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the Hat in Chat - Emoo

 

Hi Everyone!

It's been another fortnight, and we're looking at some huge new things coming to wurm, things that improve ease of play, broaden your horizons, and generally make life ingame a little easier, so let's jump in!

 

WU Beta

Last news we stated the WU beta would be released shortly, and sadly, it's been a little longer to come out and for that we are sorry. There's a few technical reasons, owing to the fact WU and WO do run differently, some systems aren't crossing over, and dealing with conflicts, and we know this is frustrating waiting for it, as it is for us getting it out. With the WO update coming we're able to apply a little more time to getting the WU beta ready and out, and hope it is very soon, I've been popping in a few servers around and checking out all the awesome works, and I can't wait to see how the wood shaders bring them to life. 

 

Drag to container

I'm sure absolutely everyone has had to move items between containers in the past, so I don't need to go into detail how annoying it can be managing big windows as you shuffle it all. Reducing the amount of windows needed open is one focus of ours with the new UI works, and we'll be introducing a new feature within the next update

 

Normally to drag items into a container, you will need to have the window of the container with the items in it  open as well as a window of the recipient container. With this new feature, you'll be able to drag items directly from the window of the container with the items in it onto the model itself, it will then place the items inside the container

 

dragtocontainer.gif

 

This should make moving bulk and other items around much easier, and less windows clogging up your view!

 

Metal types

With the work on introducing shaders for wood types, we began to expand our horizons in ways the new shader system could be used, as well as some long term projects we've been wanting to implement for some time, and next update, they'll be here!

 

We'll be introducing shaders for metal types as well, from silver to gold to steel and bronze, metal weapons, shields, tools will all have the shade of the metal used to make them.

 

but there's one slight problem! Most metal items are limited to either just iron or steel, or very limited in terms of metal choice, which renders the shader system a little less effective.. but not anymore.

 

Coming in the next update, we'll be introducing the ability to craft many metal items from any metal, rather than just iron or steel. Be it a bronze hatchet, a brass rake, a copper halberd or lead great helmet, you'll be able to create your custom items and show them off! Some items such as nails and ribbons, as well as altars will still only be craftable using their current recipes however.

pickaxe.png

armour.png

swords.png

 

Now not all metals are created equal, alloys such as bronze and steel are naturally better than soft metals like copper or gold, so with this system each metal will have specific bonuses and penalties, from resisting damage, to being quicker to repair or improve, and various other factors. We'll be revealing the specific details with the update, but we are keen to take your input on any ideas of what you'd like to see each metal do too, so feel free to leave some ideas in case we've missed them!

 

Mission adjustments

We've been following mission completion rates over the past few months, and will be making some changes based on it. Firstly, we've noticed high difficulty (6/7) missions are not being completed as often as the mid-range (3/5) so we'll be reducing the required amount of items and participants at high difficulty. We’ll also be reducing the chances of a mission advancing to a higher difficulty upon completion, which will keep missions within that sweet spot of good rewards and completion rates, but also making it easier if they do advance to the higher stages.

 

We'll also be increasing the amount of creatures spawned for slaying missions, namely the champions that are required, these creatures will age and die fast once the mission expires though, to avoid too many roaming the lands, but caring for them will avoid that if someone wishes to collect them *cough*

 

We'll also be addressing the issue with freedom missions not expiring after 4 days if at less than 33% complete. Bear in mind this is for multi part missions, tree missions and traitor missions will still be open for the full 7 days.

 

Epic skill adjustments

We've been monitoring a lot of feedback from Epic, and it's clear that stats gain is too low, in the next update we'll be increasing the gain from characteristics to make getting PvP ready much more quick and smooth. I know it's not exactly been a lightning fast process, but we are working on a few other aspects to improve getting new players PvP ready quicker, as well as encouraging roaming and active play on Epic. It's no easy process, and I understand many are frustrated with how bugs impact pvp more harshly than pve, but we will be working on improving that over the next few months too.

 

Heave ho!

With the introduction of the placing system, many players were curious about the ability to place larger objects, and we’ll be bringing this in in the next update. It will work slightly differently to placing smaller items, as they use the inventory to essentially pick up and drop. Upon ‘placing’ the large item, a timer will begin to push the item into the exact position. While it may take a little longer than placing smaller items, it still works with the exact same precision and ability to fine tune.

 

Shader adjustments

In the coming update we’ll also be adjusting how dyes act with wooden items, if any item is dyed the wood type will not show, meaning an oakenwood cart dyed the same shade of blue as an orangewood cart will look identical. This should help return the vibrancy of dyes as well as make it much easier to colour match!

 

Preview work

We'd like to thank everyone who has tried out the Preview client and reported issues. We've identified a few issues with the new libraries and linux/Mac Operating Systems, so we'll be tackling those before the client goes fully live. In the meantime, keep on using it and reporting any issues you see!

 

All of this and more is coming in our next update, slated for the 8th of March, so I hope you’re ready for it!

 

Until then though, stock up on metals, make plans, and don't forget to tell us what bonuses and penalties you'd like to see for various metals, and as always, keep on wurming!

Retrograde & the Wurm team.

 

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The moving items to containers is cool.  Just don't let us drop things on the ground the same way or will be losing a lot of stuff.

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I hope you mean the 8th of March? ? Also, this all sounds great! Now I wish I had a mine with more than salt and sandstone.

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Coming next update in 2015, time travelling updates 

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2 minutes ago, nicedreams said:

The moving items to containers is cool.  Just don't let us drop things on the ground the same way or will be losing a lot of stuff.

They cannot be moved onto the ground, only into a container

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1 minute ago, Ascorbic said:

Why is the small maul blue in the shield picture?

Adamantine

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Just now, Retrograde said:

Adamantine

 

Can freedom get rare drops of the special ores like gems?  But rarer.

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11 minutes ago, Retrograde said:

We'll be revealing the specific details with the update, but we are keen to take your input on any ideas of what you'd like to see each metal do too, so feel free to leave some ideas in case we've missed them!

Does this also affect combat attributes for glimmer and addy?

are there any plans to change the current attributes that already exist or just introduce new things for metals that dont have attributes yet?

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Just now, Ascorbic said:

 

 

Can freedom get rare drops of the special ores like gems?  But rarer.

freedom can aquire moon metals from rifts.

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Maybe after they get all the shaders working we can have PMK logos on shields and boat sails and stuff like that.

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What I'm MOST excited for is the metals, hopefully, we can finally have a good use for all the brass and bronze lying around from getting metalworking up. :P

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Those metals do look awesome!

 

Some reason, a gold sword immediately made me think of a warrior priest.  Are priests even able to wield a sword in Wurm?

If so, maybe the metal type could impart some kind of special spell, or bonus of some kind for priests.  Just a thought.

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Will existing metal properties be changing? Or only adding properties to metals that had none? For example, my Glimmer Spear won’t change properties, right?

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Will we be able to paint shields and see the color when they are equiped at some point since we would be able to see different metal colors according to pictures?

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39 minutes ago, Retrograde said:

They cannot be moved onto the ground, only into a container

 

 

So is something such as a pile of dirt or rock shards on the ground considered a container?

 

When mining or terraforming it is common to continuously drag full piles into adjacent piles to make room, and this new feature would be a nice change to the qol.

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52 minutes ago, Retrograde said:

 

Epic skill adjustments

We've been monitoring a lot of feedback from Epic, and it's clear that stats gain is too low, in the next update we'll be increasing the gain from characteristics to make getting PvP ready much more quick and smooth. I know it's not exactly been a lightning fast process, but we are working on a few other aspects to improve getting new players PvP ready quicker, as well as encouraging roaming and active play on Epic. It's no easy process, and I understand many are frustrated with how bugs impact pvp more harshly than pve, but we will be working on improving that over the next few months too.

 

I really don't think increasing the characteristic skill gain is going to bring more life to Epic.

 

The problem is purely down to skill gain only transferring one way between Epic and Freedom. Until a method of balancing this is found, Epic's going to stay dead.

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9 minutes ago, BrokenSanity said:

I really don't think increasing the characteristic skill gain is going to bring more life to Epic.

 

The problem is purely down to skill gain only transferring one way between Epic and Freedom. Until a method of balancing this is found, Epic's going to stay dead.

i agree, they should remove the freedom>epic transfer so epic can go back to the state it was in before. right?

 

theres NO WAY they could EVER introduce permanent both way transfers due to the fact of how vastly wrong the one time skill transfer Epic > Freedom was.

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Thank goodness! Nothing in this update to warrant another deed remodel. Just more time at the forge. :D  And  thank you for all the work. It's neat to see new things coming into the game!

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22 minutes ago, BrokenSanity said:

I really don't think increasing the characteristic skill gain is going to bring more life to Epic.

 

The problem is purely down to skill gain only transferring one way between Epic and Freedom. Until a method of balancing this is found, Epic's going to stay dead.

 

Faster stat gain means -new- Epic-only players will catch up faster. That's good for Epic, especially if they can -seriously- catch up to anyone skilling on Freedom.

 

The skill transfer, however, only affects existing players who care enough about playing on Freedom to skill there. Like I've said elsewhere, changing that mechanic only re-carves the existing population pie; it does nothing to increase the size of the pie.

 

This change might.

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Bronze resists corrosion (especially seawater corrosion) and metal fatigue more than steel and is also a better conductor of heat and electricity than most steels. So why not add id material to make anchor? Cause it is good conductor of heat, why not it be slightly easier to imp and same time as its hard and brittle it isnt best for weapon or armor. SO add it advantage in lamp to glow brighter?

 

(source: https://www.diffen.com/difference/Brass_vs_Bronze)

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I really hope by "improving the speed fixes are made" means epic and chaos (pvp overall)  gets a 1-2 manned perm staff dedicated to the fixes and changes without being pulled away to do minor fixes on freedom. 

 

We have a lot to address and much more to talk about and i hope devs are ready to engage us over a new map. 

 

We still can't pull gear from our horses. 

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Great updates!! When is jewelsmithing getting some updates? Being able to add gems to crafted items for skills would be great. JS should be able to add sockets to items. Combined gems can be polished, cut, combined for other skills , kinda lime the food system is now. Also would be nice if statuettes took “useage” damage. 

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