Sign in to follow this  
Docterchese

News #71: Rams, Lambs and Permissions!

Recommended Posts

News%20Header%20(old).jpg?dl=1

Hey Everyone!

After a few weeks' break, we're now back with regular news posts. It's still a bit of a quiet week this week, but we have some news to share to get everything going again.

The devs have also spent some time this week at Gamescom 2015 in Cologne, Germany. The devs have been every year now for a while, and it's a great way to kick off a new season of development - as well as some industry networking and meeting up with a few other members of the dev team who don't work in the Motala office.

The plan for the next few weeks of development is to continue with bugfixes and small changes. As we've mentioned before, we'll start to look into the next "big feature" for Wurm in the fall. Expect to hear more on that in the coming weeks/months!

The Month in Patch Notes

In keeping with recent tradition, here's a roundup of all the recent patch notes posted to the client during the dev summer break. This is everything since News #69, so it's a pretty big list!

Most notably is that upcoming game features will require an update to Java 8. If you don't already have it (it's been around for a while now) then you're crazy! But you can download it here anyway (of which we strongly recommend downloading and using 64-bit Java if you have a 64-bit system, since it will make Wurm use your computer's resources better than 32-bit.)


25/6/15
  • It should now be possible to lead creatures and drive/ride from bridges high up into houses.
  • Fix for teleporting when moving out from floors onto steep tiles.
  • Added in ability to see who planted an item (using examine).
  • Fix so items and creatures that were on bridge when it was destroyed, loose their link to the bridge.
  • Made wall collisions wider, to remove the see through feature.
  • If there is only one possible item to craft, it is auto-selected in crafting window by default (like sand+clay).
  • Non-premiums gives less to no skill in pvp due to some exploitability.
  • Chaos server: In order to deal with alt problems, non-premiums can only respawn in permanent cities and pmk capitals until a better solution can be coded.
  • You can now drop dirt under bridges (with restrictions).

26/6/15
  • Added possibility to repair tools directly in crafting window.
  • Tripled the ondeed creature ratio on pvp servers.
  • Foals now age a lot faster on pvp servers.
  • Reduced the breed wait timers on pvp servers.
  • The Rod of Eruption has been replaced with a Tome of Incineration since use of the rod was considered undesirable.
  • Fixed some issues with loading things onto boats.
  • Fixed an issue with grass height and flower data.

30/6/15
  • Fix for being kicked as passenger
  • Fix for creatures escaping pens
  • Fix for pmk non-prem spawning on Chaos

15/7/15
  • We are adding features in the game client which requires Java 8 within the overseeable future, so please get the latest version of Java at
    as soon as possible:)
  • A bug with mine doors was fixed

21/7/15
  • Updated title for 90 NS as the old one was not very good.
  • Added rarity to the items text (and hover text) in mail receive screen.
  • Tower guards should now be more responsive when spawning.
  • Corrected some size values for seals that resulted in a larger yield of hides then intended. Should now yield 2x 6kg hides instead of 2x 15kg that it did before.
  • The fungus spell should no longer be able to spread mycelium to cobblestone tiles, and possibly other unintended types as well.
  • The valentine flowers should no longer turn into a marble planter when decaying.
  • Bracers should no longer hide shields when equipped, and will for the time being not be visible at all (the bracers not the shields).
  • Fixed an issue where the examine message for soup would disappear when splitting the soup into new containers.
  • Changed it so that Bulk storage bins no longer delete partial items when removing items from it.
  • Examining a timber framed door under construction should now show the materials needed to finish it.
  • Plain stone doors should now properly be shown as options when the house you are building requires a door and won’t let you build anything else.
  • Fixed an old bug where it wasn’t allowed to build upper floors on deed perimeter north and west of a deed when the structure was just outside of the deeds perimeter.
  • A rope is now part of the newbie toolset.

27/7/15
  • Re-sized the oven’s internal container volume so that cauldrons may fit inside of it.
  • Fix so mycelium will revert back to normal including grass, trees, bushes and lawns on non-pvp servers.
  • Added crude axe.
  • Adjusted volumes for shingles. Also made slate shingles slightly less dense.
  • Tower guards should be more responsive to enemies during conquering.

3/8/15
  • Crude Axe Head added.
  • Crude Shaft added.
  • Larger boats should now be easier to load from a few tiles away (cog, knarr, corbita, caravel).
  • A range check bug resulting in too short distance allowed when unloading crates from ships was fixed.
  • (Bulk storage) “As many as I can carry†should now leave behind partial items that can’t be combined once taken out.
  • (Fighting) Special moves should no longer show the activated item.
  • Fix so gates are correctly unlocked when a deed disbands.
  • Change so attaching a lock to an item only checks if you have a key if you are on a PvE server.


Permissions Improvements

Tich is still hard at work on her huge improvements to the game's permissions systems. She is already working on new code, but is also looking for feedback on proposed changes to both gates and mine doors - we'd love to hear your feedback in both threads! Inevitably there will be more threads to come too - we'll post them in the weekly news as and when they appear.

Rams, Lambs & Black Sheep

This week, Saroman has been living up to Valdor's dev team fanfiction by working on new models to add some variety to sheep to celebrate Gamescom 2015. Disclaimer: that's probably not the actual reason why he made them, but we'll happily condone belief in it anyway.

Sheep.jpg?dl=1

Coming to a field near you soon!

Screenshot of the Week

This weeks' screenshot is of a very happy lava fiend taken by Xallo, posing with its arm around a fellow Wurmian. How nice! Who knew that aggressive, fire-breathing mobs could be so photogenic.

Screenshot.jpg?dl=1

That concludes this week's news. We're sure that it's going to be a big point of discussion - but to get the ball rolling, what big new feature would you most want to see added to Wurm?

Happy Wurming!

  • Like 19

Share this post


Link to post
Share on other sites

So i guess the means they are back from break then? 


Share this post


Link to post
Share on other sites

So i guess the means they are back from break then? 

 

Yep :3 some have been for a couple of weeks actually. Gamescom made this week a little sparser for news, but it's extremely useful for networking and trying to get ideas for the game, as well as it being a chance to meet up with European devs like Saroman and Egal for development discussion.

Share this post


Link to post
Share on other sites

Please add the black sheep asap all my sheep are pregnant right now! :P


Share this post


Link to post
Share on other sites

Where is my bridge of the week screenshot!?!?!?!?!?!?!?!?!?


Share this post


Link to post
Share on other sites

And here i got all excited about battering rams... and its stupid fluffy sheep.


  • Like 7

Share this post


Link to post
Share on other sites

That concludes this week's news. We're sure that it's going to be a big point of discussion - but to get the ball rolling, what big new feature would you most want to see added to Wurm?

 

 

 

A new combat system :)

That would stop me from getting bored once I've "finished" my deed.

I might even enjoy pvp then :)

  • Like 1

Share this post


Link to post
Share on other sites

We need beer added to the game already! Rolf thought it was added already in 2011 during the first meetup. :P


  • Like 11

Share this post


Link to post
Share on other sites

We need greenhouses,capes,more types of critters and weather can effect performance


Share this post


Link to post
Share on other sites

We need a f2p hauling method like a sheep powered chariot which would also make use of those lightning traits we get on sheep


  • Like 1

Share this post


Link to post
Share on other sites

We need a f2p hauling method like a sheep powered chariot which would also make use of those lightning traits we get on sheep

 

Free to Play characters are able to mount and ride cows already, actually. :) I can't do anything about the chariot or lightning though.

  • Like 1

Share this post


Link to post
Share on other sites

We need a f2p hauling method like a sheep powered chariot which would also make use of those lightning traits we get on sheep

IMO some sort of medium cart with something between 1/4 and 1/2 of large cart load, but slightly better speed would be good for F2P players - I must agree that F2P need some low-level additions to make early game more interesting and self-sufficient.

  • Like 8

Share this post


Link to post
Share on other sites

So have all the bridge bugs been worked out?  I haven't actually built one yet (as I don't have anywhere that needs one), but I remember how much complaining there was a month or 2 back about bridge bugs.


Share this post


Link to post
Share on other sites

IMO some sort of medium cart with something between 1/4 and 1/2 of large cart load, but slightly better speed would be good for F2P players - I must agree that F2P need some low-level additions to make early game more interesting and self-sufficient.

So make it where a single cow can be hitched to a small cart and the small cart can only hold 1 person.

  • Like 4

Share this post


Link to post
Share on other sites

We need greenhouses,capes,more types of critters and weather can effect performance

greenhouses need glass.. unfort glass wont come anytime soon... beer yes- beer :) that would make grains usable :D it has to be increasing ql as wine but with different  effects ;)

Share this post


Link to post
Share on other sites

A new combat system :)

That would stop me from getting bored once I've "finished" my deed.

I might even enjoy pvp then :)

 

I would love a new combat system where I could use my number keys instead of click select click. I stay away from fighting because to me that's just bleh.

  • Like 1

Share this post


Link to post
Share on other sites

so many bugs slain...
 

25/6/15
It should now be possible to lead creatures and drive/ride from bridges high up into houses.
Fix for teleporting when moving out from floors onto steep tiles.
Fix so items and creatures that were on bridge when it was destroyed, loose their link to the bridge.
Made wall collisions wider, to remove the see through feature.
You can now drop dirt under bridges (with restrictions).

26/6/15
Fixed some issues with loading things onto boats.
Fixed an issue with grass height and flower data.

30/6/15
Fix for being kicked as passenger
Fix for creatures escaping pens
Fix for pmk non-prem spawning on Chaos

15/7/15
A bug with mine doors was fixed

21/7/15
Corrected some size values for seals that resulted in a larger yield of hides then intended. Should now yield 2x 6kg hides instead of 2x 15kg that it did before.
The fungus spell should no longer be able to spread mycelium to cobblestone tiles, and possibly other unintended types as well.
The valentine flowers should no longer turn into a marble planter when decaying.
Bracers should no longer hide shields when equipped, and will for the time being not be visible at all (the bracers not the shields).
Fixed an issue where the examine message for soup would disappear when splitting the soup into new containers.
Examining a timber framed door under construction should now show the materials needed to finish it.
Plain stone doors should now properly be shown as options when the house you are building requires a door and won’t let you build anything else.
Fixed an old bug where it wasn’t allowed to build upper floors on deed perimeter north and west of a deed when the structure was just outside of the deeds perimeter.


27/7/15
Tower guards should be more responsive to enemies during conquering.

3/8/15
A range check bug resulting in too short distance allowed when unloading crates from ships was fixed.
(Fighting) Special moves should no longer show the activated item.
Fix so gates are correctly unlocked when a deed disbands.
Change so attaching a lock to an item only checks if you have a key if you are on a PvE server.

Share this post


Link to post
Share on other sites

i like the sheeps!  :D


 


btw.... my wish is that we can sit on the benches, chairs etc because we can already sit in boats and large carts.


 


and that we can use tables so that we can put the spoons, pottery bowls, candles etc on it. naturelement it should be visible on the table then! ;)


 


another wish is that we have a little point on the ingame-map which is moving when we move our wurmian too.


  • Like 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this