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Patch Notes 28/OCT/2021

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  • Bugfix: Fixed a text error in the message when using pliers on a stone brick door
  • Bugfix: Fixed spelling inconsistencies with the word ‘untame’
  • Bugfix: Corrected a text error in archaeology event message
  • Bugfix: Fixed a spelling error with the word ‘unruly’
  • Bugfix: Fixed guards stopping before reaching their target when called
  • Bugfix: Guards will only need to be called once, and will leave mines to come help
  • Bugfix: Item damage will no longer occur at the very start of actions
  • Bugfix: Led creatures will no longer get stuck in mine entrances
  • Bugfix: Veins with greater than 10k ore will no longer be possible
  • Bugfix: You will now get an event message when trying to build fences with the incorrect item in the crafting window
  • Bugfix: Fixed mule and donkey foal sounds
  • Bugfix: Tree harvesting using a sickle will now scale the timer correctly considering rarity, quality, and enchantments on the sickle
  • Bugfix: Rifts on PvP servers will now start at the correct time
  • Bugfix: It is no longer possible to alter the height of a corner shared by a building wall using the Flatten and Level commands
  • Bugfix: Fixed issues with the “chance to produce twins” trait.
    • Creatures born with this trait will always be female, so that they can take advantage of it. Existing males with the trait will be changed to females.
    • Creatures with this trait can now properly give birth to male offspring
    • Twins will now be given different names from each other
  • Bugfix: Corrupt animals can now eat grass on PvE servers
  • Bugfix: Stopped the ‘Discard’ action from using fatigue
  • Bugfix: Artifacts can no longer be renamed using magical ink
  • Bugfix: Fixed grammar errors when using ‘it’s’ and ‘its’
  • Bugfix: Messages from ignored players won’t show in new chats
  • Bugfix: Animals will no longer eat food from different floors in a building
  • Bugfix: Donkeys will now be able to pull carts and wagons
  • Bugfix: Passengers disembarking vehicles onto bridges should no longer be launched into the air
  • Bugfix: Fixed a bug preventing players from getting points totaling up to exactly their animal husbandry level when breeding creatures
  • Bugfix: Added rarity colour to the text for rare traits in the Inspect Animal window
  • Bugfix: Fixed a crash happening when logging out
  • Bugfix: Fixed a sizing issue within the Inspect Animal window
  • Bugfix: Young animals will no longer show as being milkable within the Inspect Animal window
  • Bugfix: Sheep model will now show the correct stage when ready for shearing and when shorn
  • Bugfix: Links in the launcher are now fixed
  • Bugfix: Flame light source will now be in the correct position

  • Change: Sons of Nogump will no longer steal the following items:
    • Rare items
    • Unimprovable items
    • Items greater than 95ql
    • Artifacts
    • No-drop items
    • Royal items
    • Unique items
    • Coins
    • Gift items
  • Change: Unfinished items will now turn into finished items in the same location they sat at, and will no longer drop in front of the player upon completion
  • Change: Pregnancy timers have been reworked:
    • The time until an animal gives birth is now far more precise and ticks down more reliably.
    • Pregnancy time estimates now have variable accuracy and precision, based on Animal Husbandry skill. Your character’s estimate will be inaccurate by a random amount, like before, but now will become more accurate with skill, reaching 100% accuracy at 90 skill. The estimate is rounded to the nearest day at low skill, the nearest hour at 50-80 skill, and the nearest minute at 80+ skill.
    • Pregnancy time estimates will now be shown when breeding the creature and in the Inspect Animal window, in addition to examining the creature.
    • Pregnancy times on Defiance and Elevation are still significantly shorter than other servers.
  • Change: Improved event messages when equipping and taking items from creatures. 
  • Change: Examine creature message improvements
    • Examining a creature will show non-trait-related details such as hunger and resource availability even if the creature has no traits
    • Examine messages will now use pronouns related to the creature’s sex more consistently.
    • Some messages have been consolidated into the same line to cut down on clutter.
  • Change: Resources within the Inspect Animal window will now show separate lines for milking and shearing
  • Change: Added the ability to untame creatures using the right click menu
  • Change: Small anvils are now usable on the ground
  • Change: Only uniques can bash walls now
  • Change: Increased rename limits from 20 characters to 32 (for player added descriptions)
  • Change: A player’s number of fat layers now has less impact on the weight carried by a mounted or hitched creature
  • Change: Items that are no-drop on death will now show “Deathkept” and/or “Starter” on tooltip hover
  • Change: Improved hay tile creation timer for new players
  • Change: Brass oil lamp now has an updated model

  • New: Halloween Event
  • New: Coffee, tea, and cocoa drinks added. You can find the seeds through foraging.
  • New: Added the ability to stop leading creatures by right clicking the rope
  • New: UI additions to help players know why they may be walking slowly
    • When < 10% stamina, the stamina bar will flash
    • When < 50% stamina and in water, the stamina bar will flash red
    • When moving with climbing toggled, the climb button will flash
    • When moving when weighed down at 25% or 5% speed, the heaviest item in the inventory will flash for several seconds
    • Each of these changes can be turned off by going to the Settings menu, navigating to the UI tab, and scrolling halfway down.
  • New: Reed seeds can now be planted in shallow water to create natural reed tiles. They require a depth of 29 dirts or less, on tiles with a slope of 20 or less.
  • New: Creatures can now be hitched to hitching posts regardless of their body strength. This opens up many more creatures to being hitchable
  • New: Gems that have favor stored in them will now display ‘Radiant’ in front of the name, in order to distinguish them more easily from non-vesseled gems
  • New: Items with skins applied will now show the name of the skin when examined
  • New: Players can now fillet meat and fish when riding an animal or embarked on a vehicle
  • New: Added key binding compatibility for spyglass “spy” and pendulum “use” actions
  • New: Egg laying creatures can now lay eggs on additional tile types including:
    • Enchanted grass, moss, steppe, lawn, normal bushes, and enchanted bushes
    • Mycelium, mycelium lawn, and mycelium bushes when corrupted by a Libila priest
  • New: When sending mail, the event message stating the time until arrival will also display the recipient’s name
  • New: Added a title for 100 Weaponsmithing. Congratulations Nineol!!!
  • New: Tweaks to Furnaces
    • Rarity adds a chance to skip cooldown ticks. 10%, 15%, and 20% respectively for rare, supreme, and fantastic furnaces
    • Added an event message for when fire is fading in a furnace
    • Ovens will now burn as long as forges
    • Fire state will now be visible for ovens, forges, and stills
  • New: Added 3 new ways to call the guards
    • Right-click the attacker > Attacks > Call Guards
    • Right-click the guard > Draft Guard
    • Right-click the tower > Call Guards
  • New: You can now leave a village that you are a citizen of (not a mayor) by right clicking your body/inventory/settlement token and going to Manage > Settlement > Leave Your Village. In addition, players can no longer be invited to a village via right-click if they are currently in a village, and must first leave their village (just like /vinvite)
  • New: Added Waybread as a starter food item. This is no-drop/no-trade.
  • New: Improved crafting weight requirement information when creating items
    • Added an event message showing the amount needed for an item
    • Added weight required to Crafting Recipe window
    • Added a back button the Crafting Recipe window
  • New: Tweaks to Fountains
    • Decorative fountains will become Wall Fountains and be functional
    • Fountains will only display the water flowing model if they have a liquid inside
    • When examining fountains, you will see an event message saying whether the fountain is filling with water because it is on a water source or not
  • New: Added an option to disable the in-game Wurmpedia window
  • New: Added a client option ‘High Transparency Water’ under the graphics tab. This should make underwater animals easier to see
  • New: Speed penalties from a player’s currently equipped armor will now show when hovering over the equipment weight icon in the character window
  • New: Status effects that have an accompanying spell effect will now show the power when hovering over them
  • Like 45
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Bugfix: Tree harvesting using a sickle will now scale the timer correctly considering rarity, quality, and enchantments on the sickle

Bugfix: Stopped the ‘Discard’ action from using fatigue

Bugfix: Animals will no longer eat food from different floors in a building

Bugfix: Fixed a bug preventing players from getting points totaling up to exactly their animal husbandry level when breeding creatures

....and many more..

😱👍

Edited by Finnn

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New: When sending mail, the event message stating the time until arrival will also display the recipient’s name

 

W00t

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13 minutes ago, DevBlog said:

Bugfix: Guards will only need to be called once, and will leave mines to come help

Nice! Although my guards are going to be upset their underground poker game is now going to get interrupted. 

 

Lots of great QoL tweaks in this update. Good job devs!

  • Like 2

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20 minutes ago, DevBlog said:

New: Added an option to disable the in-game Wurmpedia window

Woop! 🥳

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Wow this is an amazing update!

These were some pretty cool includes!

 


• Change: Unfinished items will now turn into finished items in the same location they sat at, and will no longer drop in front of the player upon completion
• Change: Small anvils are now usable on the ground
• New: Coffee, tea, and cocoa drinks added. You can find the seeds through foraging.

 

Cheers!!

Edited by SirEvo

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28 minutes ago, DevBlog said:

Bugfix: Passengers disembarking vehicles onto bridges should no longer be launched into the air

 

Yeah *\o/*

 

I will be testing the travelling over high bridges causing this to happen as well :)

 

Some very cool additions and fixes Thanks guys !!

 

Sun 💜

 

Edited by VelvetSun

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27 minutes ago, DevBlog said:
  • New: Egg laying creatures can now lay eggs on additional tile types including:
    • Enchanted grass, moss, steppe, lawn, normal bushes, and enchanted bushes
    • Mycelium, mycelium lawn, and mycelium bushes when corrupted by a Libila priest


Can we get confirmation as to if this means that eggs will now also hatch on these tiles?

  • Like 1

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Wow!

 

Thank you so much. Looks like a lot of people have been busy in the coding / development shed.

 

I wonder if we can make Irish Coffee and similar drinks? Time will tell but first, need to go foraging for these new seeds :)

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22 minutes ago, DevBlog said:

New: Added key binding compatibility for spyglass “spy” and pendulum “use” actions

 

26 minutes ago, DevBlog said:

New: When sending mail, the event message stating the time until arrival will also display the recipient’s name

This certainly  proves that the suggestions section of the forum is being read and considered!
Absolutely glorious QoL improvements! Keep up the good work!

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Wooow there is a ton of really great stuff in here!!! Thank you devs!!  ❤️ 

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30 minutes ago, DevBlog said:
  • New: Added key binding compatibility for spyglass “spy” and pendulum “use” actions

At last! :D 

  • Like 1

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38 minutes ago, DevBlog said:
  • Bugfix: Tree harvesting using a sickle will now scale the timer correctly considering rarity, quality, and enchantments on the sickle

 

What about trellis ?

  • Like 1

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44 minutes ago, DevBlog said:

New: Added a title for 100 Weaponsmithing. Congratulations Nineol!!!

 

Grats to the smelliest  silliest person I know ❤️ 

  • Like 4

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A truly dizzying list of patches! I'm excited about many of these, you guys have worked hard, thank you!

Me Me Me Fainting GIF by Archie Comics

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Quote
  • Bugfix: Animals will no longer eat food from different floors in a building

That one guy with wolves in the basement eating his bears food on the roof will be pleased!

 

This is awesome stuff. :)

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9 minutes ago, Martynas5 said:

 

What about trellis ?

+1

dunno about speed usage on trellises, is it also slow like for trees(used to be before this patch)

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3 minutes ago, Aleck said:

 

That one guy with wolves in the basement eating his bears food on the roof will be pleased!

 

This is awesome stuff. :)

I have to remove all my decorational horses from the second floor of my house now :( 

  • Like 1

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Holy....

Thanks devs!!!!!

  • Bugfix: Guards will only need to be called once, and will leave mines to come help👍
  • New: Reed seeds can now be planted in shallow water to create natural reed tiles. They require a depth of 29 dirts or less, on tiles with a slope of 20 or less 😍💕
  • Like 1

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39 minutes ago, Toeol said:

Can we get confirmation as to if this means that eggs will now also hatch on these tiles?

 

There don't appear to be any tile type based limitations for hatching, just for laying.

  • Like 3

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Based Patchnotes! Thanks for the update ^.^ Cant wait to find all the spooky things and make all the new drinks!

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1 hour ago, DevBlog said:
  • Bugfix: Guards will only need to be called once, and will leave mines to come help

WOOT!

  • Bugfix: Veins with greater than 10k ore will no longer be possible

Was it a bug? They have their own examine phrasing even...

 

  • Change: Added the ability to untame creatures using the right click menu
  • Change: Small anvils are now usable on the ground

Thank you!

  • Change: Only uniques can bash walls now

This one is a bit sad, tt was fun to need to keep in mind to feed my in-house trolls

  • Change: Brass oil lamp now has an updated model

Can we rub it for a djinnie?

  • New: UI additions to help players know why they may be walking slowly

Big thanks for the possibility to toggle them off!

  • New: Reed seeds can now be planted in shallow water to create natural reed tiles. They require a depth of 29 dirts or less, on tiles with a slope of 20 or less.

Thanks!!!

  • New: Gems that have favor stored in them will now display ‘Radiant’ in front of the name, in order to distinguish them more easily from non-vesseled gems
  • New: Added key binding compatibility for spyglass “spy” and pendulum “use” actions
  • New: Tweaks to Furnaces
    • Rarity adds a chance to skip cooldown ticks. 10%, 15%, and 20% respectively for rare, supreme, and fantastic furnaces
    • Added an event message for when fire is fading in a furnace
    • Ovens will now burn as long as forges
    • Fire state will now be visible for ovens, forges, and stills
  • New: Status effects that have an accompanying spell effect will now show the power when hovering over them

Real good QoL changes.

  • New: Egg laying creatures can now lay eggs on additional tile types including:
    • Enchanted grass, moss, steppe, lawn, normal bushes, and enchanted bushes
    • Mycelium, mycelium lawn, and mycelium bushes when corrupted by a Libila priest

So I can keep my dragon herd on enchanted mycelium from now..........

  • New: When sending mail, the event message stating the time until arrival will also display the recipient’s name

Great news!

  • New: Added a title for 100 Weaponsmithing. Congratulations Nineol!!!

Big grats for the insanity!!

 

 

 

In general, thank you for the extensive list!

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