Blainwolf\playerdata_test.txt Loading props file PlayerFiles\players\Blainwolf\stats.txt Preparing to enable console logging. Now logging to PlayerFiles\console.Blainwolf.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 3 colorItemsDamage = true color_black = 0.0,0.0,0.0,1.0 color_cyan = 0.0,1.0,1.0,1.0 color_error = 1.0,0.3,0.3,1.0 color_fuchsia = 1.0,0.0,1.0,1.0 color_green = 0.08,1.0,0.08,1.0 color_grey = 0.5,0.5,0.5,1.0 color_lime = 0.0,1.0,0.0,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.5,0.0,1.0 color_outline_ally = 0.5,1.0,0.5,1.0 color_outline_friend = 0.5,0.75,1.0,1.0 color_outline_hostile = 1.0,0.0,0.0,1.0 color_outline_neutral = 0.5,0.5,1.0,1.0 color_purple = 0.5,0.0,0.5,1.0 color_red = 1.0,0.0,0.0,1.0 color_royal_blue = 0.23,0.39,1.0,1.0 color_silver = 0.75,0.75,0.75,1.0 color_system = 0.5,1.0,0.5,1.0 color_teal = 0.0,0.5,0.5,1.0 color_white = 1.0,1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0,1.0 compressed_textures = false compressed_textures_S3TC = true connectByIpIp = 127.0.0.1 connectByIpport = 3724 contribution_culling = 150 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1024:768:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true enable_vsync = true event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = false hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 3 key_bindings_source = 0 keyboard_layout = 0 limit_dynamic_lights = true loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_dynamic_lights = 8 max_shader_lights = 8 max_texture_size = 2 mega_texture_size = 5 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 1 other_log_rotation = 2 outline_picking = true player_texture_size = 2 reflection_texture_size = 1 reflections = 2 release_context = false release_context_on_jogl_sleep = false remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = false render_sun_glare = false render_vignette = false resident_models = false save_skills_on_quit = true screen_brightness = 0.0 screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 0 shadow_mapsize = 1 shift_drag_default = 1 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 3 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 0 sound_play_PMAlert = false sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = false sound_play_weather = true sound_play_work = true start_dedicated_server = false structure_render_distance = 3 submit_client_data = 0 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 use_fast_clock_work_around = true use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing PlayerFiles\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 8 worker threads Using LWJGL display 1024:768:0:0 (false) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.15.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.1 Adapter info: lmimirr (2.50.0.596) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 530 OpenGL version: 4.4.0 - Build 21.20.16.4534 OpenGL extensions: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_debug GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.40 - Build 21.20.16.4534 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL max lights: 8 (8) GLSL defines (4.4): #define USE_CLIP_VERTEX 1 Vertex/index buffer memory limit: 0MiB Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Experimental direct buffer cleaner init successful Preloading builtin materials Preloading builtin materials done Launching Collada Model Loader threads Launching WOM Loader threads Startup Phase - Setting up.. Loading window positions from PlayerFiles\players\Blainwolf\windows_1024x768.txt Loading props file PlayerFiles\players\Blainwolf\windows_1024x768.txt Gui initialized Execution aborted at connection 0, iteration 0 Run time 0s, local time Tue Oct 10 09:55:53 MDT 2017 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing org.gotti.wurmunlimited.modloader.classhooks.HookException: java.lang.reflect.InvocationTargetException at org.gotti.wurmunlimited.modloader.classhooks.HookManager.invoke(HookManager.java:312) at com.wurmonline.client.renderer.gui.HeadsUpDisplay.init(HeadsUpDisplay.java) at com.wurmonline.client.WurmClientBase.runGame(WurmClientBase.java:279) at com.wurmonline.client.WurmClientBase.run(WurmClientBase.java:1612) at java.lang.Thread.run(Thread.java:745) Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at net.encode.wurmesp.WurmEspMod.lambda$6(WurmEspMod.java:211) at org.gotti.wurmunlimited.modloader.classhooks.HookManager.invoke(HookManager.java:302) ... 4 more Caused by: org.gotti.wurmunlimited.modloader.classhooks.HookException: java.lang.NoSuchMethodError: com.wurmonline.client.resources.textures.ImageTextureLoader.loadNowrapNearestTexture(Ljava/awt/image/BufferedImage;)Lcom/wurmonline/client/resources/textures/ImageTexture; at org.gotti.wurmunlimited.modloader.classhooks.HookManager.invoke(HookManager.java:312) at com.wurmonline.client.renderer.gui.HeadsUpDisplay.init$2(HeadsUpDisplay.java) ... 10 more Caused by: java.lang.NoSuchMethodError: com.wurmonline.client.resources.textures.ImageTextureLoader.loadNowrapNearestTexture(Ljava/awt/image/BufferedImage;)Lcom/wurmonline/client/resources/textures/ImageTexture; at com.wurmonline.client.renderer.gui.LiveMapWindow.createButton(LiveMapWindow.java:143) at com.wurmonline.client.renderer.gui.LiveMapWindow.<init>(LiveMapWindow.java:42) at org.gotti.wurmonline.clientmods.livehudmap.LiveHudMapMod.initLiveMap(LiveHudMapMod.java:100) at org.gotti.wurmonline.clientmods.livehudmap.LiveHudMapMod.access$000(LiveHudMapMod.java:26) at org.gotti.wurmonline.clientmods.livehudmap.LiveHudMapMod$1$1.invoke(LiveHudMapMod.java:62) at org.gotti.wurmunlimited.modloader.classhooks.HookManager.invoke(HookManager.java:302) ... 11 more
  13. I think it has somthing to do with the update but I can nolonger connect to the server Xandu. I changed my password and have only had an issue connecting since the update. It is the only thing to have changed since yesterday when it was working.
  14. Before the most recent update, conditioned animals were a slightly lighter shade of colour than normal animals (apart from champions, which were the same colour as the normal animals). Since the new update, this has changed and all animals are the same colour. Could we change this back please? It makes conditioned animals more interesting and easier to spot.
  15. Hi everyone! After a few hiccups we're pleased to see the new huge update live! There's all sorts of things, from highways, to crate racks and new fence types, so let's get to it! But first... Patch Notes Highway update We've been busy setting up all starter towns with the catseyes and waystones. They will extend into the perimeter of all starter deeds allowing you to connect them to your highways. The highway rules will continue to operate for a while, we'll give notice when we begin to phase them out and replace them with the updated ruleset to incorporate catseyes. Map dumps! As promised, we have the new map dumps to coincide with the release of the highway update! The map dumps were taken earlier in August and we're currently looking at adding a new dump type into the roster showing off highways in the next rotation! The folder of all dumps can be found here: https://drive.google.com/open?id=0B6J_aGQ6URL8UURFN2VadWxtSWs Unstable client With todays update the unstable client is very close to launching as the stable client. While we will offer the stable one temporarily as a legacy client, it's really important you test this as soon as possible to avoid any major issues when we switch over. For info on what feedback to leave and how check out this thread here: Blossom voting The blossom starter deed design contest is now open for voting! I think all designs look awesome, and I'm keen to see how wins! check them out and submit your vote here: Battle bards! This week I was shown a little podcast by a group that covers MMO music, and this time they checked out the Wurm Online soundtrack! From Gurubear's quirky songs to the atmospheric soundtracks by Tom E. Morrison, Check out the podcast here: https://biobreak.wordpress.com/2017/08/16/battle-bards-episode-103-wurm-online/ Community content This week the factional fight guys check out one of the surprise additions to this weeks update and talk about how it impacts the game for them, what's your favourite part of this update? That's it from us this week, we'll continue to monitor the update and take any action necessary over the next week. There's plenty more in the works as we've hinted at before. What is it? You'll just have to wait and see... Retrograde & the Wurm team
  16. As I mentioned in a previous topic me and Slinky were working on a Wurm skills dump to SQL tool. While working on getting the dump to SQL we had to find an easy way to parse the data and put it in to an easy form for making SQL queries... so we made a skills2CSV converter. Since then the tool(s) have evolved and they do a bit more than just convert the raw skill dump to an SQL file. The online tool: http://vwtfoundation.co.uk/wurmimport/ Forum post about our Wurm Database Spreadsheet: http://forum.wurmonline.com/index.php?/topic/132940-wurm-skills-spreadsheet/ Download the Tool To download the tool for further development or testing locally we have now decided to release the tool: http://www.vwtfoundation.co.uk/Wurm/WUChar.zip temporary URL https://www.dropbox.com/s/a2yiv4l988agdrz/WUChar.zip?dl=0 Neither of us are pros at PHP/Javascript/SQLite so please excuse the quality of scripting. Most of it is commented so you should be able to understand what is doing what from where, etc. If you have any advice or input it would be greatly appreciated. The tool is provided as is and neither me nor Slinky will take any responsibility for you using the files. To use the tool simply upload to a PHP 5 enabled web site/server and extract the WUChar.zip contents. You can name the WUChar directory to anything you like. All the rest is pretty self explanatory for people who understand PHP. It would be nice if someone could improve the security and/or convert this to Java so a portable version is available. If you know Java and understand PHP/Javascript/HTML forms and fancy having a crack at making a Java application out of this tool - please do! PLEASE NOTE: Do NOT use the SQL queries on a live server yet. If you do - you do so at your own discretion. There are warnings on the tools but I thought I'd just warn you beforehand. It's still a work in progress but I need people to test it. So far we've had no problem importing our own skills and adding attributes on to our test server and the skills work/update/degrade when you die just fine. To import the SQL file created: Shut down the server to avoid conflicts. If you are hosting the server yourself (or single player) then navigate to "DirectoryForWurmOrServer\<Mapname>\sqlite" e.g. C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmServerLauncher\Adventure\sqlite Copy the UpdateSkills.sql file created with these tools in to this directory. Within this directory is an application called sqlite3.exe. Just double click this application and a command prompt-like window will open with sqlite> displayed. Type in the following, pressing return after each line: .open wurmplayers.db .read Update_Yourplayername_.sql The application will seem unresponsive for a second or two, then return back to the sqlite> prompt. Type the following then press Return: .exit (Thanks to epel for making this point) It should now have now completed the SQL queries and you should now be able to start the server or game again DONE: Insert affinities Insert Faith, Favor, Alignment, Karma and Priest/Follower status along with deity Add to inventory SQL queries (someone is going to have to help with item IDs /rarity/material/etc) - The inventories are kept in a different database, however should you develop a tool that connects to the wurmitems.db file, item ids can be found here on the item_data sheet. Set other character attributes Added so far: Kingdom GM status Bank balance Priest/Follower and Deity status Sleep bonus Karma Grant titles Only grants titles that are given by skills. Gives titles based on gender (which you must specify). Does not add Epic titles. Meditation path. Tested this with changing the server system time, adding time to the server time, and it gives questions dependant on level correctly for all paths, lets you advance properly, special abilities all work, server leaders show up for the paths, everything works as far as we can see... We would like some feedback on this as we've never been really high level on the paths before. We made it so that it generates the SQL file with an "update_", "max_" or "reset_" prefix so you can tell at a glance what the SQL file will do. Just in case you generated a few files. Credit for the inspiration and starting code for the CSV generator (first part of the tool) goes to http://wurmkit.com/.
  17. Since I logged in this evening, I've noticed that I get a strange flickering when I'm riding my horse. It seems to be much worse when I'm in areas where I get low fps, especially when I get below 15fps. When I'm not moving on the horse or not on the horse at all I don't get this issue. I haven't had it before today, 13/4/17. Relogging after /lotime doesn't have any effect. The new update seems to be causing this issue, because as far as I know nothing else has changed on my computer. EDIT: I now seem to be getting some minor flickering while I'm not on the horse but walking around.
  18. http:// This is what Bagheera, my Nahjo priest alt, looks like after the update ! lol Edit: It would seem that all characters / players / avatars look the same too! Is this an April Fool's prank by the devs ????
  19. Have PoK 25% skillgain be spread out among lower levels like SotG on insanity path. PoK you get hardly any perks until the high levels so it'd be a nice balance to the buff to Insanity path. I think that it would really help encourage newer players to meditate, with the end goal not seeming so unreachable.
  20. 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. So, we have a cooking overhaul (pretty sure we can freely call it a total overhaul) coming soon and it made me think. The devs apparently are still interested in making Wurm greater than it already is and they're doing a good job, so why not try and come up with ideas for a fighting overhaul as well? Fighting is one of the most important things in the game and a rather big dealbreaker for some new people. First of all it would have to be a little bit more interesting than "stand-click-wait". Make it rely more on a person's skill and reflexes rather than the character's skill (don't make it too big of a difference or fighting skill grinds will step back into the past). Give each weapon type a special move or a special unique ability, like tripping someone over with a shaft or a spear, knocking someone uncouncious with blunt weapons etc. I believe there are a lot of ideas out there. Our main goals in this should be: 1) change the fighting system to make it a bit more dynamic and player-dependent 2) at the same time hold on to the wurmish feeling of the fighting system Pros: 1) new players won't get disencouraged by a boring fighting system 2) pvp may be more interesting 3) troll hunting can become a beautiful adventure rather than troll-meat-meal-ingredients-gathering Cons: 1) people that don't like changes will hate What do you guys think?
  22. Is this a release or beta-branch update. I dont see any client pending patches on Steam and only run steamCMD when there is an official version update as not to take a chance of a mixed version from the copy running in production. Thanks
  23. So I recently updated my Wurm Unlimted Server and Client from 1.0.0.4 to 1.0.0.6 (the latest). I hadn't played in a while due to work and finally got some downtime. To my dismay, upon logging in I discovered that my entire world was ruined. It was as if someone slammed their hand down on my land and skewed it to poo.. This is really, really upsetting because I can not begin to tell you the hours, days, months I had put into making my spot perfect. (I play alone too..) To log in and have huge cliffs to either side of you is horrid..and then to climb to the only flat area to see that said cliffs extend everywhere..yeah. I really don't want to scrap my world but I am out of options. If there is anyone out there...who has a solution to save my world it would be appreciated beyond words. Photos below.... Please help..
  24. http://www.wurmpedia.com/index.php/Digging The page above states that players receive the ability, at 15 Digging skill, to mouse over tile borders and see their slopes. This has been changed, all players, even at 1.00 Digging skill, can see tile border slopes from 1 tile away. Proof of this is shown in his screenshot: http://i.imgur.com/Y9qm1yg.jpg . I would appreciate if this part of the page could be updated to reflect the new changes. Thanks!
  25. http://www.wurmpedia.com/index.php/Climbing The page linked above describes a process of climbing up a wooded area by moving in front of a tree, and letting it stop your fall back down. Now that trees do not have collision, this method is obsolete, and should no longer be listed on the wiki to mislead players. Thanks!