Posted March 8, 2018 Changes and additions New: Added the option to use the Place feature for larger items which you cannot take into inventory. New: Many metal items and tools can now be crafted with any metal. New: White Cloth, leather and studded leather armour can now be dyed. New: Dragging an item from a container or inventory window to a world object will cause it to be moved to the object’s inventory, without the need to open it in a windowmanually. Metal items will now have special bonuses and penalties depending on metal type used: Note: All values are compared to iron. Adamantine: Armour 5% DR 5% Movement Speed Weapons 10% Damage Dealt General -60% Damage taken 8x Trader Price on jewellery items +15% shatter resistance -60% decay damage taken +5% bonus to lockpicking +15% Pendulum Area of Effect bonus +7.5% bash damage bonus +10% ql bonus to items created when using a tool of this metal type Brass Armour 1% DR bonus Weapon -1% damage dealt +5% bonus to damage dealt to armour General -5% damage taken +2.5% ql gain per improvement action 6x trader price -5% decay damage taken +10% bonus to quality upon creation +2.5% bonus to repairing +2.5% bonus to pendulum area of effect +5% bonus to bash damage Bronze Armour +1% DR bonus Weapons -1.5% damage dealt +7.5% bonus damage dealt to armour General -10% damage taken 5x trader price on jewellery items -15% decay damage taken +5% bonus to quality upon creation +5% bonus to pendulum area of effect +2.5% bonus to bash damage Copper’ Armour -1% DR +1% movement speed bonus -2% glance rate Weapon -35% damage Deals extra poison wound at 30% of damage after 35% reduction General 5x trader price on jewellery items +15% damage taken -5% decay damage taken +5% bonus to quality gain per improvement action +2.5% bonus to repairing -5% penalty to lockpicking -5% to pendulum area of effect -10% to bash damage Glimmersteel Armour +5% DR Bonus +10% movement speed bonus Weapons +10% attack speed General -40% damage taken +25% shatter resistance +10x Trader prices on jewellery items -40% decay damage taken +5% bonus to repairing +5% bonus to lockpicking +20% bonus to pendulum area of effect +10% ql bonus to items created when using a tool of this metal type Gold Armour -1% DR -5% movement speed +2.5% bonus to glance rate Weapons -5% attack speed -2.5% damage dealt +5% bonus to armour damage General +10x trader prices on jewellery items +20% damage taken -60% decay damage taken +20% resistance to shatter -5% penalty to repairing -2.5% penalty to lockpicking +10% bonus to pendulum area of effect +15% bonus to bash damage Can be used to make unicorn Shoes Lead Armour -2.5% DR -2.5% movement speed Weapons -50% damage dealt Deals extra poison wound at 75%% of damage after 50% reduction General .75x trader prices on jewellery items +30% damage taken -20% decay damage taken +10% bonus to quality gain per improvement action +5% bonus to quality upon creation -10% repair speed -5% penalty to lockpicking -10% penalty to pendulum area of effect +20% bonus to bash damage Seryll Armour +5% DR +10% bonus to movement speed Weapons +5% attack speed +5% damage dealt General 12x trader prices on jewellery items -50% damage taken -50% decay damage taken +100% shatter resistance +5% bonus to repair speed +5% bonus to lockpicking +25% bonus to pendulum area of effect +7.5% bonus to bash damage Silver Armour -.75% DR -2% movement speed +1% glance rate bonus weapons +10% damage to hunter mobs (most aggressive) Spoiler Hunter mobs are: avenger of light black bear brown bear wolf whale boar cave bug crab croc deathcrawler sol demon dog dolphin dragons and hatchlings drakespirit eaglespirit avatars fog spider forest giant goblin leader goblin gorilla hellhounds hellscorps hyena lava fiend lava spider mountain lion octopus rats rift mobs scorps sharks skeles nogumps uttachas spiders trolls troll king worg -2.5% parry rate General 8x Trader prices on jewellery items +2.5% damage taken -30% decay damage taken +10% resistance to shatter +2.5% bonus to lockpicking Can be used to make unicorn shoes +5% bonus to pendulum area of effect +10% bonus to bash damage Steel Armour +2.5% DR Weapons +2.5% extra damage to armour General 2.5x trader prices on jewellery items -20% damage taken -30% decay damage +2.5% bonus to repair speed +5% bonus to lockpicking +2.5% bonus to pendulum area of effect +5% bonus to bash damage Tin Armour -1.75% DR +2% bonus to movement speed Weapons +4% bonus to attack speed -7.5% damage dealt -5% parry rate General +20% damage taken -7.5% decay damage taken +2.5% bonus to quality gain per improvement action +5% bonus to quality upon creation -2.5% penalty to repair speed -2.5% penalty to lockpicking -5% penalty to pendulum area of effect -10% bash damage Zinc Armour -2% DR +2.5% bonus to movement speed Weapons +5% attack speed -10% damage dealt General .9x trader prices on jewellery items +25% damage taken +20% decay damage taken +7.5% bonus to quality gain per improvement action -5% repair speed -2.5% penalty to lockpicking -5% penalty to pendulum area of effect -15% bash damage Change: You should do more damage when destroying off deed items if they are owned/created by you. Change: Ore is no longer capped at 50 Quality on Epic Home Servers. Change:You will now get the option to spawn at your deed token even if the terrain is too steep. The spawn location will have a Steep warning in the dropdown menu. Epic Mission Tweaks: Avenger of light missions will no longer spawn. Increased amount of mission creatures spawned (up to 50% extra of the required amount). Spawned mission creatures will age faster and die after a few weeks. Mission difficulty will not always go up on a successful mission completion. Mission requirements will be a bit less across most missions. Changed sacrifice creature missions so the action is only 12s long instead of 30s. Changed the chance of interruption during the action to be a lot less. Epic Change: Characteristic skillgain has been increased by 30%. Bug Fixes: Bugfix: Fixed the issue where all names on the UI friend list went blank instead of just the specified removed friend. Bugfix: Fixed an issue which allowed you to plan a structure greater than your skill with no option to finalize or destroy the plan. Bugfix: Bridge pavement is now removed when a bridge section is destroyed and reverted to a plan. Bugfix: Recipe Cherries Jubilee should now be in everyone’s recipe book and can actually be made now. Bugfix: Building door history is properly recorded whether or not you have an item activated during the lock/unlock process. Bugfix: You should now be able to tar a floor board underwater to the same depth you can lay them. Bugfix: Prying catseyes and waystones on deed should do more damage than off deed. Bugfix: Fixed the double pray in the context menu for Nahjo on a water tile inside a cave. Bugfix: Fixed a bug which caused damage to water instead of a reduction of weight to the water during a failed tailoring advanced creation attempt. (Ex. Using water on a cloth shirt to make a black vested shirt). Bugfix: Fixed a bug which caused items with glow runes attached to never cool down. Bugfix: Fennel seed should no longer show as being made with a mortar and pestle on any spice in recipes. Bugfix: Freedom Isle missions should properly reset after 3.5 days if the mission is less than 33% complete. Note that this only applies to missions that gradually tick up (not tree, traitor, build etc missions). Bugfix: Followup fix to the January 2018 change to further address the lag on Elevation. Bugfix: Items should properly decay and cool off while inside saddle bags and saddle sacks equipped on horses. Bugfix: Additional fix to check that the 5% tax is not taken from crates stored in racks as soon as they are moved off deed. Note: This fix does require a tax check to occur on deed prior to taking off deed to correctly update the period between taxings. Please allow a few weeks for everything to get a tick before reporting issues. In the meantime, continue to move items from crates in racks to new crates in order to prevent the immediate tax deduction off deed. Bugfix: Special wounds of same type and position will now stack, similar to normal wounds. Example of this is a FA weapon causing multiple burn wounds to the same position on the body if hit there multiple times. The normal weapon wounds would mostly stack (with some randomly causing a new wound), but fire wouldn’t stack. That fire wound will now stack with any existing fire wound at that position. Bugfix: Creatures should once again lose aggression if you walk a distance away and choose No Target. 19 Share this post Link to post Share on other sites
Posted March 8, 2018 Holy moly, that's a lot of good change. Great work, dev team! 2 Share this post Link to post Share on other sites
Posted March 8, 2018 (edited) Nvm saw what i means. Edited March 8, 2018 by Wulfgarr Share this post Link to post Share on other sites
Posted March 8, 2018 58 minutes ago, DevBlog said: 10% bonus to quality upon creation Could we get some clarification on what, precisely, this means? There's a couple of different ways to interpret it, which are vastly different. Share this post Link to post Share on other sites
Posted March 8, 2018 Just now, Delacroix said: Could we get some clarification on what, precisely, this means? There's a couple of different ways to interpret it, which are vastly different. Means creation ql is 10% higher is the only interpretation I see. 1 Share this post Link to post Share on other sites
Posted March 8, 2018 1 hour ago, DevBlog said: % ql gain per improvement action Does this apply to items made of this metal type when being improved or does it apply to items made of this metal type improving other items? Share this post Link to post Share on other sites
Posted March 8, 2018 are servers up or down? Cannot log in but web site and client say the servers are up. Share this post Link to post Share on other sites
Posted March 8, 2018 8 minutes ago, DemonaNightshade said: Means creation ql is 10% higher is the only interpretation I see. It could mean when creating an item with it, the item created has a higher creation quality. It could mean the item itself has a higher creation quality when made with the metal. It could mean, in a roundabout way, that things gathered with this have a higher creation quality. This is Wurm--don't be obtuse. 5 Share this post Link to post Share on other sites
Posted March 8, 2018 So item made using 30 ql iron will come out as 33 ql...? And yes sweet update people , keep up the good work . Share this post Link to post Share on other sites
Posted March 8, 2018 Does anyone know how long patches usually take before the servers come back up? Can't find any information anywhere. Share this post Link to post Share on other sites
Posted March 8, 2018 1 hour ago, DevBlog said: Bugfix: You should now be able to tar a floor board underwater to the same depth you can lay them. woot Share this post Link to post Share on other sites
Posted March 8, 2018 (edited) Logged in. My red mailbox (R235, G16, B16) is displaying its original wood color, even though examine shows the dye. The mailbox now has a red glow effect like it's a halloween decoration or something. My persona QL90 lantern no longer provides any light source. Snuff, relight, snuff, relight, no difference. Edited March 8, 2018 by Finndar Share this post Link to post Share on other sites
Posted March 8, 2018 (edited) Speaking of issues, my rare 30/30/30 cart seems to not be displaying its dye at all anymore. I thought there was a fix for that coming this patch, but I'd like to believe that this wasn't it? Edited March 8, 2018 by Delacroix Share this post Link to post Share on other sites
Posted March 8, 2018 omg omg omg SOOOO coooool!!!1 nice changes great work! [I hope will fix new bag's with color's] Share this post Link to post Share on other sites
Posted March 8, 2018 My med rug that is not dyed nor glow runed is glowing Share this post Link to post Share on other sites
Posted March 8, 2018 On my deed, I have the following issues after this update; My painted mailboxes are not showing their respective dyed colors. Examining them shows the RGB numbers in the Event tab. Also, I am unable to polish a stone chisel. There is no option given in the right-click menu at this time. Share this post Link to post Share on other sites
Posted March 8, 2018 (edited) I've just made a full copper plate set. Is it supposed to be like this? Also, steel basinet witl steel plate: Edited March 8, 2018 by Vomusu Share this post Link to post Share on other sites
Posted March 8, 2018 Cant light my lantern :s missing a option to snuff or light it with the steel and flint selected Share this post Link to post Share on other sites
Posted March 8, 2018 Time to play WU for a day or two until all this is straightened out. *waves bye* =Ayes= 1 Share this post Link to post Share on other sites
Posted March 8, 2018 CURRENT KNOWN ISSUES Dyes missing is known and currently being investigated Metal armour textures being the default style is known, will take some time to address as it's changing the way armour renders (and is part of why dyes now work, likely to be addressed early next week Some items glowing is known 8 minutes ago, Tuga said: Cant light my lantern :s missing a option to snuff or light it with the steel and flint selected 19 minutes ago, PandyLynn said: On my deed, I have the following issues after this update; My painted mailboxes are not showing their respective dyed colors. Examining them shows the RGB numbers in the Event tab. Also, I am unable to polish a stone chisel. There is no option given in the right-click menu at this time. Zero clue why this is happening, did you just make it with a different metal type? 3 Share this post Link to post Share on other sites
Posted March 8, 2018 Please no rollbacks or I'm gonna cry cuz I just made my first supreme a few mins ago xD Supreme cloth shirt, dyed a lovely purple for my priest 4 Share this post Link to post Share on other sites
Posted March 8, 2018 4 minutes ago, Retrograde said: CURRENT KNOWN ISSUES Dyes missing is known and currently being investigated Metal armour textures being the default style is known, will take some time to address as it's changing the way armour renders (and is part of why dyes now work, likely to be addressed early next week Some items glowing is known Zero clue why this is happening, did you just make it with a different metal type? Retro, check your PMs, please. Share this post Link to post Share on other sites
Posted March 8, 2018 Nice update, now to do some mathz, and hey I was right on a few things - neat! Share this post Link to post Share on other sites
Posted March 8, 2018 (edited) Retro, the chisel I'm trying to improve is an iron chisel made well before the update. I was working on it last night just fine. Just no option to polish, hammer, temper - anything. https://imgur.com/X4wuDEo Edited March 8, 2018 by PandyLynn added information Share this post Link to post Share on other sites