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DevBlog

Patch Notes 07-JUN-2022

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  • Bugfix: Fixed Theft Warning window from being cut off.
  • Fixed headers in some windows being cut off.
  • Bugfix: Corrected the spelling in rift plant description.
  • Bugfix: Fixed a text error when examining a cow.
  • Bug fix:Removed blank event tab message when harvesting dried grass.
  • Bugfix: Corrected wording of event tab message when attempting to hitch a creature to a hitching post of too low quality.
  • Change: The burn warning for placing items on something that will damage them is now an alert and will be a different colour in the event tab.
  • Bugfix: Fixed attempting to paste some emojis, then clicking, causing a crash.
  • Bugfix: Removed some information from corners and borders of tiles.
    • Hovering over tile corners will no longer slow slope information.
    • Hovering over tile corners and tile borders will no longer show grass height information.
  • Bugfix: Planting flowers in a flowerpot or marble planter will now leave the container where it is, instead of moving it to the player’s inventory.
  • Bugfix: Planting things in a marble planter, flowerpot, or pottery planter will now retain more data of the original empty item, including any enchantments, runes, or custom colour.
  • Bugfix: Fixed difficulty when picking cocoa or coffee from pottery planters.
  • Bugfix: Items that are lighter than normal can no longer be planted in pottery planters, and items that are heavier than normal (such as combined items) will only remove the required amount of weight when planted, not the entire item.
  • Bugfix: Rope tools now count as “tools” for item improvement achievements. This change applies to all rope tools, including those that existed prior to this update.
  • Bugfix: Fixed a bug where some bulk items, and items with all of their enchantments dispelled, would be prevented from selling to token, discarding, or burning.
  • Bugfix: Birdcages will now be brass when created and pre-existing Birdcages will be reverted back to brass.
  • Bugfix: Mules can no longer receive the “chance to produce twins” trait, as they cannot produce offspring at all.
  • Bugfix: Missions to create altars will now specify the type of altar needed.
  • Bugfix: The scale of Libila use effect now has a 4 hour cool down.
  • Bugfix:  Fixed phobia mode models when placing.
  • Bugfix: Map annotations now render at the correct position regardless of UI scale.
  • Change: Digging and flattening changes.
    • Increased the max slope lower level characters can dig from 10 to 30.
    • Fixed flattening calculations to use the intended max slope for lower level characters.
    • Flattening a tile will now lower the tile if you do not have the final dirt needed to raise it to a flat state.
  • Change: Reduced the house planning calculation by 5 to make the first tile of a house free.
  • Change: Death message for a creature dying of disease or starvation now varies depending on the creature’s body type, and has improved grammar.
  • Change: Many soft or pliable items (such as pelts, leather, and many cloth items) no longer check the specific dimensions of the container they are placed in. In other words, the container must still have enough volume for these items, but simply being too large in one direction will no longer cause them not to fit. This means that some items may fit in containers they did not fit in before, such as colourful carpets fitting inside large carts, and pelts fitting inside small chests.
  • Change: The burn warning for placing items on something that will damage them is now an alert and will be a different colour in the event tab.
  • Change: Sound options in the settings can now all be changed while the game is running.
  • New: Double-clicking the spell effects icon bar will now toggle the spell effects window on or off.
  • New:Players can now empty marble planters, flowerpots, and pottery planters by activating a shovel or trowel, right-clicking the item, and clicking “Empty”.
    • Emptying a flowerpot or marble planter will put the appropriate type of flower bouquet into the player’s inventory. For flowers planted after this change, the quality and damage of the flowers will be based on the quality and damage of the flowers used to plant it. For flowers planted before this change, the resulting flower will be 70QL.
  • Change: The following actions can now be performed with an activated container containing the appropriate items, without having to activate the item itself. For example, you may now queue multiple sowing actions using a satchel containing seeds. This will allow you to fill your entire action queue without having to change toolbelt slots or activate different items in between actions. Each action will use the first valid item found inside the container. Items inside sub-containers (such as a seed inside a satchel inside a backpack) can be used, but items directly inside the activated container are given preference. The full list of supported actions is as follows:
    • Sowing crops on dirt tiles
    • Planting sprouts on tiles
    • Planting hedges on tile borders
    • Planting flowers, grass, thatch, or reed on tiles
      • Planting things in pottery planters. To make this easier, selecting a toolbelt slot with a container will now, by default, activate the container instead of the first item found inside. This behaviour can be toggled on demand; clicking the same toolbelt slot again (or pressing the appropriate key binding, if any) will switch between activating the container and activating the item inside like before. This preference is set per toolbelt slot and is saved with the toolbelt arrangement.

Treasure Hunts:

  • Players will have a chance to find treasure maps during rare rolls on the following actions:
    • Farming/Harvesting
    • Botanize/Forage Actions
    • Digging
    • Mining
    • Investigating Archeology Sites
    • Fishing/Dredging
    • Praying
  • Different maps have different difficulties. Harder maps will be less common but have better treasures! 
    • Novice(1/5 chance on rare roll)(1-29ql)
      • Will be between 2-3 steps long
      • Will have very small combat challenges occasionally.
      • Will not be terribly far from the locations they are found.
    • Challenging(1/10 chance on rare roll, supreme rolls will always give one)(30-59ql)
      • Can be 3-5 steps long
      • Will have decent sized and not infrequent combat challenges.
      • Will be a moderate distance from the locations they are found.
    • Difficult(1/25 chance on rare roll, fantastic rolls will always give one)(60 – 100ql)
      • Can be 4-6 steps long
      • Will always have difficult creatures to kill for most every step
      • Will be long distances away from the locations they are found.
  • There are several different clue types to help you find your treasure!
    • Map clue: Shows a map with a location you must go to, will not be super close to villages or in an enclosed area.
      • Right clicking the map and selecting the hint option will draw a circle on your ingame map with a general area to search, the area gets larger on harder clues.
    • Deed Ruins clue: Works similar to the maps but will be focused on areas that past villages have existed.
      • Right clicking the map and selecting the hint option will draw a circle on your ingame map with a general area to search, the area gets larger on harder clues.
      • Will mark nearby disbanded villages on the map as well as the area to dig.
    • Challenge clue: will give an area and some information about an item from a list of items to find.
      • Any guard tower that are not enclosed or near or in a village
      • Colossus that are not enclosed or near or in a village
      • Mission Constructed items that are not in caves/enclosed or near villages.
      • Will mention what map grid it is near, this becomes less precise the more difficult it is.
    • Combat Challenges: when you try to dig up a location you may come across some creatures ambushing you which you must defeat before you can continue digging it up.
      • Will go into hiding again after 45 minutes if not yet killed until you come and dig again, then the same remaining creatures will ambush you again.
      • Creatures from this will drop no corpses but will give skill for fighting.
  • Digging up treasures!
    • Use a shovel on the ground and select the dig up treasure option which will check if any clues you have on you are at your location.
    • Has some grace distance, you do not need to dig on the exact tile/item it picks just near it. This grace distance is even larger the easier the clue is.

Journal update:

Various changes and expansions have been made to the Journal system:

  • Several new journal tiers related to skills and groups of skills have been added, targeted toward newer  players just starting to learn and use those skills. These can be unlocked by reaching 20 in a relevant skill, comprise goals related to those skills, and reward 2 hours of sleep bonus and a new title when completed.
  • Two new journal tiers related to treasure hunting have been added. Both tiers will be available and visible to all characters with an active premium subscription:
    • “Hunting for Clues”: Involves actions that can find treasure maps, and rewards you with a bonus treasure hunt map as well as 1 hour of sleep bonus and a new title.
    • “Hunting for Treasure”: Involves finding treasures, and rewards you with a random high-tier treasure hunt prize as well as 1 hour of sleep bonus and a new title.
  • The Journal system now supports journal tiers requiring less than 100% of their goals to be completed in order for the tier itself to be completed. This is to add some flexibility to the system and account for a wider variety of play styles.
    • This change applies to all new and existing journal tiers.
    • Existing journal tiers have had one goal added per tier, and now allow you to skip one goal of your choice and still complete that tier.
    • The number of goals required in a tier can be viewed by hovering the mouse cursor over the tier in the Journal window.
  • Instead of instantly granting you the reward on your current server/cluster, completing a journal tier will now unlock a “Claim” button you can use to receive the reward at the time and place of your choosing.

Graphics Profiles and UI Changes:

The settings windows (both the launcher and in-game versions) have been shuffled around to a new layout to support the addition of graphics profiles available on the Graphics tab.

  • There are 5 new graphics profiles that will change settings that impact performance so you don’t have to. These profiles include Minimum, Low, Medium, High and Maximum. The final choice in this option is Custom, which will enable the Custom Graphics tab to change any performance-related settings manually.
    • There are some settings that are changed within these profiles that will require a client restart before taking effect, but since the majority do not you are able to change your graphics profile while the client is running for an immediate change.
    • Selecting these profiles does not change your custom settings at all, so you will be able to switch from Custom to one of the profiles and back with no lost settings.
    • Existing players will default to the Custom profile, while new players will default to the Medium profile.
  • UI Buffer:
    • The majority of UI elements have been shifted to buffered rendering, meaning that they will no longer update every frame, instead only when changed.
    • In addition to this, there is a new setting in the Custom Graphics tab to allow limiting the FPS of the UI independently of the normal game FPS.
    • Enabling this setting should increase overall FPS in most cases, with the downside of the UI feeling less smooth the lower the UI FPS limit is set.
    • Some windows (particularly animated ones) are excluded from this buffer and will update at the normal game FPS.
  • Other Changes:
    • Text rendering should be slightly faster.
    • Disabling reflections and animations will now properly disable them.
    • The in-game browser will no longer load in the background if the Wurmpedia setting is disabled.
    • Terrain detail and tile decoration settings are now editable while in-game.
    • Fixed the hitbox of the hide button on the Main Menu.
    • Added an option to the User Interface settings to hide filters in inventory windows.
    • Added an option to the User Interface settings to keep the fight window disabled in combat.
    • Fixed a sizing issue with clicking through the invisible part of window headings.
    • Fixed item icons in inventories not scaling up properly with UI scale.
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NIce.

But is it fixed the whole animals disappearing from hitching posts in caves after server restarts?

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30 minutes ago, DevBlog said:

Added an option to the User Interface settings to keep the fight window disabled in combat.

the whole fighting window? what people were asking for was for the target window to stay off(since you can still see your target without it in the old fashion way ).

 

any plans to let us turn off the filters and search bars, or should people using the old ui plan to quit on july 1st?

 

you typed some of the bugfixes and changes twice.

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12 minutes ago, DevBlog said:

Change: Reduced the house planning calculation by 5 to make the first tile of a house free.

Oh no, i have a feeling there are more 1 tile houses around starter town, and may be spread over the server and build next to people's deed.  I have no idea what things a newbie and an alt can't do. 

 

17 minutes ago, DevBlog said:

Treasure Hunts:

Finally is here. Hope people make videos about how this new system work

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3 minutes ago, Coach said:

Oh no, i have a feeling there are more 1 tile houses around starter town, and may be spread over the server and build next to people's deed.  I have no idea what things a newbie and an alt can't do.

 

I takes like 5 minutes or less grinding, anyways

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31 minutes ago, Coach said:

Oh no, i have a feeling there are more 1 tile houses around starter town, and may be spread over the server and build next to people's deed.  I have no idea what things a newbie and an alt can't do. 

this wont affect alts and it will affect newbies very little if at all(making the planks to build a 1 tile house is enough to get the skill for it.) so nothing to worry about.

it feels like fixing things that arent broken to avoid fixing things that really need fixing.

 

is it me or have you added 1 new goal per journal entry? so now we may skip one but there is one more on each entry and its just an annoying as the one you wanted to skip. so now the journal is harder instead of easier.

 

i also dont see the themed journal entries that we saw on test servers, are those still not ready or for new players only?

Edited by Tpikol
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3 minutes ago, Tpikol said:

this wont affect alts and it will affect newbies very little if at all(making the planks to build a 1 tile house is enough to get the skill for it.) so nothing to worry about. seems like fixing things that arent broken to avoid fixing things that really need fixing.

 

It would allow you to plan the house before you have to start making a pile of materials, which is good. Makes planning easier for your first house.

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I'm excited to see that rare rolls on farming won't be a total waste anymore!

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As a new player, I'm super glad to see the new Journal system. Adding a goal for new players to strive towards, that also gets them up to speed faster with their stats, is a great way to retain players. Before, the journal system felt clunky and kind of pointless, and so I hope that the tutorial will include mentioning how sleep bonus works and that the journal can reward you sleep bonus hours

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59 minutes ago, DevBlog said:

Change: Many soft or pliable items (such as pelts, leather, and many cloth items) no longer check the specific dimensions of the container they are placed in. In other words, the container must still have enough volume for these items, but simply being too large in one direction will no longer cause them not to fit. This means that some items may fit in containers they did not fit in before, such as colourful carpets fitting inside large carts, and pelts fitting inside small chests.

oh my! This QOL change is better than all that other stuff in this patch combined!

 

Curious about -5 house math.  a 10x7 requires 104 Carp, so is it now 99?

Edited by joedobo

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1 hour ago, DevBlog said:

Hovering over tile corners will no longer slow slope information.

 

This is the only one that I have any concern with (everything else looks great!), but there are times when you want to have a level area and knowing even a gentle slope can let you know which corner needs talking down. Sometimes that "1 slope" makes a difference. 

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Love it :) Thank you to the awesome Dev team 😘

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1 minute ago, joedobo said:

Curious about -5 house math.  a 10x7 requires 104 Carp, so is it now 99?

I believe people need 0 carp to plan a 1 tile house, if people build a 2 tiles house, still the same carp which is 8 carp. 10x7 still need 104 carp.

My brain keep popping naughty thoughts after seeing the change. The time and effort of grinding to 5 carp is what keeping the naughty thoughts out.

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Excited for this! Already out foraging hoping to find a clue :)

 

The hunting for clues section in the journal has some items marked in green already, but I haven't done either of those actions yet since the update:

unknown.png

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34 minutes ago, Tpikol said:

i also dont see the themed journal entries that we saw on test servers, are those still not ready or for new players only?

 

1 hour ago, DevBlog said:

Journal update:

Various changes and expansions have been made to the Journal system:

  • Several new journal tiers related to skills and groups of skills have been added, targeted toward newer  players just starting to learn and use those skills. These can be unlocked by reaching 20 in a relevant skill, comprise goals related to those skills, and reward 2 hours of sleep bonus and a new title when completed.

 

Well since they have a 20 skill requieremtn to show up maybe they are only chect on skill update. So if you have a skill over level 20 allredy try to get at least one tick in it so it show up would be my suggestion

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12 minutes ago, Vorticella said:

Excited for this! Already out foraging hoping to find a clue :)

 

The hunting for clues section in the journal has some items marked in green already, but I haven't done either of those actions yet since the update:

unknown.png

Those 2 where already tracked with some old data so they will be completed for people who have completed them in the past, the other 4 will start tracking progress from this update on.

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12 minutes ago, Radircs said:
1 hour ago, DevBlog said:

 

Well since they have a 20 skill requieremtn to show up maybe they are only chect on skill update. So if you have a skill over level 20 allredy try to get at least one tick in it so it show up would be my suggestion

i have tried and it doesnt show up.

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Food/Water/Nutri bars and ccfp seem to be bugged, stuck at 99%

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The ingame Wurmpedia browser doesn't work anymore. I have the "In-Game Wurmpedia Browser" checkbox checked in settings, but both with and without it checked it opens an external browser.

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It's a display bug. I submitted it on the server bugs section. Tested on alt and main. 

 

Just now, elentari said:

Novice goals (carpentry, nature, etc) do not appear in the journal goal list but when you cross over to epic and back they suddenly appear. 

 

Display issue I am assuming. 

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One of the new cooking journal challenges is to learn 50 new recipes. I had 577 recipes in my cookbook pre-patch and I'm not sure this is going to be possible to complete.

Edited by Ajala

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42 minutes ago, elentari said:

It's a display bug. I submitted it on the server bugs section. Tested on alt and main. 

 

Can confirm they are not showing up on peoples first login we are looking into it, logging out and leaving the world then logging back in will resolve it also shouldn't need to transfer server though that appears to have them show up as well.

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is there a reason skill tracker to be with ON TOP behavior for any other UI element, window, etc.. it didn't work like that before this update 

 

--edit

 

add to bugs - HP BAR is also showing ON TOP, any other window that is open, etc.. will show below it and the HP bar hovers above/infront... 

 

active elements used to take priority and be on top when selected...

Edited by Finnn
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2 hours ago, DevBlog said:

For example, you may now queue multiple sowing actions using a satchel containing seeds.

 

2 hours ago, DevBlog said:

Fixed the hitbox of the hide button on the Main Menu.

Big if true

 

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