Posted July 10, 2016 2 hours ago, MrGARY said: pls pass this on too pls pass this on two Share this post Link to post Share on other sites
Posted July 21, 2016 (edited) On 4/17/2016 at 8:02 PM, MrGARY said: yus 36 minutes ago, MrGARY said: yus pls cmon devs he said pls this time (this change is literally changing a 1.25 to a 1.00, easier than #RemoveInformer) Edited July 21, 2016 by Alexgopen Share this post Link to post Share on other sites
Posted July 22, 2016 +1 Me want big strong sexy body Share this post Link to post Share on other sites
Posted July 28, 2016 Since Jan 2015 and 15 pages later of plus ones. How is this not removed already? Share this post Link to post Share on other sites
Posted July 29, 2016 Just keep +1ing it, hell email Rolf for the change, that's how it works right? Share this post Link to post Share on other sites
Posted August 1, 2016 (edited) __ ...-' |`. | | | .... | | .-. -| | | | | | | | ,---| |---....' `--' `---| |---'| |`. | | ` --------\ | `-' `---------' Edited August 1, 2016 by blayze Share this post Link to post Share on other sites
Posted August 7, 2016 Changes as at 07/08: Fixed priorities on equip actions. Equipping mid combat should now work properly. Increased damage arrows do to boats. Only allow shooting arrows at boats that have a commander. Repairing a boat that has a commander should no longer be possible. Boats speeds should now be updated when damaged or repaired. Tweaked boat speeds to be a bit higher, with QL having a larger impact. (5/13 passengers, 8/13 QL) Removed priest characteristic gain nerfs. Lowered archery difficulty. Please test this one thoroughly in PvP combat, PvE combat and with the different armour penalties. Fixed a bug that made special moves use the wrong hit locations and damage amounts. This is what was causing some special moves to deal way too much damage compared to what they were designed for. Tweaked special moves to be a bit more balanced, and do a bit more damage compared to their original intended design. The damage amounts will still be a lot lower than they are currently, but still high enough in some instances to be worth using. Stun timers have been significantly reduced, with a range between 2 and 4 seconds now. Was between 3 and 9 seconds. Added a stun resistance similar to spell resistance, but with a shorter timer. (2.5 minutes to go from 50% to 0% resistance) Consecutive stuns should have a chance to outright fail depending on the resistance and when the last successful stun occurred. FINALLY! Woohoo!!!!! NOTE: This is currently on the PvP test server. This is not live yet. Share this post Link to post Share on other sites
Posted August 7, 2016 what is there to test how do we test this if we cant be priests on the test server 1 Share this post Link to post Share on other sites
Posted August 8, 2016 I'm not counting chickens before they hatch, let's see this live before any happy dances! Share this post Link to post Share on other sites
Posted August 8, 2016 almost two years later it gets announced, now going by that math at least another year till its live ? Share this post Link to post Share on other sites
Posted August 8, 2016 2 hours ago, SmeJack said: I'm not counting chickens before they hatch, let's see this live before any happy dances! Even after they hatch in Wurm, those chickens die fast... poor Fluffy 1 Share this post Link to post Share on other sites
Posted August 9, 2016 Praise be on@Budda, the pvp dev god Share this post Link to post Share on other sites
Posted August 9, 2016 please dark gods of Wurm let this happen before 2018 I'll sacrifice so many of my first-born 1 Share this post Link to post Share on other sites