Posted June 26, 2014 are the turtles tameable? Yes they are! 7 Share this post Link to post Share on other sites
Posted June 26, 2014 Any news on getting animals their attribute-based color back? 1 Share this post Link to post Share on other sites
Posted June 26, 2014 To an average account in chain:Hammer of mag 58-60~ dmgSceptre of ascension 60-63~ dmgRare Large maul with 101RT 50~ dmgAddy large maul with 89RT 50~ dmg For the hammer of mag to be useful, give it either 1 handed use or a 150 FA cast. Share this post Link to post Share on other sites
Posted June 26, 2014 Crystal gate and Spirit gate???? Saw them in the graphics pack update. Anyone know what they are used for? Share this post Link to post Share on other sites
Posted June 26, 2014 (edited) or make scepter 2 handed. CHAOS RELATED-To an average account in chain:Hammer of mag 58-60~ dmgSceptre of ascension 60-63~ dmgRare Large maul with 101RT 50~ dmgAddy large maul with 89RT 50~ dmg For the hammer of mag to be useful, give it either 1 handed use or a 150 FA cast. Edited June 26, 2014 by demondan Share this post Link to post Share on other sites
Posted June 26, 2014 Crystal gate and Spirit gate???? Saw them in the graphics pack update. Anyone know what they are used for? Couldn't make either, I assume they're for missions. Share this post Link to post Share on other sites
Posted June 26, 2014 (edited) I'd like to toss in my vote for Shrimp to be added as the next mob before any others are added! Edited June 26, 2014 by Shrimpiie 2 Share this post Link to post Share on other sites
Posted June 26, 2014 noticed 0 change with creature tweaks. Share this post Link to post Share on other sites
Posted June 26, 2014 The spawn count, would that include fixing missions totally breaking spawn of certain animals? Does the coding for missions change the "weight" of mob spawn, so the current slew of "sacrifice cows" missions would result in zero random cow spawn? 'Cause, just saying here, when you travel the entire map for ten hours searching in every crook and nanny(sic) for the buggers and find none. None. It seems like the spawn is either broken, or heavily weighted against certain creatures. Share this post Link to post Share on other sites
Posted June 26, 2014 Exo mob count seems to be back to normal, what a great thing to see Share this post Link to post Share on other sites
Posted June 26, 2014 Time to start building turtle fences... to keep them all and never let anyone make them into stew. Share this post Link to post Share on other sites
Posted June 26, 2014 Update of the year: bringing back normal/nice creature spawns. Thanks. Share this post Link to post Share on other sites
Posted June 26, 2014 Increased creature spawn rates and max numbers Thank you. Going from killing 10+ creatures a day to killing two creatures in three days was pretty depressing. Share this post Link to post Share on other sites
Posted June 26, 2014 Welcome to the game, seals, tortoises and crabs. On behalf of the Wurm community and all those who will soon be hunting you, we bid you a happy and peaceful stay in our lands. Share this post Link to post Share on other sites
Posted June 26, 2014 I'd like to toss in my vote for Shrimp to be added as the next mob before any others are added! +1 I'd hunt that. 1 Share this post Link to post Share on other sites
Posted June 26, 2014 The spawn count, would that include fixing missions totally breaking spawn of certain animals? Does the coding for missions change the "weight" of mob spawn, so the current slew of "sacrifice cows" missions would result in zero random cow spawn? 'Cause, just saying here, when you travel the entire map for ten hours searching in every crook and nanny(sic) for the buggers and find none. None. It seems like the spawn is either broken, or heavily weighted against certain creatures. There arent any cows, because they don't live an hour after spawning, everything attacks them kills them and eats them - so no cows. Share this post Link to post Share on other sites
Posted June 27, 2014 (edited) Increased creature spawn rates and max numbers Mrtg server graphs now work again This doesn't seem to have helped Xanadu any. Shortly after restart Xanadu was sitting at 142K total creatures, In the 24 hours since restart it's now down to 141K. At launch there were 168K, should be almost twice that for a comparable density to other servers. From http://freedom007.game.wurmonline.com/mrtg/creatures.html Edited June 27, 2014 by belthize Share this post Link to post Share on other sites
Posted June 27, 2014 (edited) The spawn count, would that include fixing missions totally breaking spawn of certain animals? Does the coding for missions change the "weight" of mob spawn, so the current slew of "sacrifice cows" missions would result in zero random cow spawn? 'Cause, just saying here, when you travel the entire map for ten hours searching in every crook and nanny(sic) for the buggers and find none. None. It seems like the spawn is either broken, or heavily weighted against certain creatures. I saw 4 cows and 8 bulls sailing around serenity for ~30 minutes yesterday looking for the new mobs. There arent any cows, because they don't live an hour after spawning, everything attacks them kills them and eats them - so no cows. Pretty sure nothing is killing them either, saw 0 corpses, and there were something like 30 pigs running around between spiders and crocs, perfectly fine Edited June 27, 2014 by Kagrenac 1 Share this post Link to post Share on other sites
Posted June 27, 2014 · Hidden by Shrimpiie, June 30, 2014 - Removed - Trolling Hidden by Shrimpiie, June 30, 2014 - Removed - Trolling WHY CANT WE TAME AND BREED KINGDOM ANIMALS LIKE GORILLAS? OPS sorry caps Share this post Link to post
Posted June 27, 2014 (edited) I saw 4 cows and 8 bulls sailing around serenity for ~30 minutes yesterday looking for the new mobs. Pretty sure nothing is killing them either, saw 0 corpses, and there were something like 30 pigs running around between spiders and crocs, perfectly fine Pigs don't get killed. Bulls don't get killed. Dogs don't get killed. Cows do get killed (by virtualy all aggro's, only thing they might be able to handle is wildcats - I've seen an adol wolf take down a cow in just a handful of blows/bites for instance, mountainlions have no trouble with them either - and those are close to bottom of rank, so no need to name all the higher/tougher ones who just about one-hit kill them). Deer do get killed by just about everything too. As for not seeing corpses: I don't really mouse over every lump of goo on the road to see what it used to be - guessing that goes for just about everyone? Edited June 27, 2014 by Kianga Share this post Link to post Share on other sites
Posted June 27, 2014 This doesn't seem to have helped Xanadu any. Shortly after restart Xanadu was sitting at 142K total creatures, In the 24 hours since restart it's now down to 141K. At launch there were 168K, should be almost twice that for a comparable density to other servers. From http://freedom007.game.wurmonline.com/mrtg/creatures.html Xanadu is now down to 140K total creatures so whatever fix there was doesn't seem to have been applied to it. 1 Share this post Link to post Share on other sites
Posted June 27, 2014 I'm still seeing what has become the usual lack of critters, and zero of the new creatures so far on inde, somewhat disappointed so far. Share this post Link to post Share on other sites
Posted June 28, 2014 Glad to hear some say that other servers are spawning new mobs but Xanadu isn't getting diddly. Our numbers are falling rather than climbing. Fix the spawn rate on Xanadu please!!!! Share this post Link to post Share on other sites
Posted June 28, 2014 i sailed from inde to mid west celeb and back again. no seals no crabs no tortoises.... and handfull of sharks maybe on all servers alltogether Share this post Link to post Share on other sites