Posted August 28 Until yesterday's update: when you had a dirt / sand tile lowered and flat, like the example (center tile, A) +---+---+---+ | C | | | +---+---+---+ | | A | B | +---+---+---+ | | | | +---+---+---+ If you leveled tile B, in each 5-second leveling action the 2 corners of tile B opposite tile A would get lowered simultaneously. Thus you would have 2 dirts lowered per 5 seconds. In case of tile C, each leveling action would result in all 3 corners not touching tile A being lowered simultaneously. Thus you would have 3 dirts lowered per 5 seconds. ( And by the way this is the optimal way to level a big area, zig-zagging forward and left -> forward and right etc. ) After yesterday's update: When you level a tile the corners are leveled in a round-robin fashion, with 1 corner being affected every 5 seconds. This makes leveling tile B 50% more inefficient, and tile C 66% more inefficient than the old behavior. Share this post Link to post Share on other sites
Posted August 28 (edited) If you are referring to leveling down a tile(removing dirt) it was only like that for the small window for the action queue update to yesterday. Only leveling up(adding dirt) could effect multiple corners. I tested both on Wurm Unlimited, so Chair is correct. See https://forum.wurmonline.com/index.php?/topic/203458-level-nerf/ Edited August 28 by user Share this post Link to post Share on other sites