DevBlog

Patch Notes 05/JUL/18

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Thanks Sindusk for the prompt response. :) 

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6 hours ago, Niki said:

Which is a mistake and you know it, as a game developer you're out of touch with the players.

 

You can purchase Wurm Unlimited if you'd like a more personalized experience, Niki. It was recently on sale.

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5 hours ago, Roccandil said:

 

If you're really saying priests shouldn't be able to complete their goals, then I'm exceedingly disappointed. I've spent a lot time and effort building my priests to provide capabilities I need, and the idea that I should somehow have to depriest and wreck that, is, as far as I am concerned, an abusive expectation.

While i get your frustration, rolling priest specific goals severely limits them, and means there's little to know actual skill involved, rather than requiring effort, it would be the bare minimum of time related goals "plant 5000 trees" "make 5000 litres of wine" "throw 10,000 items in the trash bin". It eliminates a great majority of actual skill required goals and would streamline the goals, with the end result being "just become a priest and you reroll any skillbased goal" 

 

This system with randomly generated goals is difficult to balance, we agree, but we're focusing on improving that and giving a much more rounded experience of whats possible in wurm, which does involve more than just priest actions, but we'll definitely keep that view in mind

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3 hours ago, Retrograde said:

While i get your frustration, rolling priest specific goals severely limits them, and means there's little to know actual skill involved, rather than requiring effort, it would be the bare minimum of time related goals "plant 5000 trees" "make 5000 litres of wine" "throw 10,000 items in the trash bin". It eliminates a great majority of actual skill required goals and would streamline the goals, with the end result being "just become a priest and you reroll any skillbased goal" 

 

This system with randomly generated goals is difficult to balance, we agree, but we're focusing on improving that and giving a much more rounded experience of whats possible in wurm, which does involve more than just priest actions, but we'll definitely keep that view in mind

 

Any reason we can't have priest-specific, skill-based goals? As rough examples, these come to mind:

 

- Cast X number of 100+ power enchantments

- Complete X number of successful Disintegrates

 

I'd also consider goal classes, that could be completed by doing one of several alternate achievements. An example:

 

- Mine a X QL gem

- Dig up a X QL gem

- Cut down X trees

 

Any priest could complete one of those achievements to thus complete a single goal.

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To refine my suggestions, I see something like this:

 

Skill-based diamond goal:

 

Complete any one of the following:

 

- Imp an item to 99 QL

- Cast X number of 100+ power enchantments (of difficulty Y, or just put successful Disintegrates here)

 

Resource-gathering gold goal

 

Complete any one of the following:

 

- Mine an X QL gem (or just swap to a certain number of shards/ore)

- Dig up an X QL gem (or just swap to a certain number of dirt)

- Cut down X trees

 

Skill-based gold goal

 

Complete any one of the following:

 

- Imp an item to 90 QL

- Cast X number of 90+ power enchantments (of difficulty Y)

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While your suggestion has merit, It's outside the scope of the current system, we won't be making major changes to this system from now on as we'll be replacing it in the near future. 

 

that said, something to think about

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10 hours ago, Retrograde said:

While your suggestion has merit, It's outside the scope of the current system, we won't be making major changes to this system from now on as we'll be replacing it in the near future. 

 

that said, something to think about

 

Yes, I wasn't suggesting changes to the current system; I know what you all did was a "perfect is the enemy of good enough" kind of solution. :)

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On 7/5/2018 at 1:06 PM, DevBlog said:

Bugfix: Action on items will now consider height distance when determining if object is too far away.

  • This will mean you can no longer access storage on higher floors and may require renovation of storage solutions

 

I'am currently operating with digging on very high slopes, and many times, you can almost sit in a dirt pile and still it is "too far".

Strange thing is that I cannot reach piles, but you can drop dirt by dragging from inventory to the pile from much greater range, I think up to 2 tiles.

 

Also range for some containers is broken, you can open them from greater range then you can pick up the items, both ranges should be the same.

 

 

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On 7/5/2018 at 9:06 PM, DevBlog said:

Bugfix: Possible fix for the unexplained extra wooden items or bricks being created randomly via the crafting window.

Woot, thanks.

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