TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 8 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]


Wurm Unlimited Beta 1.9.2.7


Greetings Wurmians! Todays update is a little bit of a bittersweet one, marking the end of official content support for Wurm Unlimited. Over the past four years we've introduced many new features and shared many things. It's no secret that the mods brought to Wurm have made the game far more than we have with the vanilla version, and this update makes a few things easier for them to implement mods, both mechanics, client AND graphical. We'll continue to work with modders and address any major issues raised and of course, Wurm Unlimited is still on the store and we will still be supporting those with questions, technical issues and the like. With that said, these notes include a guide on how to create a resource pack, easy addition of mods (just place them in the mods folder!) We'd also like to thank ago for giving us permission to integrate his moad loader, as well as those who worked on it and provided updates to it as well. Wurm Unlimited wouldn't be the game it is without you all, and we deeply thank you for that. And as always, Keep on Wurming!

Added agos modloader to the server and client.


  • You can now, as previously using the modloader, put mods in mods folder in both server and client files. You can find mods at https://forum.wurmonline.com/index.php?/forum/259-mods/
  • Installing mods is at your own risk and can contain potentially dangerous code, make sure to verify their origins prior to using them.

Added user resource packs


Bug Fixes


  • Fixed duplicate SteamID history entries in the database.
  • Fixed journal entries showing 100% but not completing.
  • Fixed forges becoming lit after a server restart for no reason.
  • Fixed getting multiple rare ashes from forges.
  • Fixed quivers in inventory being prioritized over quivers equipped on hip.
  • Fixed metal materials on cache lumps.
  • Fixed being able to cast multiple lurker spells on one item.
  • Fixed being able to put low quality pages in the journal from bulk containers.
  • Fixed wells with items placed on top not filling up.
  • Fixed being able to cast dirt on storage racks.
  • Fixed being able to cast mirror self on yourself, it only worked when cast on tile.
  • Fixed being able to rune liquids.
  • Fixed locks disappearing on server transfer.
  • Fixed being able to fit a corpse into a mailbox.
  • Removed Rift related journal goals.
  • Removed Manage player payments option.
  • Removed pruning of players from the db after 90 days of inactivity.

Beta Update - 2020/01/21


  • Fixed version not showing as current 1.9.2.7
  • Client and server once again load dependencies from the /lib folder instead of using a bundled client/server jar.


[ 2020-01-21 10:25:39 CET ] [ Original post ]


Patch notes 1.9.1.6


Quick fix to address achievement dates loading incorrectly. Players will still be able to play on servers that have not updated from 1.9.1.6 but we do encourage server admins to update when possible. Regards, The Wurm team


[ 2019-04-09 11:39:35 CET ] [ Original post ]


Patch Notes 1.9.1.5 LIVE

Greetings Wurmians! The time has come to launch the 1.9 version of Wurm Unlimited, and it's huge! So huge infact, that it was simply impossible to give the full notes in even 2 posts, so we've made the decision to simply link to them here to our forums for coverage. To view the patch notes check our official forums here: https://forum.wurmonline.com/index.php?/topic/169510-patch-notes-1915/ Until next time, keep on Wurming! Retrograde & the Wurm team. Like us on Facebook: https://www.facebook.com/wurmunlimited Join us on Discord: https://discord.gg/wurm Follow us on Twitter: https://twitter.com/wurmunlimited


[ 2019-04-09 02:26:07 CET ] [ Original post ]


Patch Notes 1.9.1.2 Beta update


Bugfixes


  • Bugfix: Fixed new tutorial not launching on first play.
  • Bugfix: Fixed issue with achievements not loading correctly for journals.
  • Bugfix: Removed cluster reference from journal tier reward strings.


[ 2019-04-06 02:00:54 CET ] [ Original post ]


Patch Notes 1.9.1.1 Beta Update


  • New: You are now able to light furnaces if you are lacking a steel and flint with a kindling and a hot burnable item, both of which will be consumed.
    • If you happened to throw away or lose your steel and flint, you can now use hot burning items (wooden tools, wooden scraps, logs, cotton, cloth) along with a kindling to light a forge or oven.
    • Note that the item must be 'burning' and will be consumed when lighting the furnace.
    • Reminder: You can create a campfire using just a wood scrap and a kindling in order to get your burning wood or cloth items hot enough to light the furnace.
  • New: Added title for 100 pickaxe.
  • Priest Change: Rite of Death is now able to be cast on Freedom servers but is a laundered version of the PvP ritual spell.
    • Rite of Death on Freedom servers will not create mycelium and will not cause head wounds, but will give the sleep bonus and skill bonus.
  • Journal Change: A percentage indicator was added to some Journal entries which have multiple things required.
  • Journal Change: Casting a global spell achievement is now awarded to the caster as well as those linked to the caster.
  • ART: Fixed winter texture for all ages of bushes.
  • ART: Fixed the issue of some trees and bushes not being visible in certain seasons with the setting of pretty trees turned off.
  • ART: Infected and enchanted trees should no longer show fruit.
  • ART: Added normal and specular maps to weapons, shields, most tools, transports and a variety of other metal items

Bugfixes


  • Bugfix: Fixed the issue where small animated items could be barely seen when using the place option.
  • Bugfix: Fruit graphics have been removed from enchanted and infected trees as they cannot be harvested.
  • Bugfix: Fixed animations glitching back and forward during walking
  • Bugfix: After a year of vacation, birds have found their way back onto the skies of Wurm
  • Bugfix: Reworded the mouseover for Chop Down Some Trees journal entry to make it more clear that the action must result in a felled tree.
  • Bugfix: Fixed a number of movement issues.
  • Bugfix: Changed the calculation method for the antigank CR bonus to smooth out the number and prevent it from jumping around so much.
  • Bugfix: The tutorial will no longer reference Wurm Online rules.
  • Bugfix: Water calculations will correctly run at server start.
  • Bugfix: Fixed issue on affinity gain system not correctly working in WU.
  • Bugfix: Horse statues will no longer appear in treasure chests.


[ 2019-03-21 10:33:42 CET ] [ Original post ]


Patch Notes: 1.9.0.0 Beta: Gone Fishing

Greetings Wurmians!


This beta update is HUGE with a capital, well, everything! It catches Wurm Unlimited up to 1.9.0.0 with Wurm Online, containing the archaeology cache system, priest overhaul system, and the new fishing system. The priest rework notes are also quite extensive, so will be in a separate post The new fishing system is the last project worked on by senior developer Tich, before her passing. Unfortunately she did not live to see it go live, but we finished it off and launched it in her honour. To further honour her memory we have included a statue of Tich, doing her favourite thing, fishing!) Changed classes is pretty extensive, and as such will be included in a separate link later on. We expect this beta to be around for 2-4 weeks before going live, during which we'll be performing one or two updates to tweak and update to add a few performance improvements due in WO in the next update. As usual, please report any bugs you find on our Steam forums, official forums athttp://forum.wurmonline.com, or discord athttps://discord.gg/wurm And as always, Keep on Wurming! The Wurm team.

Changes and Additions:


New: Archaeology changes and additions.


  • Wood types have been added to wooden items.
  • New statues have been discovered.
  • Fix for some moonmetal fragments.
  • Tweaked base difficulty for investigating to be a bit easier overall.
  • You can also now get an extra bonus in areas that are considered valuable according to Archaeology, making fragments a bit easier to gain at higher levels in those locations.
  • New: Archaeology caches have been added
  • Once a report is completed enough, the center tile of that deed can then be found via Get direction on the report.
    • Using the Get direction function on the center tile of that deed will unearth an archaeology cache.
    • Inside the cache will be an assortment of unidentified fragments including a larger percentage of statue fragments and a relic of the former deed.
    • Amount of fragments is determined by archaeology skill and report ql with a minimum of 10.
    • Once unearthed the report will be consumed.
  • Change: Archaeology journal improvements
    • Journals will now hold a number of reports up to the ql of the journal, with a minimum of 22.
    • Placing a piece of paper or papyrus greater than 30ql inside the journal will automatically turn it into a blank report
    • Reports can also now be moved in and out of journals via drag and drop.
    • Tweaked the chances for location info to be recorded in a report to be a bit lower than previously to balance for caches.
  • Some Archaeology statues with solid bases can now have items placed upon them.

New: Fishing is now interactive with many new features and items.


New item: Fishing rod


New fishing reels


  • Light fishing reel
  • Medium fishing reel
  • Deep water fishing reel
  • Professional fishing reel

Fishing Reels


Fishing Reels are added to rods so that they can be used for fishing. A fishing reel holds up to 1 line (which in turn may contain other things), and may be placed in a rod. Fishing Reels will take damage from use, with rare fishing reels taking less damage and less likely to break rod. Rare reels make it easier to reel the fish in.

New handles for fishing:


  • Handle - same item as current in-game version.
  • Wrapped handle - same item as current in-game version
  • Reinforced handle
  • Padded handle

New fishing lines:


  • Basic line - used on pole, may only contain a (wood or metal) hook
  • Light line - used on basic fishing reel, used to catch smaller fish
  • Medium line - used on fine fishing reel, used to catch medium fish
  • Heavy line - used on deep water fishing reel, used to catch large fish
  • Braided line - used on professional fishing reel, used to catch special fish

Floats


Floats can be added to lines which affects which fish are more likely to be caught. There are 4 types of float:
  • Feather - part of butchered loot from rooster, pheasant and hen.
  • Twig - found on bush tiles.
  • Small moss - taken from moss.
  • Bark - found on overaged birch trees.
Floats will take damage over time when used, and will need replacing from time to time.

Hooks


  • Hooks are added to lines to catch fish. There are 3 types of hook:
  • Wood - same as current item, better for fly fishing
  • Metal - same as current item, better for deep water / sea fishing
  • Bone - made from goblin skulls
Hooks behave as a container, which may contain bait, and will take damage over time as they are used. Wood type will affect how fast a fish turns up

Bait


When used on a hook, bait increases the chance of catching particular fish. There are 12 types of bait:
  • Fly - You catch these using a pottery jar with a bit of honey in it, on animals that require grooming.
  • Cheese Piece - Cheese Broken into smaller pieces.
  • Dough Ball - a small ball of dough.
  • Wurm - Found on dirt and mycelium tiles.
  • Sardines - Caught using fishing nets in shallows.
  • Roach - Caught in shallow waters.
  • Perch - Caught in shallow waters.
  • Minnow - Caught in caves.
  • Fish Bait - Small fish chopped up.
  • Grub - Found in shrivelled trees, prised out using an awl.
  • Wheat Grain - from wheat!
  • Corn Kernel - from corn.
Each time a fish bites on a baited line, the bait will take damage (e.g. the fish eats a bit of it). Bait is not required to catch fish (i.e. you can catch fish without bait), but the chances are a lot lower. Different fish prefer different bait.

Fishing Net


The fishing net can be used to catch small fish in shallow waters. Small fish may be used directly, or turned into bait to use on larger fish. This is the only way to catch sardines.

Keep Net


A keep net may be attached to a boat, and is used to preserve freshly caught fish (i.e. reduce decay). It can also be planted on the ground next to a player. Note that it must be planted, in water, to behave as a container; just dropping it will not allow fish to be placed in the keep net. It can only be picked up when empty.

Tackle Box


The tackle box is a special new container designed to streamline fishing. As well as being a convenient place to put spare floats, lines, bait, and other fishing paraphernalia, it automatically replaces fishing consumables as they are used up. In particular, as bait and floats are consumed (i.e. reach 100 damage), if your tackle box contains a suitable replacement, it will be automatically be moved to the rod when it gets to 100 damage at the end of the fishing action. The tackle box needs to be in inventory to work, and a consumed item will only be replaced by the same type of item (e.g. a feather float will only be replaced by another feather float; it will not be replaced with a moss float). The auto-replacing will happen at the end of the Fish action. The auto-replacement depends on fishing skill, with each item type having a specific skill requirement:
  • Bait will be auto-replaced at 10 skill
  • Hook will be auto-replaced at 30 skill
  • Float will be auto-replaced at 50 skill
  • Line will be auto-replaced at 70 skill or at any skill if reel exists.
  • Reel will be auto-replaced at 90 skill (does not apply to fishing poles as they dont have reels).
When an item is consumed (i.e. it wears out), you will get a message at the end of the fish action.

Spears


In addition to rod fishing, this update includes spear fishing. This utilises the current spears already in game, with no functional difference (as far as fishing is concerned) between metal and long spears.

Fishing Rod Rack


The rod rack is a new container for storing fishing rods and poles when not in use. It operates in a similar fashion to a polearm rack, and has different models for empty and utilised states. Rod racks may be placed and secured.

Fishing Buoy


Buoys can be used to mark fishing spots. They are floating items that are anchored to a particular item, and may be used to show special fishing spots, for example. Buoys use the same placement rules as sign posts, except they need to be placed on underwater tiles. They operate as light sources (similar to a street lamp), and may be dyed. If blessed will not use fuel, but do require fuel to be lit.

Water


All water tiles are now categorised into 6 groups:
  • Sea - open water
  • Sea shallows - open water shallower than 25
  • Lake - enclosed water, larger than a pond
  • Lake shallows - enclosed water shallower than 25
  • Pond - enclosed water, not big enough to be a lake
  • Water - not big enough to be a pond
Note: Any water tiles underground, uses Lake or Pond (or Water) Note:The calculation is performed on server start so modifying water sources will not change their type until the next restart.

Brackish water


Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water.

General Attributes


All fish now have a set of attributes which determine where and when they are more likely to be caught:
  • Preferred water type (lake, sea, etc)
  • Minimum and maximum depth.
  • Feeding height.
  • Rod types.
  • Time of day - some fish like to feed in the morning, afternoon, evening or even at night
  • Baits - each fish has a favorite bait, some baits it likes, others it is less likely to eat, and some it will never touch.
  • Outside or in caves - some fish are only found underground
  • Rare fish can only be caught on special tiles (which are out at sea).

Special Tiles


Special tiles are an area where special (rare) fish may be caught. They will now move with the season, and have been recalculated (i.e. they will have moved on server restart). Non-special fish types may be caught on special tiles, but special fish can only be caught on special tiles, and a lesser chance if close to a center spot. These areas can overlap, so its possible to find places where two special fish can be caught. Special tiles are only found in open water (i.e. sea). Finding and recognising tiles is unchanged, and uses a pendulum.

Misc Info:


  • Added lore action to rod/pole on boat, and rod/pole/spear/net on tile. Gives a little information on what might be found in areas.

New: Chicken coop added


Requires 50 Fine Carpentry skill to create and continue.

Coop info


Coops contain multiple sub items inside.
  • Nesting Box, This is where the loaded hens reside.
  • Feeder, this is where you place food.
  • Drinker, this is where you place water.
  • Egg Box, this is where you get the eggs from when they are laid.

Locks and permissions


  • Coops are lockable and spawn on creation with a 1ql small padlock.
  • Coops have manageable perms, like any other lockable container.

Loading


  • You can only load hens into the coop.
  • To load a hen, one must first lead one, then right click the coop and click "load creature".
  • To be able to load the creature there must be water in the drinker and food in the feeder.
  • You can only put food in the feeder that can be planted. Example: pumpkin seed, or corn.
  • Loadable chicken count is QL / 10 + rarity (max 13 for 100ql fantastic).
  • QL must be greater than or equal to 10 to load a chicken.

Feeding and watering


  • Polling for the feeder and drinker happens every 4 hours at which time, creature count in food is subtracted from the feeder. E.g. if there are 4 hens loaded 4 food will be subtracted.
  • Also 250 grams of water for each hen will be subtracted from the drinker.

Egg output


  • Eggs will be created every 12 hours.
  • Eggs will have a small chance of being fertile.
  • Egg ql is dictated by the ql of the coop.
  • Egg count is equal to the count of the chickens.
  • If either the feeder or the drinker is empty on egg poll the chickens will be unloaded on the center of the tile where the coop resides.

Misc. info


  • You cannot load a coop with chickens in it.
  • Chickens in a coop, on deed, count towards the ratio.
  • You cannot bash a coop with chickens loaded.
  • The egg box will only hold 100 eggs.

New: Tower influence chaining system on PvP servers:


Influence Chaining


An influence chain is any land that a kingdom has influence over that is fully connected (chained) back to a valid starting point for that influence. All kingdom capitals and starter deeds (for base kingdoms) are considered a chain start point, and any tower or deed in a kingdom must connect back to that start point via influence chaining. In order for a tower or deed to be considered chained to a kingdoms influence, it must have a continued chain of influence (from kingdom towers) back to a chain start point. Towers radiate an influence out to 60 tiles from their base, and deeded land has influence as well. Because of this, any new towers built must be built within a 100 tile range of another tower of the same kingdom (minimum range remains 50) in order to continue the chain. In order to carry over the current state of towers on the servers at the moment, any tower within 120 range of another will still be considered chained, and allows for a valid spot between those two towers to build a new one to maintain the chain should one tower be destroyed after the update (and can no longer be rebuilt at 120 range). There are a few penalties involved with this system to promote completing and holding chained influence:
  • Any tower outside of chained influence will no longer respawn tower guards.
  • Any deeds outside of chained influence will respawn spirit guard waves 3 times slower.
  • Any deeds outside of chained influence will no longer have guards maintain fences, bridges, floors and walls - similar to when a deed has less than a month of upkeep remaining.
  • Any deeds outside of chained influence will have on-deed mine doors take 3 times as much bashing damage.

Tower Conquest


Towers will no longer be able to be conquered to convert them to your kingdom. To remove a tower, you will have to bash/destroy it, then reconstruct a new one within your tower influence chain. Bashing a tower will now spawn waves of guards when it reaches 30, 60, and 90 damage, and waves will become more challenging as the damage increases. At 90 damage, the kingdom that owns the tower will get a message in the Deaths tab stating that the tower is under attack.When the tower is destroyed, there will be a global message to all kingdoms on the server that the tower has been destroyed.

New Tutorial


  • A new tutorial system has been added. The system can be run from anywhere by existing players by typing /tutorial.

New Journal system added


  • The journal system is designed to guide players from their first steps in Wurm to more advanced steps.
  • Completing 50% of a tiers goals will unlock the next tier.
  • Completing 100% of a tiers goals will give the player a small reward.
  • This update includes tiers 1-7 as well as a tab for tutorials.
  • As this system replaces the personal goal system, we will be phasing that system out. The deadline is 1 month after the launch of the update.

Misc Additions & Changes


  • New: Added title for 100 Restoration.
  • Change: We've taken the time to review how climbing works, and have adjusted stamina drain to be tied closer to skill, with up to 2x less stamina drain near 100 skill (Non linear).
    • If the climber has goat shape it will not stack, instead preferring to use the goat shape bonus over climbing skill.
    • Tick size has been adjusted, and difficulty is based on slope of the tile.
  • Change: Unicorn passengers must be same kingdom as dominator.
  • Change: Build missions that require paved surfaces can now be build on any road type tile
  • Change: Cloth clothing has had a few items added and a few others changed. See list below:
  • Hoods:
    • A new White Cloth Hood has been added.
    • The version which was known as Cloth Hood previously is now created as Blue Cloth Hood.
    • Legacy versions are still called Cloth Hood but can no longer be created as such.
  • Sleeves:
    • White Cloth Sleeves have been added.
    • Legacy Cloth Sleeves are now created as Red Striped Cloth Sleeves using white cloth sleeves and cochineal.
    • Plain White Cloth Sleeves are used to make Red Cloth Sleeves.
    • Both White Cloth Sleeves and Plain White Cloth Sleeves can be dyed.
  • Jacket:
    • White Cloth Jacket has been added.
    • Legacy Cloth Jacket is now created as Red Cloth Jacket.
    • Legacy versions are still called Cloth Jacket but can no longer be created as such.
  • New: Hell Horses and Unicorns will now give birth to foals, similar to horses.
  • Change: You can no longer see your % chance to pick a door or fence gate if you're greater than one tile away.
  • Change: Dirt in inventory can now be discarded the same way as logs and shards.
  • Change: You can now plant / secure the Puzzle King's crystal ball.
  • Change: Glimmersteel runes of Fo, Magranon, and Jackal as well as the Silver rune of Fo have been changed from 10%, 5%, 5%, and 5% increase to skill bonus respectively to 10% and 5% of the difference between your current skill and 100 as a direct bonuses to effective skill when determining action success.
    • Note: This does not mean items and resources are created at a higher than your skill cap, but will improve success chances for that action.
    • TL;DR : Glimmersteel Fo/Jackal runes will now increase skill calculations for success chances.
  • Change: The quality reduction upon smelting has been scaled down and adjusted:
    • Smelted lump is capped by pot ql.
    • Items that cannot be improved and are not capped by the 20% of total skill when created will now receive a ql penalty when smelted
      • -7.5% to -2.5% for common metals,
      • -12.5% to -7.5% for moon metals and alloys.
    • Items that can be improved will no longer receive the penalty when smelted.
  • New: Shoulder pads are now dyeable.
  • Change: Metallic shoulder pads are now able to spawn from rifts as any metal type at a low chance.
  • Change: The Tin Rune of Jackal now correctly uses the spell version of Refresh and cannot be used while moving.
  • New: New horse colors added.
  • New: Hens and Roosters can now be white, black or brown.
  • New: Added Statue of Tich - can be crafted with marble shards. Metal versions are available through archaeology.
  • Change: Show death reason on corpse description for Cared For creatures.
  • Change: You should no longer waste a full sap harvest if your bucket is full upon beginning the action.
  • New: 100 Forestry title added
  • New: Priests of demigods can now create and continue their template god colossus.
  • Change: Adamantine runes of Jackal will now determine the color upon rune creation and show the rgb value in the rune examine message.
  • Change: Priests can now remove mine doors with a crowbar.
  • Change: Priests can now place mine doors.
  • Change: Wand of the Seas and Rod of Eruption usage instructions have been improved.
  • Change: Frantic Charge now grants up to 10% faster swing speed based on power.
  • Change: Find on Wurmpedia right click will now open Wurmpedia in an external browser window.
  • Change: Merchants can now be placed in stalls under bridges.
  • Change: Completed or failed missions will no longer appear on your mission list if older than 3 months.
  • Twitter character limits have been increased.
  • CA Help messages are now logged on the server.
  • A BML builder class has been added.
  • Change: Certain creatures can now be sacrificed outside missions:
    • Anaconda
    • Black Bear
    • Brown Bear
    • Black Wolf
    • Whale
    • Wild Cat
    • Cave Bug
    • Crab
    • Crocodile
    • Deer
    • Dolphin
    • Goblin
    • Hell Hound
    • Hell Scorpius
    • Lava Spider
    • Mountain Lion
    • Octopus
    • Pheasant
    • Large Rat
    • Scorpion
    • Seal
    • Spider
    • Tortoise
    • Troll

Gm Changes:


Upon further investigation of causes of lag we have identified the GMTOOL being the culprit of some rather long lag spikes. We have taken steps towards addressing the spikes but be aware that searching for an offline player using GMTOOL can cause spikes.
  • GMs should no longer become visible when changing kingdoms, meditation path and faith.
  • Get info on tile now distiguishes perimeter and village tiles.
  • Added logging for the Disintegrate spell.
  • Fish was removed from the GM summon menu since they were a temp creature with no physical interaction.
  • GM renamed bulk items will return to their proper template name when put into a bulk container instead of renaming everything to the custom name.
  • Added #online command to check if a player is online, what server they are on, and if off line how long they have been off line for in real time. Usage is #online playername
  • Added new ArchGM+ command:
    • #reloadItems - checks for all subitems of the given itemId and forces them back into that item.
    • To be used to reload boats with deleted inventories upon crossing server
  • Using #changemodel will no longer make you visible when using or wearing off.
    • changemodel will now inform a person of equal or higher power of the attempt and what model.
    • changemodel will accept full model names as well (i.e.: model.creature.gmdark)
    • When changing models, you will no longer pop visible.
    • When the illusion effect wears off, you will no longer pop visible.
  • GM Bugfix: Mine doors no longer show opening if the watcher cannot see the player opening the door.
  • Demigod+ can collapse a tile with the wand without having to create a shaker orb first.
  • Adjusted the Get Info command on tiles to be more readable, and add extra functionality.
  • Demigod+ can now destroy pavement on bridges and prepare bridge tiles for paving with the wand.
  • Added focus zones which will auto replenish dirt, ore and trees.
  • Added GM spawned leather drinking boot.
  • GM Get Info has been improved to clarify info and give additional info.
  • GM: Get info on tile now distinguishes perimeter and village tiles.

Client changes:


  • Modern renderer only: major performance improvements
  • Reduced stutter during structure loading
  • Place outline will now show correctly for all objects (rafts, kilns)
  • New: New water visuals havebeen added.
  • New water visuals require the Renderer option to be set to Modern.
  • New: Resolution scale (supersampling) option has been added to the Postprocess settings.
    • Essentially rendering the game at a given multiplier of the resolution, very demanding on the GPU, eliminates jagged edges and adds additional detail.
  • Change: Updated quickbar with more icons
  • Change: Swimming sounds no longer play when you are not swimming.
  • Change: Wiki search bar now opens default browser instead of ingame browser.
  • Change: Player texture rendering improvements.
  • Change: General performance improvements.
  • New: Added a setting under the text tab to enable/disable multicolored event/combat text.
  • New: Quick keybinding - you can now create a key bind by holding a key while mouse hovering a right-click menu option.
  • New: Added optional head bob during animations.
    • This can be disabled in the Graphics tab of the Settings, under 'Enable Head Bob'.
  • New: Revamped the animations with smoother blending.
  • New: Display fruit on harvestable trees and bushes.
  • Bugfix: Fixed glitchy door, gate and mine door animations.
  • Bugfix: Fixed player animations snaps and glitches.
  • Bugfix: Fixed incorrect torch lamp flame size.

Art Changes:


  • Fixed textures for support beams, statuettes, darts and tool belts.
  • Added normal and specular maps to rocksalt vein, fixes exaggerated shininess.
  • Tentacles spell now has graphics and animation.
  • Huge bells and large bell resonators now properly show all metal types, bell tower shows wood types
  • Stone house oriels will display ivy again
  • Fixed glimmersteel and adamantine plate upper arm textures
  • Updated Wurm University pmk textures
  • Bugfix: Animations of actions starting on floors will no longer use the building animation.

Bug fixes:


  • Bugfix: Rose seedlings have been removed from the mission item list.
  • Bugfix: Various text, spelling and grammar fixes.
  • Bugfix: The 'Take Portion' option should only display when a cooking utensil knife is activated.
  • Bugfix: Crafted lunchboxes will once again be tin instead of lead.
  • Bugfix: Added second title to the /title command output.
  • Bugfix: Lock type will be checked when replacing locks on vehicles and items.
  • Bugfix: War Machines will no longer decrease village / player rep if the creature hit is the one firing.
  • Bugfix: You can no longer use your body parts, inventory, or an inventory group to desecrate an altar.
  • Bugfix: Creature cages can now be turned.
  • Bugfix: Locate Soul no longer takes power off the item when located from outside the max distance.
  • Bugfix: Runes when used on one's self or another creature will now properly broadcast the action to other players.
  • Bugfix: Fixed a few more mission descriptions with items which were too generic.
  • Bugfix: Recipe list now correctly list lunchbox, tin instead of lunchbox, lead.
  • Bugfix: Fixed an issue with the improper triggering of the Kill a wild sly creature achievement.
  • Bugfix: Potion of butchery imbue now works properly when butchering a corpse.
  • Bugfix: Fixed watcher text when someone unloads a creature from a cage.
  • Bugfix: Champions can now gain faith titles.
  • Bugfix: Removed second rename option from archaeology reports.
  • Bugfix: Statue fragments should now identify as statues instead of containers.
  • Bugfix: You can no longer crush, pick seeds or plant processed vegetables.
  • Bugfix: Branded, cared for, geared, hitched, bred animals should no longer die for overcrowding on server startup.
  • Bugfix: Bury all with grave stones will now destroy all items on the corpse.
  • Bugfix: Wagoner container removed from mission item list.
  • Bugfix: More text and grammar fixes.
  • Bugfix: KOS players on pve servers are no longer considered enemies.
  • Bugfix: Hatchet head model fixed.
  • Bugfix: Fixed a few spelling and text errors.
  • Bugfix: Cared for horse corpse should now be the same color as was the horse.
  • Bugfix: Issues with the hover text for players fixed as noted:
    • Village role text is now properly capitalized.
    • Health statues is now on the first line with player name instead of on the second with village role.
  • Bugfix: Fixed an issue which caused some merchant returned items to be broken apart by the mail spirits.
  • Bugfix: Animals should no longer leave a duplicate corpse if they die after crossing to a new server.
  • Bugfix: Avengers of Light have been removed from the mission list.
  • Bugfix: Damage under 1.0 is now shown on items in the mail for 2 decimal places.
  • Bugfix: Items inside containers in a trash heap will be destroyed before the container preventing heap overflow. Only 100 items will be destroyed at a time.
  • Bugfix: You can now create and continue outside only items under a bridge.
  • Bugfix: Items inside equipped saddle sacks and saddle bags will now take damage similar to items in other containers on a deed.
  • Bugfix: Fix to prevent custom named lit items to lose their custom name when carried across servers.
  • Bugfix: Arrows now count as weapons when casting enchants.
  • Bugfix: Mail cost for items with internal non removable compartments adjusted.
  • Bugfix: You can no longer cast dirt on items which are not really containers but can have things placed on them.
  • Bugfix: You can no longer take a bite out of a fish and put it back into the fsb which lead to never ending fish.
  • Bugfix: Chopping wood in your inventory now ignores the amount of items in a pile on the ground.
  • Bugfix: Keybinds for push (and other moving actions) should perform at the same distance as would the context menu for those actions.
  • Bugfix: You can no longer throw empty container slots.
  • Bugfix: Empty saddles can now be banked again.
  • Bugfix: Fresh herbs properly lose their 'fresh' state when put into crates.
  • Bugfix: Fixed a caged animal issue which sometimes prevented server crossings.
  • Bugfix: Champions will now properly get 80 actual channelling instead of effective.
  • Bugfix: Deny all permission on branded horses will now override deed permissions.
  • Bugfix: Examine info for small and large nails has been changed to metal instead of iron since nails can be other metals now.
  • Bugfix: Bashing Walls/Fences/Fence Plans/Mine Doors now requires you to stand still during the action, moving will now cancel the action.
  • Bugfix: Dead players will no longer receive loot from uniques.


[ 2019-03-11 14:00:42 CET ] [ Original post ]


1.9.0.0 Beta: Priest rework notes

Due to the size of these notes these are separate to the 1.9.0.0 patch notes, this all goes within the beta patch out now.

Change: Major priest rework.


New Spells


  • Cleanse [33 faith, 26 favor] (Fo) - Targets tiles. Converts a 3x3 area of Mycelium or Mycelium trees back to normal grass or normal tree. Also works on dirt, converting dirt tiles to grass.
  • Essence Drain [61 faith, 100 favor] (Libila) - Targets items. Enchant that serves as Libilas version of Life Transfer. However, the healing done is only 1/3rd of what Fos Life Transfer grants. To counterbalance, Essence Drain also deals a wound at 10% of base damage as internal damage.
  • Focused Will [31 faith, 10 favor] (Magranon) - Targets wounds. Heals 5% to 20% damage, based on cast power. Drains stamina from the caster equivalent to the amount healed. Amount of stamina drained is reduced by body stamina, similar to all other stamina drains. Can be cast on a creature and will automatically target their highest severity wound.
  • Hypothermia [70 faith, 50 favor] (Vynora) - Targets creatures. Deals 10,000 base damage and 250 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 15 seconds. Shares a spell resistance with Inferno and Worm Brains.
  • Inferno [65 faith, 40 favor] (Magranon) - Targets creatures. Deals 25,000 base damage and 75 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 20 seconds. Shares a spell resistance with Hypothermia and Worm Brains.
  • Purge [45 faith, 35 favor] (All Gods & Demigods) - Targets creatures. Removes all beneficial spell effects from the target. Will not remove karma spell effects.
  • Summon Soul [80 faith, 100 favor] (All Gods & Demigods) - Targets items, creatures, and tiles. Allows a priest to summon another player to their location. Disabled on PvP. Requires consent from the target to be summoned via a window that pops up.

Libila on Freedom


  • Libila is now available as a deity on Freedom servers.
  • The following Libila spells have been disabled on PvE Freedom servers:
    • Corrupt (previously Fungus)
    • Zombie Infestation
    • Land of the Dead
    • Rite of Death

Deity Passives


  • Warrior passive damage bonus has been decreased from 25% to 15%.
  • Item protection on death passive has been adjusted. Base chance to save items has been reduced from 50% to 35%. Resurrection stones will override this passive and apply its 50% chance instead if used. Messaging when slain with this passive and a resurrection stone equipped has been improved.
  • Base gods now have extra combat passives at 70 faith. These do not apply to demigods, even if the demigod shares a template.
    • Fo: +1 offensive and defensive CR while fighting on grass, dirt, tundra, fields, or trees.
    • Magranon & Libila: +2 offensive CR. No conditions.
    • Vynora: +2 defensive CR while fighting on pavement or at sea (boat/swimming)
  • Base deities have had passives adjusted:
  • Fo
    • Stamina bonus now applies on tundra as well as other natural terrain.
    • No longer has the passive granting double favor for sacrificing pottery items.
  • Libila
    • New Passive - Favor Regenerator. Natural favor regeneration is increased by 10% for Libila priests with 35 faith.
    • New Passive - Befriend Monster. Monsters are no longer aggressive towards Libila priests with 60 faith and 30 favor. This does not apply to all hostile creatures, as some are not considered monsters (like bears). This also excludes rift monsters and legendary creatures.
    • Now has death protector, granting a 75% chance to reduce skill penalties from death by 50%. Requires 60 faith and 30 favor.
  • Vynora
    • Now has the passive granting double favor for sacrificing pottery items.

Priest Restrictions


  • The following restrictions have been lifted from priests:
    • Create structures and fences
    • Continuing structures, fences, and items
    • Repairing structures
    • Alchemy (including healing covers)
    • Bashing structures and fences (includes structure roof & floors)
  • Fo and his template demigods have had the following priest restrictions lifted:
    • Mining
    • Prospecting
    • Tunneling
    • Analyse
  • Libila and her template demigods have had the following priest restrictions lifted:
    • War machine operation
    • Farming
    • Harvesting
    • Sowing
    • Planting
    • Gathering
  • Magranon and his template demigods have had the following priest restrictions lifted:
    • Woodcutting
  • Vynora and her template demigods have had the following priest restrictions lifted:
    • Digging
    • Flattening
    • Leveling (including border)
    • Dredging

Demise & Protection Rework Non-Religious Demises (Animal, Dragon, Human, Selfhealer)


  • Animals Demise - Now named Animal Demise and grants a 3% damage bonus against non-legendary animals (cats, bears, lions, etc). No longer grants a hit chance increase or crit bonus.
  • Humans Demise - Now named Human Demise and grants a 3% damage bonus towards players and humans (including guards). No longer grants a hit chance increase or crit bonus.
  • Dragons Demise - Now named Legendary Demise and grants a 3% damage bonus against legendary creatures (uniques). No longer grants a hit chance increase or crit bonus.
  • Selfhealers Demise - Now named Monster Demise and grants a 3% damage bonus against non-legendary monsters (trolls, goblins, etc). No longer grants a hit chance increase or crit bonus.

Religious Demises & Protection


  • All of these demise and protection enchants have been removed from existing items. They will no longer apply to weapons and armour. These spells instead been reworked into the following spells to enchant jewelry.
  • All of these spells conflict with each other and Nolocate, meaning you can only have one of these enchants on a single piece of jewelry at a time.
  • Stacking two or more of an identical enchant across multiple slots results in a penalty to each one. This penalty is 33% reduced effectiveness for two identical enchants and 50% reduced effectiveness for three identical enchants.
  • Offensive Jewelry Enchants
    • Blaze (Magranon) - Grants a 2.5% to 5% increase to fire damage dealt while worn.
    • Corrosion (Libila) - Grants a 2.5% to 5% increase to acid damage dealt while worn.
    • Glacial (Vynora) - Grants a 2.5% to 5% increase to frost damage dealt while worn.
    • Toxin (Fo) - Grants a 2.5% to 5% increase to poison damage dealt while worn.
  • Defensive Jewelry Enchants
    • Acid Protection (Fo) - Grants a 2.5% to 7.5% reduction to acid damage dealt while worn.
    • Fire Protection (Vynora) - Grants a 2.5% to 7.5% reduction to fire damage while worn.
    • Frost Protection (Magranon) - Grants a 2.5% to 7.5% reduction to frost damage while worn.
    • Poison Protection (Libila) - Grants a 2.5% to 7.5% reduction to poison damage while worn.

Rite Rework


  • Prayers and sermons now grant favor to the template deity instead of having a new pool for every demigod.
  • Rites now function off of template god favor pool when cast by a demigod.
  • Rites no longer require a specific amount of players in local to cast, and their deity favor cost is no longer dependant on the amount of players on the server.
  • All Rites now create a 24 hour window for players to claim the reward. Upon casting, any player of the same template deity as the caster can pray at any altar or applicable location (for example, Magranon can pray on rock) to obtain the bonus.
  • All Rites now grant up to 5 hours of sleep bonus and 0.2% towards 100 of a certain characteristic.
  • Rite of Spring - Now grants 0.2% Mind Logic towards 100 instead of a flat 0.1 increase. Still grants 5 hours of sleep bonus. Now doubles all boat speed on the server its casted on for 24 hours.
  • Ritual of the Sun - Now grants 0.2% Body Stamina towards 100 and 5 hours of sleep bonus. Now heals all structure walls and fences within Magranon & his demigod faith zones.
  • Holy Crop - Now grants 0.2% Soul Depth towards 100 and 5 hours of sleep bonus. Now performs a Genesis cast on all applicable creatures within the domain of Fo and all template demigods.
  • Rite of Death - Now grants 0.2% Soul Strength towards 100 and 5 hours of sleep bonus.

Healing Rework


  • Healing spells now work off a global healing resistance debuff. This debuff is applied based on how much health is healed on the target, and will reduce all further healing on the target from any of the listed healing sources based on how much time remains on the debuff. The maximum time is about 20 minutes, and the reduction scales linearly from that mark. For example, if you have 10 minutes on your healing resistance, youll receive heals at 50% effectiveness.
  • Cure Light - Now heals 15% + up to 5% more based on cast power. Previously healed 15%. Target of the cast now gets an on screen message stating that their wound was healed. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound.
  • Cure Medium - Now heals 30% + up to 10% more based on cast power. Previously healed 30%. Target of the cast now gets an on screen message stating that their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound.
  • Cure Serious - No longer heals a wound fully. Instead, heals a wound for up to 90% + up to 30% more based on cast power. Target of the cast now gets an on screen message stating their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound.
  • Heal - Now heals 40% to 200% based on cast power. Previously healed 30% to 150%. Target of the cast now gets an on screen message stating they were healed. Range increased from 1 tile to 3 tiles.
  • Life Transfer - Amount healed remains the same, but no longer heals wounds at random and instead prioritizes high damage wounds. Also bypasses the minimum damage threshold for healing, and will always apply some amount of healing as long as damage is dealt with the attack. Now works off the global healing resistance.
  • Light of Fo - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Still limited to 5 wounds. Cast power heavily impacts the severity of wounds that are able to be healed. Cast time increased from 10 seconds to 15 seconds.
  • Scorn of Libila - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Wounds healed limit increased from 2 to 3 per target. Now heals at minimum 3 wounds even if no damage is dealt. Each target that is dealt damage now allows up to 3 additional wounds to be healed, increased from the previous 1. Difficulty reduced from 60 to 50. Area of effect adjusted to 7x7 - 11x11 based on cast power.

Spell Resistances


Many offensive spells in the game now also have their own resistances. These function identically to the healing resistance above, but have much lower maximum durations for their resistance values. Drain Health - Resistance applies to both the offensive and defensive portions of the spell. For example, using this to heal will give you a resistance to Drain Health, which not only reduces healing received from consecutive casts, but also reduces damage taken from others attempting to Drain Health you. Resistance is capped to 5 minutes.
  • Fireheart - Resistance capped to 2.5 minutes. with 1.5 seconds resist per power [Shared with Shard of Ice and Rotting Gut]
  • Fire Pillar - Resistance capped to 3 minutes.
  • Fungus Trap - Resistance capped to 3 minutes.
  • Hypothermia - Resistance capped to 5 minutes [Shared with Inferno and Worm Brains].
  • Ice Pillar - Resistance capped to 3 minutes.
  • Inferno - Resistance capped to 5 minutes [Shared with Hypothermia and Worm Brains].
  • Pain Rain - Resistance capped to 4 minutes.
  • Rotting Gut - Resistance capped to 2.5 minutes with 1.5 seconds resist per power [Shared with Fireheart and Shard of Ice].
  • Scorn of Libila - Resistance capped to 5 minutes. Applies to damage portion only. Healing is affected by global Healing Resistance.
  • Shard of Ice - Resistance capped to2.5 minutes with 1.5 seconds resist per power [Shared with Fireheart and Rotting Gut].
  • Smite - Resistance capped to 5 minutes.
  • Tentacles - Resistance capped to 3 minutes.
  • Tornado - Resistance capped to 3 minutes.
  • Worm Brains - Resistance capped to 5 minutes [Shared with Hypothermia and Inferno].

Locate Rework


  • Locate Soul - Now has a 2 minute cooldown. Utilizes Locate Resistance.
  • Nolocate - No longer able to be cast on creatures/players. Utilizes Locate Resistance.
  • Lurker in the Dark - Now has a maximum radius of 100 tiles. This is reduced by up to 50 tiles based on the highest equipped Nolocate jewelry of a player. This is reduced again to 25 tiles when its a stealthed player.

Locate Resistance


  • When located successfully by another player, you obtain Locate Resistance with a duration based on the highest Nolocate power jewelry you have equipped. This resistance prevents you from being located by any player until it expires. At 100 nolocate, this duration is 5 minutes. Being located by other players in your kingdom will not apply a cooldown, even if you have Nolocate.
  • If the casted locate spell does not beat your nolocate (the power is lower than your jewelry), the Locate Resistance is not applied and the locate spell fails. The locate spell will still receive a cooldown.
  • The messaging is identical whether you resist a locate due to having a higher nolocate power or have Locate Resistance. This means players cannot know for certain whether you are resistant or whether their specific cast did not defeat the threshold required.

Specific Spell Changes


  • Aura of Shared Pain - Removed from Magranon. Added to Libila.
  • Bearpaws - Damage bonus for players has been increased significantly. The new damage bonus is roughly triple the previous values of Bearpaws. Bonus damage for non-players remains the same.
  • Bless - Followers of Libila no longer need to Bless a creature in order to tame it. They can still bless a creature to prevent a white-lighter from taming it.
  • Bloodthirst - Epic changes to Bloodthirst now apply to all servers. Now deals up to 33% increased damage at 10k instead of modifying base damage. Additionally, Bloodthirst now has a power / 100,000 chance to inflict an infection wound on the target (10% at 10,000 Bloodthirst). This infection wound will ignore enemy glance rate. Infection wounds now heal or worsen every minute, and will rapidly worsen. Bandaging or treating the infection wound will stop the worsening effect, but it will still tick every minute.
  • Break Altar - Now costs 20 favor to cast on normal altars. Remains 80 favor to cast against WL/BL.
  • Charm Animal - No longer able to be interrupted by taking damage during combat.
  • Cure Light/Medium/Serious - See Healing Rework above.
  • Dark Messenger - Mailboxes enchanted with Dark Messenger can now be used by all players, including those in white light kingdoms (including PvE freedom servers).
  • Dispel - Now has a difficulty increase based on distance. Does not apply to item dispels. Now partially dispels effects on creature targets based on cast power. The dispel resistance is no longer a pass/fail mechanic and now reduces the power of dispel casts on a target with resistance. Dispel resistance has been translated to the new resist system.
  • Dominate - Power of the cast now uses Channeling as the primary skill check, with Soul Strength added as a bonus. This is the reverse of previous functionality. It should be easier to dominate creatures if your Channeling is higher than your Soul Strength after this change. No longer able to be interrupted by taking damage during combat.
  • Drain Health - No longer heals a set amount when cast. Instead, it now heals for double the amount of damage dealt. Uses new spell resistance (see above).
  • Drain Stamina - Cast time reduced from 10 seconds to 9 seconds. Range increased from 1.5 tiles to 3 tiles.
  • Excel - Favor cost reduced from 40 to 20.
  • Fire Heart - Damage reduced from 10,000 to 9,000 base damage and down from 100 to 80 damage per power. Cast time increased from 5 seconds to 7 seconds. Damage now ignores armour. Uses new spell resistance (see above).
  • Fire Pillar - Deals wounds 10 times faster for 1/10th damage. Damage per power reduced from 3.0 to 2.75. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above).
  • Flaming Aura - Now bypasses the minimum damage threshold and will always apply a wound, regardless of the targets armour.
  • Forest Giant Strength - No longer limited to having below 40 body strength. Instead, it now applies a temporary curve to Body Strength based on cast power.
  • Fungus - Renamed to Corrupt.
  • Fungus Trap - Deals wounds 10 times faster for 1/10th damage. Base damage increased from 250 to 350. Damage per power reduced from 2.5 to 2.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above).
  • Frantic Charge - No longer grants bonus movement speed (to mounts or otherwise). Duration multiplied by 20 to match other buffs like Excel, Oakshell, and Truehit.
  • Frostbrand - Now bypasses the minimum damage threshold and will always apply a wound, regardless of the targets armour.
  • Genesis - No longer instantly kills undead, and instead inflicts a heavy internal wound between 50% and 125% health based on power. Damage ignores armour, but does not ignore other DR factors such as body strength and similar.
  • Heal - See Healing Rework above.
  • Hell Strength - No longer limited to below 40 strength. Now applies a temporary curve to Body Strength and Soul Strength based on cast power. Both stats are modified at roughly half value of Forest Giant Strengths effect.
  • Humid Drizzle - Cooldown reduced from 15 minutes to 30 seconds. Cast time reduced from 40 seconds to 30 seconds. Creatures now gain a 15 minute resistance to Humid Drizzle when affected. They will not be able to be affected by another Humid Drizzle until the resistance expires.
  • Ice Pillar - Deals wounds 10 times faster for 1/10th damage. Base damage decreased from 250 to 150. Damage per power increased from 2.5 to 4.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above).
  • Mend - Quality reduction is now based on how much damage was repaired. For example, mending an item with 7 damage will only reduce quality by 0.7. Maximum amount of damage mended per cast remains 20.
  • Mole Senses - Now performs an analyse on the rocks below the surface when cast. This will display ore types detected in the caves below, with the radius and types of ore discovered based on cast power.
  • Nimbleness - Favor cost reduced from 80 to 60.
  • Land of the Dead - Amount of corpses raised is now limited to cast power.
  • Life Transfer - Favor cost reduced from 120 to 100. Healing uses the new healing resistance (see above).
  • Light of Fo - See Healing Rework above. Now displays an on-screen message for nearby players when being cast and finished casting.
  • Locate Artifact - Now available on all deities, including Fo and player demigods.
  • Lurker in the Woods - Now able to locate unique creatures as well as champions.
  • Mass Stamina - Cast time reduced from 20 seconds to 15 seconds.
  • Mind Stealer - Favor cost reduced from 120 to 100.
  • Oakshell - Maximum damage reduction decreased from 80% to 70%. Maximum glance rate decreased from 40% to 33.3%. Can now only be cast on players on PvP servers. Oakshell now reduces mounted movement speed across all servers instead of just Epic. This movement speed penalty has been fixed to apply to hitched creatures as well. Now applies over cloth and leaver if active.
  • Pain Rain - Base damage increased from 4,000 to 6,000. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new damage resistance (see above).
  • Phantasms - Reworked into essentially a new spell.
  • On players: Now applies a debuff that causes the outlines of enemies and allies to swap randomly every few seconds.
  • On non-players: Now causes the target to attack a nearby unit that is hostile to the caster. For example, with two trolls attacking you, casting on one of the trolls will cause it to attack the other.
  • Rebirth - Creatures resurrected using Rebirth can no longer be equipped with gear, unless it is valid equipment (such as saddles, horse shoes, etc. on a zombie horse). This removes the ability to equip zombie trolls with weapons and armour.
  • Refresh - Cast time reduced from 15 seconds to 9 seconds. Range increased from 1 tile to 3 tiles.
  • Rotting Gut - Base damage increased from 5,000 to 8,000. Damage per power increased from 50 to 120. Cast time reduced from 10 seconds to 7 seconds. Damage type changed from Infection to Acid. Uses new spell resistances (see above).
  • Scorn of Libila - See Healing Rework above. Uses new damage resistance (see above).
  • Shard of Ice - Base damage decreased from 10,000 to 5,000. Damage per power increased from 100 to 150. Damage now ignores armour.
  • Smite - Damage now scales from 50% to 100% of previous value based on cast power. Range increased from 1.5 tiles to 3 tiles.
  • Sunder - Now deals up to 20 damage based on cast power, instead of always 20 damage. Higher quality items take reduced damage. Higher damaged items take reduced damage. Heavy weight objects take significantly reduced damage, though any item 5kg or under will take the full damage. Can now be cast on any item that can be bashed (including forges & ovens). Normal permissions for bashing apply, including on PvP servers (guards must be dead etc.)
  • Tangleweave - Reworked into essentially a new spell.
  • Tangleweave now has a 3 second cast time and costs 15 favor. When cast, Tanglewave will interrupt the targets spell cast, and apply the increased spell cast timer debuff for a short duration. Can now be cast in combat.
  • Tentacles - Deals wounds 10 times faster for 1/10th damage. Base damage increased to 400 from 250. Damage per power decreased from 2.5 to 1.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above).
  • Tornado - Now able to be cast while in combat. Base damage reduced from 5,000 to 4,000. Damage per power increased from 50 to 80. Damage now ignores armour. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new spell resistances (see above).
  • Venom - Favor cost reduced from 120 to 100. Damage conversion now occurs before glance calculations. Still deals poison wounds, but those poison wounds do not inflict poison status (that causes the instant kill). The 20% damage penalty has now been scaled based on cast power, with 100 power completely cancelling out the damage penalty altogether.
  • Vessel - Faith requirement reduced from 38 to 31.
  • Web Armour - Added to Magranon.
  • Worm Brains - Damage now 120 per power. Reworked into heavy damage spell group.
  • Faith requirement increased from 35 to 51. Favor cost increased from 30 to 40. Base damage increased from 5,000 to 17,500. Damage per power increased from 50 to 140. Cooldown increased from 30 seconds to 60 seconds. Uses new spell resistance (see above).
  • Wrath of Magranon - Reworked into an area damage spell.
  • Now deals damage to enemy structures in a 3x3 area. It also inflicts crushing wounds to all creatures within the area.

Player Demigods


  • Demigods now have a template deity that their religion is based on, selected from the four base gods.
  • These templates affect the affinities that each demigod provides. For example, demigods with Vynora as their template will be able to pray on water and get double favor from sacrificing pottery. Any demigod following a different template is unable to obtain these affinities.
  • Priests can now link with any priest of the same template. For example, this means that any Libila priest can link with any other blacklight demigod.
  • Demigod passives have been rerolled with the exception of the template passives (listed above).
  • Passives are now more likely to align with the template deity, but some will be outliers to create interesting combinations.
  • Demigod spells have been completely rerolled using a new system to distribute the spells.
  • The new system uses the affinities of the demigod to determine what type of spells they should obtain, as well as avoiding overpowered or useless combinations that render a god too strong or too weak.
  • Updated information regarding their current passives and spell lists can be found in this spreadsheet on the second sheet (Deity Information).

Miscellaneous & Messaging


  • Spell List Improvements - The Spell List window has been completely overhauled and has many new features to offer.
  • Larger Window - The window that displays is now larger. This should prevent having to resize the window in order to see all the passives and spells available to you.
  • Passives Display - Now shows how strong your connection to your deity is (based on your faith level). This is then followed by the passives the deity is currently granting you.
  • Spells Sorted - Spells have now been placed into a sortable table. You can now sort spells by faith requirement, favor, name, or description. Targets are also available, but not exceptionally functional.
  • Updated Descriptions - All spells now have new descriptions which should more accurately represent how they function.
  • Existing players with deities can have a one time transfer by using /transfer. There is currently no planned date for this window to end, any planned date will be announced in advance.

Enchanting Improvements


  • Certain spells now target specific item types instead of any item. Attempting to target any other item than a valid target will result in an error.
  • Armour - Aura of Shared Pain, Web Armour
  • Weapon - Bloodthirst, Animal Demise, Human Demise, Legendary Demise, Monster Demise, Essence Drain, Flaming Aura, Frostbrand, Life Transfer, Mind Stealer, Nimbleness, Rotting Touch, Venom
  • Jewelry - Blaze, Corrosion, Glacial, Nolocate, Toxin, Acid Protection, Fire Protection, Frost Protection, Poison Protection
  • Pendulum - Lurker in the Dark, Lurker in the Deep, Lurker in the Woods.
  • Attempting to enchant an item that has a conflicting enchant now shows which enchant is blocking the cast.
  • The longsword is already enchanted with something that would negate the effect.
  • The longsword is already enchanted with Blessings of the Dark, which would negate the effect of Wind of Ages.
  • Effect descriptions for many enchants have been updated to better reflect their function.
  • Many additional objects are now able to be enchanted and mended, specifically containers such as pottery.
  • Examine messages for enchants now have color. These colors can be edited in your client settings under the Text tab.
  • Natural favor regeneration has been improved. It now regenerates every 5 seconds instead of every 10 seconds, and also replenishes more per regeneration tick.
  • Certain potions from bloods and similar now have an effect:
  • Salve of Frost - Converts damage from a weapon to frost.
  • Salve of Fire - Converts damage from a weapon to fire.
  • Potion of Acid - Converts damage from a weapon to acid.
  • Damage from all spells, including karma spells, now uses Soul Strength in damage reduction calculations instead of Body Strength.
  • Damage dealt to non-players is now modified heavily. Targets can take anywhere from 4x to 0x damage based on their armour and Soul Strength.
  • Maximum cast power for champions on home servers has been increased from 30 to 50.
  • Tile spells now use multicolor line messaging for casting, similar to creature casts.
  • Creature enchant spells will no longer give would never help the infidel errors when attempting to cast on an allied player following a deity that doesnt agree with yours. Instead, this error now only occurs when attempting to cast on enemy players.
  • Casting a combat spell such as Fireheart, Drain Health, and similar on an enemy will now display an on-screen message for both the caster and target when the cast begins and finishes.
  • Pillar spells (Fire Pillar, Fungus Trap, Ice Pillar, and Tentacles) no longer display a combat message when they deal damage.
  • Creatures will now display their spell effects on examine. This is limited to same kingdom, allied, or neutral targets only.


[ 2019-03-11 13:59:34 CET ] [ Original post ]


Patch Notes 1.8.0.3 Live!

Greetings wurmians! And the update is live! 1.8 is now launched with all the goodies from Wurm Online in the past few months, including a new metal alloy, electrum, more titles, and a rework to the armour balancing system. This system also includes the ability to ban players by steamID as well as making setting up a server by automatically identifying which IP and port to use. As usual, please report any bugs you find on our Steam forums, official forums at http://forum.wurmonline.com , or discord at https://discord.gg/wurm. And as always, keep on Wurming! Retrograde & the Wurm team

Wurm Unlimited additions:


  • Added Auto networking and auto port forwarding to server setup window on the Local Server tab.
    • Enabled by default, servers will now identify which port and IP to use without requiring manually setting it if possible.
    • They can be disabled by modifying the wurm.ini file with AUTO_NETWORKING=false and ENABLE_PNP_PORT_FORWARD=false
  • GM's can now ban via steamID
    • GM's of level 2 and above can ban players by steamID using the command  #bansteam and they can be unbanned with #pardonsteam
  • SteamID has now been added to the GMtool
  • Added new database table PLAYERS.STEAM_IDS table which logs the player ID and steam ID of players, and supports situations where a player is assigned to a new steam ID (via change password)
  • Level 5 GM's will now show as [ADMIN] instead of [DEV] to avoid confusion.
  • All database scripts have been updated to work with the newest database schema.

Additions:


  • New: Added ability to display compound titles.
    • In the titles menu players may choose to display two titles together.
  • New: Village Name and Village Role will now show on player mouseover.
  • New: Profile options added to customize these additions.
    • Show Other Player Titles - Allows you to show/hide other players [Skill Titles, Meditation Titles and Sorcery Titles] text.
    • Show Other Player Villages - Allows you to show/hide other players "Role of Village" text.
    • Show Own Village Titles - Allows you to show/hide your own "Role of Village" text. This overrides the above option, and will not display even if the viewer wants to see it.
  • New: A PvE death tab has been added and will record player deaths on your server.
    • Deaths will be recorded for players with at least 20 fighting skill, 1.5 body.
    • You can opt-out of your name appearing in the death tab in your profile.
    • You can opt-out of seeing the death tab in your profile.
  • New: Unequip All has been added to right click body which will unequip all armour.
  • New: You can now add Sub Groups inside Groups in your inventory.
  • New: Get Price now displays a rough amount of favor from sacrificing.
  • New: Unicorn offspring will now have names.
  • New: More titles have been added.
  • New: Skills at 99 or greater are protected from being lost upon death, excluding fighting and characteristics.
  • New: Rift bracelets can now be equipped.
  • New:  You can now move archaeological reports from one journal to another.
    • Activate report, right click the journal you want to move the page to, select 'move report'.
  • New: You can now use a knife cut a 2kg portion of larger weight prepared foods.
  • New: Added a storage unit, the empty shelf.
  • New: Items can now be placed on more surfaces and containers:
    • NOTE: If the item is a container already, any items placed on it will be dropped on the ground when it is picked up, a message in event log will notify the player of this.
    • Large anvil
    • Large barrel
    • Tub
    • Empty shelf
    • Small barrel
    • Stone altar
    • Wood altar
    • Silver altar
    • Gold altar
    • Coffin
    • Well
    • Large magic chest
    • Small magic chest
    • Oil barrel
    • Wine barrel
    • Coffer
    • Cupboard
  • The following surfaces will also heat any item placed on them (so don't place burnable items on them!):
    • Oven
    • Forge
    • Hota statue
    • Smelter
    • Still
  • New: Electrum has been discovered!
  • Electrum is an alloy created with gold and silver, using the metallurgy skill.
  • Material bonuses are:
    • Armour


    • .5% DR bonus
    • +2% glance rate bonus
    • -1% movement speed penalty
    • Weapon


    • -2.5% attack speed
    • -1% damage dealt
    • +5% bonus to damage dealt to hunter mobs
    • General


    • -10% damage taken
    • 9x trader price
    • -20% decay damage taken+2.5% bonus to repair speed
    • +7.5% bonus to pendulum area of effect
    • +10% bonus to bash damage
    • Can be used to make statuettes
    • Can be used to make unicorn shoes
  • New: Electrum rune of Fo:
    • Can be used to reduce age of a creature.
    • Will reduce the age by a percentage of current age.
    • Creatures cannot be pregnant when this rune is used
    • The minimum age for creatures is Aged (12 months) (For reference, hell horses unhitch at Aged (29)

Changes:


  • Change: Amount of source salt required to create potions from bloods has been raised from 0.001 to 0.01.
  • Change: You can no longer erupt a tile next to a cave entrance.
  • Change: Disintegrate bonus now applies to all warrior gods instead of just Magranon. (Vanilla warrior gods are Magranon only)
  • Change: Dragon sorcery drop chance has been increased and tomes that drop from dragons will now be a single charge.
  • Change: Mine a star gem personal goal change listed below:
    • The personal goal Mine an Exquisite gem has been replaced with a new goal Recreate a statue from fragments.
    • If you already completed the Mine an exquisite gem, it will not change.
    • If you happen to mine an exquisite gem before recreating a statue from fragments, you can log out and back in and your personal goal will show Mine an Exquisite gem as completed (green).
  • Change: In order to ensure all unique bloods result in different potions black, red and blue dragon blood will now make new potion types.
    • Existing bloods of these creatures will make the new types as well.
  • Change: Market stalls will now take more damage when bashed.
  • Change: Sea Serpents  are no longer  on the endangered species list and may be sighted more often.
  • Change: Alcohol strength and drinking changes listed below:
    • Alcohol now gives 100% to 150% effectiveness based on QL.
    • Players can now drink alcohol regardless of thirst level, similar to source.
    • Consuming less than the full 0.2kg will scale the effect of alcohol down to the amount you've consumed.
  • Change: Oil of the Weaponsmith will now work for the Weaponsmithing skill instead of just the weaponsmithing sub-skills.
  • Change: Merchants who pack up and leave due to no business transactions for a while will send items which do not fit in backpacks separately.
  • Change: Height checks for accessing containers and objects will only occur inside buildings.
  • Change: Removed old copper needle creation
    • Before the all metal item changes, needles could be made from iron or copper, but copper could not be used to improve with., With the ability to create all items from all metals, this needle item is no longer valid, old versions may exist, so if you cannot improve a cloth item with a copper needle, it's the old type.
  • Change: The resource you obtain from digging is now dependent on the tile type on which you are standing. You no longer need to dig in the NW corner.
  • Change: Various text changes have been made to emoting on body parts.
  • Change: You will now be able to build on pavement outside of settlements without having to remove the pavement first as long as it's not an official highway (catseyed)
  • Change: Halter ropes can now be used to haul items up/down ladders.
  • Change: Players can now deny and/or remove kingdom office titles.
  • Change: Spawn rates have been increased upwards for unicorns and lava fiends.
    • Unicorns will spawn on grass, steppe and mycelium. Lava Fiends will spawn a bit more in caves and a small chance on rock.
  • Change: Achievement changes, additions and fixes.
    • Personal goals should now update properly when switching servers.
    • Mine an exquisite gemstone has been changed from a 99 quality gem to a star gem.
    • Perform 100000 actions goal now has a visible counter under Achievements entitled Actions Performed.
    • Pick five door locks text has been changed to Pick five locks to correctly reflect the achievement requirements.
    • Weight requirement for 'Giant Fish" has been reduced from 190 kgs to 175 kgs
  • Change: The number of animals branded to a deed will now be displayed in village info.
  • Change: Freezing a surface tile with Path of Power now also freezes the cave tile.
  • Change: Blood from legendary creatures now displays which legendary dropped the blood on examine and when mailed will display in mouseover.
  • Change: A "Kingdom of"  permissions category has been added to vehicles.
  • Change: Added ability to plant flowers directly on grass tiles without requiring cultivating the tile first.
  • Change: The new armour system previously on Epic settings now applies to all servers:
    • Changes to base damage reduction rates for armours:
      • Leather from 45% to 60%
      • Studded from 50% to 62.5%
      • Chain from 55% to 62.5%
      • Cloth from 35% to 40%
      • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
    • Changes to movement speed modifiers from wearing armour:
      • Plate armour should be slightly faster when worn now.
      • Lowered the movement speed reduction from all helms.
      • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
      • Adamantine armours now have a 5% movement speed bonus.
    • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
      • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
      • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
      • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
      • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
      • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
      • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
      • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.

PvP work:


The majority of this will apply to both epic and non epic PvP servers, barring the locate soul range
  • PvP Change: Chaos server now has a maximum Locate Soul range of 500 tiles.
  • PvP server Change: Special moves will now display a multicolor line in the Combat tab when one of either combatant starts to use a special move. This will also display an on-screen message for both clients.
  • PvP server Change: The animal permissions window is now available via the body menu.
    • This includes all animal permissions as per freedom, with appropriate enemy kingdom allowances (Enemy kingdom members are able to do anything).
  • PvP server Change: Improvements to the Kingdom window.  See list below.
    • Now shows land percent up to two decimals
    • Has a % sign to denote it is a percentage.
    • Capitalization for the headers in each column.
    • Now shows appointed success rate as a full number percentage.
    • In the event of a kingdom reset, the kingdom's current land share will become their starting land share.
  • PvP server Bugfix: King regalia material type has been changed and will allow healing.
  • PvP server Bugfix: Change Kingdom option on right click body should work as intended.
    • The feature is designed to allow a player to leave a PMK and join the default template kingdom.
    • Note that on Chaos, white light PMKs will join Freedom Isles since template MR and JK were removed.
    • The change kingdom option will not be shown if player is not in a PMK.
  • PvP server Bugfix: Kings can no longer expel champions from their player made kingdom.
  • PvP server Bugfix: PMKs should now be able to bash their template kingdom towers and vice versa.
  • PvP server Bugfix: Fixed an issue which prevented HotA statue material from changing based on number of wins.
  • PvP server Bugfix: Player god champions should now be able to bash and destroy pavement.
  • PvP server Bugfix: Mycelium now stops CCFP reduction for Libila followers.
  • PvP server Bugfix: Artifacts should no longer get lost in floors or roofs when dropped upon logout.
  • PvP server Bugfix: HotA statues will now have various colors beyond red for alliances with more than 30 wins.
  • PvP server Bugfix: Fix for Scale of Libila untaming when unequipped but not dropped.
  • PvP server Bugfix: Fungus Trap now correctly applies a poison wound instead of crush wound.
  • PvP server Bugfix: Zombies summoned through religious spells will no longer be hostile to same-kingdom players.
  • PvP server Bugfix: Leaving a PMK through the Change Kingdom feature will no longer incur a 14 day cooldown.
  • PvP server Bugfix: Valrei creatures with no kingdom will now be attacked by deed guards.
  • PvP server Bugfix: Deeds under siege with exactly 10 guards should now properly spawn the guards in waves instead of one at a time.
  • PvP server Bugfix: The lockpicking timer will no longer be reset by defenders locking or unlocking the door/gate.

Bug fixes:


  • Bugfix: Fix for soul stealer necklace not having an effect.
  • Bugfix: Examine message for spears has been changed to remove the mention of it being a steel spear and instead will examine as 'A sturdy spear'.
  • Bugfix: Had a chat with garden gnomes and they've agreed be more selective in their activities. (They will steal less items)
  • Bugfix: Merchants no longer accept placed merchant contracts.
  • Bugfix: Fixed an issue which caused mission rituals to appear on a settlement token menu.
  • Bugfix: Planting of Banners, Kingdom Banners, Flags and Kingdom Flags is now limited to 4 per tile instead of 1.
  • Bugfix: Fixed inconsistencies with combing items inside a container.
  • Bugfix: Large anvils should now be enchantable again.
  • Bugfix: Fix for some incorrect pluralization of text in missions.
  • Bugfix: Fix for potential max height error with a meditation tile.
  • Bugfix: Fixed a stamina drain issue with digging with an exact 5.0 sec timer.
  • Bugfix: Fix passengers of vehicles not being checked for attacks from creatures if a Fo priest is commanding.
  • Bugfix: Actions performed achievement should now trigger properly.
  • Bugfix: Wooden benches now properly change last owner when loaded and unloaded.
  • Bugfix: Another attempt to fix an issue where sometimes you cannot tame another pet once your tamed caged creature leaves the server.
  • Bugfix: Legendary creatures should no longer spawn on deed.
  • Bugfix: Fixed an issue with beds not giving a proper menu and error message for guests of a house with a wall down.
  • Bugfix: Normalized stamina loss from gardening
  • Bugfix: Logs of all woodtypes should now form a pile of logs instead of a toolbox model.
  • Bugfix: Various text, grammar and spelling fixes.
  • Bugfix: Crafting window will no longer default to an item in the list.  Exceptions listed below.
    • If only one item can be made it will be in the crafting option by default
    • If you have previously had the crafting window open during the same session with that item crafted, it will auto default to that item again
  • Bugfix: Unfinished items must be repaired before being continued.
  • Bugfix: Items placed on top of altars will not get sacrificed with items placed inside altars.
  • Bugfix: Stealthed players are no longer hidden from village and alliance player lists.
  • Bugfix: Daily faith reset is no longer offset by 5 minutes.
  • Bugfix: Items on a destroyed bridge will now drop to the ground below the bridge.
  • Bugfix: A bug with deity death item protection and death protection (skill) has been fixed for player gods.
    • Prior to this fix, gods with the "death protector" attribute would have both the item protection and skill protection chance on death, while player gods with "death item protector" obtained no benefit. These attributes now function as they should, and certain gods may lose their item protection on death. Other gods will "gain" the item protection on death from this change.
  • Bugfix: Toned down the unicorn spawn from the last update a bit.
  • Bugfix: Imbue on items now ignores "must be on ground" conditions. This allows Large Anvils and other ground objects to be imbued, which never worked before.
  • Bugfix: Unfinished creature cages will now properly be named "[Empty]" when they are completed.
  • Bugfix: Dirt will no longer be disposed of when dropping it above a mine entrance.
  • Bugfix: Trader placement and citizenship mechanics have been adjusted to occur at the time of placement, rather than the next server restart.
    • Traders will become a citizen of the deed where they are placed immediately, instead of after a server restart.
    • Traders placed in the wild will have no deed associated with them and will not generate upkeep for the deed of the placer.
    • If a deed is placed over a trader in the wild, the trader will immediately become a citizen of that deed.
  • Bugfix: Archaeology statues can now be improved.
  • Bugfix: Wooden left arch, right arch and arch T now display the correct parts quantities remaining in the crafting window and the examine window.
  • Bugfix: When a transported creature dies, it will be removed from all servers so as not to remain on your manage animals list.
  • Bugfix: Improving placed metal mine doors more aligned to improving those not placed.
  • Bugfix: You must be within a 1 tile range in order to bash a mine door.
  • Bugfix: You can remove inventory groups/subgroups with or without an item activated.
  • Bugfix: Reworded the profile toggling messages to be more clear when choosing to show or hide the pve death tab notices.
  • Bugfix: All two handed weapons should now properly use the two handed fighting animation.
  • Bugfix: PvE Death Tab will now report  animal conditions as well as type.  Ex. old raging Large rat, aged champion Black wolf instead of just old Large rat and aged Black wolf.
  • Bugfix: Unequip All now ignores items in equipped containers.
  • Bugfix: You must be on the same layer in order to repair house walls/fences.
  • Bugfix: Combat should now break repair and continue building actions.
  • Bugfix: Summer hats now have their previous defensive values as armour.
  • Bugfix: Leather armour now has a +30% archery/casting bonus like it should.
  • Bugfix: Leading a non-swimming creature into water will now allow you to lead it back out if it gets stuck and you automatically stop leading.
  • Bugfix: Open and close actions on containers on the ground should now be able to be  opened and closed when the right click menu gives the option.
  • Bugfix: You can no longer build/continue a fence or attach a mine door from inside a cave.
  • Bugfix: Rift jewelry will no longer take charges from items in the inventory if an identical one is equipped.
  • Bugfix: Prayers no longer count towards the daily 5 cap if you don't actually gain faith from it, this scenario occurs when praying as non premium.
  • Bugfix: Prevent losing priesthood at exactly 30 faith when crossing servers.
  • Bugfix: Fixed an issue which prevented you from picking up your own corpse on a deed if you were carrying a creature corpse at the time of death.
  • Bugfix: You can no longer sacrifice any creature unless there is a current mission to do so.
  • Bugfix: Dropped corpses will now retain the last owner information so that they can be picked up again if dropped.

Client changes:


Normal and specular mapping have been added: Normal mapping is a system aimed at giving items a more 3d look, simulatings depth and shadows without requiring vast amounts of work by the GPU or CPU. This has been added to many areas of the game, including terrain, trees, houses and several items. Over time more normal maps will be added until everything is done, but it's a big process! Specular mapping is a system that determines how "shiny" an object is, and is used on certain features such as clay, and marble pavement/housing. More will be added as time goes on! Both these features are disabled by default incase of any systems that cannot handle them, they can be enabled via the settings under advanced graphics "use normal mapping". The modern renderer is now an available option: To enable the modern renderer, in the launcher settings (not ingame) go to the graphics tab, and under renderer select Modern, Legacy will be the old renderer. The modern renderer contains a vast amount of changes and improvements, namely:
  • It can display unlimited amount of lights on the screen (addresses light flickering).
  • Trees and grass should no longer slow the client down on older machines.
  • Performance is overall better than the Legacy renderer.
  • Traditional antialiasing setting does not work with it, use the FXAA postprocess option.
  • New (and future) graphics features and changes will often be only available using the new renderer.
  • Activate keybind will now work in opened inventory container windows
  • Fixed clone characters and creatures
  • Fixed certain items going invisible when placed on another item
  • Fixed the image-in-image issue in caves
  • Fixed emissive models showing through trees
  • Fixed phantom tree collision after crossing a server
  • Fixed invisible/flickering players and objects
  • Grass will now fade in instead of just appearing tile by tile.
  • Fixed a visual issue with Oakshell casts on players.
  • Fixed fish a ppearing to be above water.
  • Fixed oversized flame on certain hanging lamps.
  • Bridge paving will now have correct season textures and normal maps.
  • Fixed items disappearing behind gates
  • Fixed invisible snow fall
  • Fixed certain cases of flickering lighting
  • Note: In order for the modern renderer to function on any graphics card, all options in compatibility must be set to core.


[ 2018-09-18 11:02:36 CET ] [ Original post ]


Beta Patch Notes 1.8.0.3

  • Fixed an issue with character creation and steamID bans.


[ 2018-09-10 00:32:11 CET ] [ Original post ]


Beta Patch Notes 1.8.0.1

  • Fix for an issue creatures not being properly cleared from cared for lists when dying on another server.


[ 2018-09-05 10:32:37 CET ] [ Original post ]


Beta Patch Notes 1.8.0.0

Greetings wurmians! Todays beta brings 1.8 with all the goodies from Wurm Online in the past few months, including a new metal alloy, electrum, more titles, and a rework to the armour balancing system. This beta also includes the ability to ban players by steamID as well as making setting up a server by automatically identifying which IP and port to use. As usual, the beta is expected to run into next week, pending feedback and any major issues which can be reported on our steam forums, official forums at http://forum.wurmonline.com , or discord at https://discord.gg/wurm. Retrograde & the Wurm team

Wurm Unlimited additions:


  • Added Auto networking and auto port forwarding to server setup window on the Local Server tab.
    • Enabled by default, servers will now identify which port and IP to use without requiring manually setting it if possible.
    • They can be disabled by modifying the wurm.ini file with AUTO_NETWORKING=false and ENABLE_PNP_PORT_FORWARD=false
  • GM's can now ban via steamID
    • GM's of level 2 and above can ban players by steamID using the command  #bansteam and they can be unbanned with #pardonsteam
  • SteamID has now been added to the GMtool
  • Added new database table PLAYERS.STEAM_IDS table which logs the player ID and steam ID of players, and supports situations where a player is assigned to a new steam ID (via change password)
  • Level 5 GM's will now show as [ADMIN] instead of [DEV] to avoid confusion.
  • All database scripts have been updated to work with the newest database schema.

Additions:


  • New: Added ability to display compound titles.
    • In the titles menu players may choose to display two titles together.
  • New: Village Name and Village Role will now show on player mouseover.
  • New: Profile options added to customize these additions.
    • Show Other Player Titles - Allows you to show/hide other players [Skill Titles, Meditation Titles and Sorcery Titles] text.
    • Show Other Player Villages - Allows you to show/hide other players "Role of Village" text.
    • Show Own Village Titles - Allows you to show/hide your own "Role of Village" text. This overrides the above option, and will not display even if the viewer wants to see it.
  • New: A PvE death tab has been added and will record player deaths on your server.
    • Deaths will be recorded for players with at least 1.5 body who are also premium players.
    • You can opt-out of your name appearing in the death tab in your profile.
    • You can opt-out of seeing the death tab in your profile.
  • New: Unequip All has been added to right click body which will unequip all armour.
  • New: You can now add Sub Groups inside Groups in your inventory.
  • New: Get Price now displays a rough amount of favor from sacrificing.
  • New: Unicorn offspring will now have names.
  • New: More titles have been added.
  • New: Skills at 99 or greater are protected from being lost upon death, excluding fighting and characteristics.
  • New: Rift bracelets can now be equipped.
  • New:  You can now move archaeological reports from one journal to another.
    • Activate report, right click the journal you want to move the page to, select 'move report'.
  • New: You can now use a knife cut a 2kg portion of larger weight prepared foods.
  • New: Added a storage unit, the empty shelf.
  • New: Items can now be placed on more surfaces and containers:
    • NOTE: If the item is a container already, any items placed on it will be dropped on the ground when it is picked up, a message in event log will notify the player of this.
    • Large anvil
    • Large barrel
    • Tub
    • Empty shelf
    • Small barrel
    • Stone altar
    • Wood altar
    • Silver altar
    • Gold altar
    • Coffin
    • Well
    • Large magic chest
    • Small magic chest
    • Oil barrel
    • Wine barrel
    • Coffer
    • Cupboard
  • The following surfaces will also heat any item placed on them (so don't place burnable items on them!):
    • Oven
    • Forge
    • Hota statue
    • Smelter
    • Still
  • New: Electrum has been discovered!
  • Electrum is an alloy created with gold and silver, using the metallurgy skill.
  • Material bonuses are:
    • Armour


    • .5% DR bonus
    • +2% glance rate bonus
    • -1% movement speed penalty
    • Weapon


    • -2.5% attack speed
    • -1% damage dealt
    • +5% bonus to damage dealt to hunter mobs
    • General


    • -10% damage taken
    • 9x trader price
    • -20% decay damage taken+2.5% bonus to repair speed
    • +7.5% bonus to pendulum area of effect
    • +10% bonus to bash damage
    • Can be used to make statuettes
    • Can be used to make unicorn shoes
  • New: Electrum rune of Fo:
    • Can be used to reduce age of a creature.
    • Will reduce the age by a percentage of current age.
    • Creatures cannot be pregnant when this rune is used
    • The minimum age for creatures is Aged (12 months) (For reference, hell horses unhitch at Aged (29)

Changes:


  • Change: Amount of source salt required to create potions from bloods has been raised from 0.001 to 0.01.
  • Change: You can no longer erupt a tile next to a cave entrance.
  • Change: Disintegrate bonus now applies to all warrior gods instead of just Magranon. (Vanilla warrior gods are Magranon only)
  • Change: Dragon sorcery drop chance has been increased and tomes that drop from dragons will now be a single charge.
  • Change: Mine a star gem personal goal change listed below:
    • The personal goal Mine an Exquisite gem has been replaced with a new goal Recreate a statue from fragments.
    • If you already completed the Mine an exquisite gem, it will not change.
    • If you happen to mine an exquisite gem before recreating a statue from fragments, you can log out and back in and your personal goal will show Mine an Exquisite gem as completed (green).
  • Change: In order to ensure all unique bloods result in different potions black, red and blue dragon blood will now make new potion types.
    • Existing bloods of these creatures will make the new types as well.
  • Change: Market stalls will now take more damage when bashed.
  • Change: Sea Serpents  are no longer  on the endangered species list and may be sighted more often.
  • Change: Alcohol strength and drinking changes listed below:
    • Alcohol now gives 100% to 150% effectiveness based on QL.
    • Players can now drink alcohol regardless of thirst level, similar to source.
    • Consuming less than the full 0.2kg will scale the effect of alcohol down to the amount you've consumed.
  • Change: Oil of the Weaponsmith will now work for the Weaponsmithing skill instead of just the weaponsmithing sub-skills.
  • Change: Merchants who pack up and leave due to no business transactions for a while will send items which do not fit in backpacks separately.
  • Change: Height checks for accessing containers and objects will only occur inside buildings.
  • Change: Removed old copper needle creation
    • Before the all metal item changes, needles could be made from iron or copper, but copper could not be used to improve with., With the ability to create all items from all metals, this needle item is no longer valid, old versions may exist, so if you cannot improve a cloth item with a copper needle, it's the old type.
  • Change: The resource you obtain from digging is now dependent on the tile type on which you are standing. You no longer need to dig in the NW corner.
  • Change: Various text changes have been made to emoting on body parts.
  • Change: You will now be able to build on pavement outside of settlements without having to remove the pavement first as long as it's not an official highway (catseyed)
  • Change: Halter ropes can now be used to haul items up/down ladders.
  • Change: Players can now deny and/or remove kingdom office titles.
  • Change: Spawn rates have been increased upwards for unicorns and lava fiends.
    • Unicorns will spawn on grass, steppe and mycelium. Lava Fiends will spawn a bit more in caves and a small chance on rock.
  • Change: Achievement changes, additions and fixes.
    • Personal goals should now update properly when switching servers.
    • Mine an exquisite gemstone has been changed from a 99 quality gem to a star gem.
    • Perform 100000 actions goal now has a visible counter under Achievements entitled Actions Performed.
    • Pick five door locks text has been changed to Pick five locks to correctly reflect the achievement requirements.
    • Weight requirement for 'Giant Fish" has been reduced from 190 kgs to 175 kgs
  • Change: The number of animals branded to a deed will now be displayed in village info.
  • Change: Freezing a surface tile with Path of Power now also freezes the cave tile.
  • Change: Blood from legendary creatures now displays which legendary dropped the blood on examine and when mailed will display in mouseover.
  • Change: A "Kingdom of"  permissions category has been added to vehicles.
  • Change: Added ability to plant flowers directly on grass tiles without requiring cultivating the tile first.
  • Change: The new armour system previously on Epic settings now applies to all servers:
    • Changes to base damage reduction rates for armours:
      • Leather from 45% to 60%
      • Studded from 50% to 62.5%
      • Chain from 55% to 62.5%
      • Cloth from 35% to 40%
      • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
    • Changes to movement speed modifiers from wearing armour:
      • Plate armour should be slightly faster when worn now.
      • Lowered the movement speed reduction from all helms.
      • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
      • Adamantine armours now have a 5% movement speed bonus.
    • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
      • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
      • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
      • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
      • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
      • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
      • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
      • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.

PvP work:


The majority of this will apply to both epic and non epic PvP servers, barring the locate soul range
  • PvP Change: Chaos server now has a maximum Locate Soul range of 500 tiles.
  • PvP server Change: Special moves will now display a multicolor line in the Combat tab when one of either combatant starts to use a special move. This will also display an on-screen message for both clients.
  • PvP server Change: The animal permissions window is now available via the body menu.
    • This includes all animal permissions as per freedom, with appropriate enemy kingdom allowances (Enemy kingdom members are able to do anything).
  • PvP server Change: Improvements to the Kingdom window.  See list below.
    • Now shows land percent up to two decimals
    • Has a % sign to denote it is a percentage.
    • Capitalization for the headers in each column.
    • Now shows appointed success rate as a full number percentage.
    • In the event of a kingdom reset, the kingdom's current land share will become their starting land share.
  • PvP server Bugfix: King regalia material type has been changed and will allow healing.
  • PvP server Bugfix: Change Kingdom option on right click body should work as intended.
    • The feature is designed to allow a player to leave a PMK and join the default template kingdom.
    • Note that on Chaos, white light PMKs will join Freedom Isles since template MR and JK were removed.
    • The change kingdom option will not be shown if player is not in a PMK.
  • PvP server Bugfix: Kings can no longer expel champions from their player made kingdom.
  • PvP server Bugfix: PMKs should now be able to bash their template kingdom towers and vice versa.
  • PvP server Bugfix: Fixed an issue which prevented HotA statue material from changing based on number of wins.
  • PvP server Bugfix: Player god champions should now be able to bash and destroy pavement.
  • PvP server Bugfix: Mycelium now stops CCFP reduction for Libila followers.
  • PvP server Bugfix: Artifacts should no longer get lost in floors or roofs when dropped upon logout.
  • PvP server Bugfix: HotA statues will now have various colors beyond red for alliances with more than 30 wins.
  • PvP server Bugfix: Fix for Scale of Libila untaming when unequipped but not dropped.
  • PvP server Bugfix: Fungus Trap now correctly applies a poison wound instead of crush wound.
  • PvP server Bugfix: Zombies summoned through religious spells will no longer be hostile to same-kingdom players.
  • PvP server Bugfix: Leaving a PMK through the Change Kingdom feature will no longer incur a 14 day cooldown.
  • PvP server Bugfix: Valrei creatures with no kingdom will now be attacked by deed guards.
  • PvP server Bugfix: Deeds under siege with exactly 10 guards should now properly spawn the guards in waves instead of one at a time.
  • PvP server Bugfix: The lockpicking timer will no longer be reset by defenders locking or unlocking the door/gate.

Bug fixes:


  • Bugfix: Fix for soul stealer necklace not having an effect.
  • Bugfix: Examine message for spears has been changed to remove the mention of it being a steel spear and instead will examine as 'A sturdy spear'.
  • Bugfix: Had a chat with garden gnomes and they've agreed be more selective in their activities. (They will steal less items)
  • Bugfix: Merchants no longer accept placed merchant contracts.
  • Bugfix: Fixed an issue which caused mission rituals to appear on a settlement token menu.
  • Bugfix: Planting of Banners, Kingdom Banners, Flags and Kingdom Flags is now limited to 4 per tile instead of 1.
  • Bugfix: Fixed inconsistencies with combing items inside a container.
  • Bugfix: Large anvils should now be enchantable again.
  • Bugfix: Fix for some incorrect pluralization of text in missions.
  • Bugfix: Fix for potential max height error with a meditation tile.
  • Bugfix: Fixed a stamina drain issue with digging with an exact 5.0 sec timer.
  • Bugfix: Fix passengers of vehicles not being checked for attacks from creatures if a Fo priest is commanding.
  • Bugfix: Actions performed achievement should now trigger properly.
  • Bugfix: Wooden benches now properly change last owner when loaded and unloaded.
  • Bugfix: Another attempt to fix an issue where sometimes you cannot tame another pet once your tamed caged creature leaves the server.
  • Bugfix: Legendary creatures should no longer spawn on deed.
  • Bugfix: Fixed an issue with beds not giving a proper menu and error message for guests of a house with a wall down.
  • Bugfix: Normalized stamina loss from gardening
  • Bugfix: Logs of all woodtypes should now form a pile of logs instead of a toolbox model.
  • Bugfix: Various text, grammar and spelling fixes.
  • Bugfix: Crafting window will no longer default to an item in the list.  Exceptions listed below.
    • If only one item can be made it will be in the crafting option by default
    • If you have previously had the crafting window open during the same session with that item crafted, it will auto default to that item again
  • Bugfix: Unfinished items must be repaired before being continued.
  • Bugfix: Items placed on top of altars will not get sacrificed with items placed inside altars.
  • Bugfix: Stealthed players are no longer hidden from village and alliance player lists.
  • Bugfix: Daily faith reset is no longer offset by 5 minutes.
  • Bugfix: Items on a destroyed bridge will now drop to the ground below the bridge.
  • Bugfix: A bug with deity death item protection and death protection (skill) has been fixed for player gods.
    • Prior to this fix, gods with the "death protector" attribute would have both the item protection and skill protection chance on death, while player gods with "death item protector" obtained no benefit. These attributes now function as they should, and certain gods may lose their item protection on death. Other gods will "gain" the item protection on death from this change.
  • Bugfix: Toned down the unicorn spawn from the last update a bit.
  • Bugfix: Imbue on items now ignores "must be on ground" conditions. This allows Large Anvils and other ground objects to be imbued, which never worked before.
  • Bugfix: Unfinished creature cages will now properly be named "[Empty]" when they are completed.
  • Bugfix: Dirt will no longer be disposed of when dropping it above a mine entrance.
  • Bugfix: Trader placement and citizenship mechanics have been adjusted to occur at the time of placement, rather than the next server restart.
    • Traders will become a citizen of the deed where they are placed immediately, instead of after a server restart.
    • Traders placed in the wild will have no deed associated with them and will not generate upkeep for the deed of the placer.
    • If a deed is placed over a trader in the wild, the trader will immediately become a citizen of that deed.
  • Bugfix: Archaeology statues can now be improved.
  • Bugfix: Wooden left arch, right arch and arch T now display the correct parts quantities remaining in the crafting window and the examine window.
  • Bugfix: When a transported creature dies, it will be removed from all servers so as not to remain on your manage animals list.
  • Bugfix: Improving placed metal mine doors more aligned to improving those not placed.
  • Bugfix: You must be within a 1 tile range in order to bash a mine door.
  • Bugfix: You can remove inventory groups/subgroups with or without an item activated.
  • Bugfix: Reworded the profile toggling messages to be more clear when choosing to show or hide the pve death tab notices.
  • Bugfix: All two handed weapons should now properly use the two handed fighting animation.
  • Bugfix: PvE Death Tab will now report  animal conditions as well as type.  Ex. old raging Large rat, aged champion Black wolf instead of just old Large rat and aged Black wolf.
  • Bugfix: Unequip All now ignores items in equipped containers.
  • Bugfix: You must be on the same layer in order to repair house walls/fences.
  • Bugfix: Combat should now break repair and continue building actions.
  • Bugfix: Summer hats now have their previous defensive values as armour.
  • Bugfix: Leather armour now has a +30% archery/casting bonus like it should.
  • Bugfix: Leading a non-swimming creature into water will now allow you to lead it back out if it gets stuck and you automatically stop leading.
  • Bugfix: Open and close actions on containers on the ground should now be able to be  opened and closed when the right click menu gives the option.
  • Bugfix: You can no longer build/continue a fence or attach a mine door from inside a cave.
  • Bugfix: Rift jewelry will no longer take charges from items in the inventory if an identical one is equipped.
  • Bugfix: Prayers no longer count towards the daily 5 cap if you don't actually gain faith from it, this scenario occurs when praying as non premium.
  • Bugfix: Prevent losing priesthood at exactly 30 faith when crossing servers.
  • Bugfix: Fixed an issue which prevented you from picking up your own corpse on a deed if you were carrying a creature corpse at the time of death.
  • Bugfix: You can no longer sacrifice any creature unless there is a current mission to do so.
  • Bugfix: Dropped corpses will now retain the last owner information so that they can be picked up again if dropped.

Client changes:


The modern renderer is now an available option: To enable the modern renderer, in the launcher settings (not ingame) go to the graphics tab, and under renderer select Modern, Legacy will be the old renderer. The modern renderer contains a vast amount of changes and improvements, namely:
  • It can display unlimited amount of lights on the screen (addresses light flickering).
  • Trees and grass should no longer slow the client down on older machines.
  • Performance is overall better than the Legacy renderer.
  • Traditional antialiasing setting does not work with it, use the FXAA postprocess option.
  • New (and future) graphics features and changes will often be only available using the new renderer.
  • Activate keybind will now work in opened inventory container windows
  • Fixed clone characters and creatures
  • Fixed certain items going invisible when placed on another item
  • Fixed the image-in-image issue in caves
  • Fixed emissive models showing through trees
  • Fixed phantom tree collision after crossing a server
  • Fixed invisible/flickering players and objects
  • Grass will now fade in instead of just appearing tile by tile.
  • Normal mapping has been added to buildings and caves.
  • Fixed a visual issue with Oakshell casts on players.
  • Fixed fish a ppearing to be above water.
  • Fixed oversized flame on certain hanging lamps.
  • Bridge paving will now have correct season textures and normal maps.
  • Fixed items disappearing behind gates
  • Fixed invisible snow fall
  • Fixed certain cases of flickering lighting
  • Note: In order for the modern renderer to function on any graphics card, all options in compatibility must be set to core.


[ 2018-09-04 12:56:45 CET ] [ Original post ]


Patch notes: 1.7.0.0


Hi Everyone, This update brings several major things including updates to our archaeology system, animal cages, and the ability to place items on tables. We've also removed PvP centric personal goals, making the system much easier to get into, full details below. This update also brings a new distributed JRE version 1.8u172

Changes and Additions:


Archaeology changes:


  • Archaeology items can now be found in all metal types:
    • If you investigate and find a metal fragment that is NOT ore or a lump, it'll get the "metal" material.
    • If the fragment you found would have had the steel material (instead of iron), it'll get the "alloy" material instead.
    • Any existing iron fragments can be combined with metal fragments (they will be converted to "metal" material when you start the combine action.
    • Same deal with steel and alloy fragments.
    • When you complete an item from fragments of the metal material, the final item will have a chance to become any base metal type (iron, tin, lead, gold, silver, copper, zinc) depending on how well identified the fragments were - heavily weighted towards iron.
    • When you complete an item from fragments of the alloy material, the final item will have a chance to become any alloy metal type (steel, brass, bronze) depending on how well identified the fragments were - heavily weighted towards steel.
    • If alloy fragments are extremely well identified, upon combining they will have a small chance to come out as a moonmetal (seryll, glimmersteel, adamantine) - though steel is more likely again.
    • "metal" material fragments can only be combined with other "metal" fragments, and "alloy" material fragments can only be combined with other "alloy" fragments.
  • New:  You can now create an archaeological journal to help record your investigations. ( Special thanks to Wurm Unlimited modder Bdew for some ideas in implementing this!)
    • Add report pages to the journal by activating paper or papyrus sheets and right clicking on the journal - Add report.
    • 22 reports will fit into the journal.
    • Data will be added to your reports as you investigate and gather information.
    • New information will be added to the report as you continue to investigate.
    • Once you've found enough information for a single report, you will be able to use that report to help find that deed again whenever you want.
  • Changes:
    • New statues have been added.
  • Fixes:
    • Fixed a bug which allowed investigating to bypass max inventory weight.
    • Paved tiles should properly reset the investigate flag.

Item Placement:


  • Items can now be placed on tables and certain objects
  • To place an item, simply right click it from your inventory and select drop > place. You may then move the outlined object onto the table, clicking will place it at that location.
  • The following surfaces can have items placed on them:
    • square table
    • round table
    • dining table
    • bed
    • bench (stone)
    • bedside table
    • open fireplace
    • canopy bed
    • tripod table
    • high bookshelf
    • low bookshelf
    • round marble table
    • rectangular marble table
  • New Decorational Items that items can be placed on have been added too:
    • Empty High Bookshelf
    • Empty Low Bookshelf
    • Bar Table

Creature Cages:


  • New Item: Creature Cage - Requires 60 carpentry skill to create and continue.
  • New Item: Creature Transporter - 25 Fine Carpentry to create.
  • Must have 23 body strength to load cage onto vehicle.
  • You cannot load pregnant animals.
  • You cannot load hurt animals.
  • You cannot load a creature with items on it.
  • There are specific models for the following stored creatures: bison, sheep, ram, cow, bull, horse, foal, hell horse. All other stored creatures have an enclosed cage graphic.
  • Max of 4 creature cages per tile.
  • A caged animal will move around and cause damage to the cage.
  • When a cage hits 80 damage, the animal will escape.
  • If an animal escapes a cage while in a boat in water, the animal will end up in the water and begin taking damage if they are not a swimming animal. If agro and not tamed, you will not be able to tame them while swimming.
  • You cannot repair or improve a cage if it is storing an animal.
  • The number of cages that can be carried by a vehicle is as follows:
    • Caravel - 8
    • Cog - 6
    • Corbita - 5
    • Knarr - 4
    • Sailing boat - 0
    • Rowing boat - 0
    • Creature transporter - 4
    • Wagon - 2
    • Large cart - 0

Personal goal changes:


  • Changes:
    • Spars on PVE servers will now trigger the 'defeat another player xxx' goals.
    • Some of the more difficult personal goals have been rerolled if not completed. (ex. goals involving tomes or pvp only creatures and/or mechanics)
  • Bugfixes:
    • The description for 'Sysyphos Says Hello' goal has been changed to correctly reflect the number of repairs needed to 6250 instead of 6000 for repair fences, walls or floors.
    • The 'pilot a xxx boat' achievements should trigger properly now, even if you had them bugged before. Try again with this patch update.
    • Destroy a structure by catapulting it goal has been fixed.
    • Lockpick five boats goal has been fixed.
    • Goals/achievements involving fermenting wine will now properly trigger even if the player is offline.
    • Fixed achievement triggers for mining gems.
    • Fixed a number of grammar and capitalization issues with personal goals and achievements.
    • Epic Finalizer (Be the person to complete an Epic mission) now triggers properly.
    • Operation Cleanup (putting items in a trash heap) will now trigger properly even if the destruction happens while you are offline.
  • New:  You can now directly open equipped saddlebags/saddlesacks by using keybind OPEN or right clicking the equipped horse or unicorn.
  • New:  The creation of books has been added.
  • Change: The recipe for creating an almanac has changed because of the introduction of books.
  • New:  Kings robes will show as scale armour with specific colors for now.
  • New: Added current titles for occultist and meditation levels on the /titles menu and fixed an issue to have them show/hide immediately upon sending.
  • New: Ability to switch dirt to sand and sand to dirt without having to drop the sand/dirt to turn one tile.
    • To convert a tile simply activate a full unit (20kg) of the material you want and right click a tile of the opposing material and select 'switch tile'.
    • This will only turn tiles between dirt (not grass, not packed) and sand.
    • It does not give any skill whatsoever.
    • When on deed permissions are governed by the terraform category.
  • New: You can now remove deleted players from your ignore list by issuing the /ignore command to see if you have unknown? on your list then issuing /ignore again to verify they have been removed.
  • Rarities and enchants/runes from combined weapons and tool heads will now be transferred to the final item .
  • Change:  Updated the Lord of War achievement description to better indicate the quantity of items needed for the achievement.

Client Changes:


  • Windows position and status is now also saved for backpacks, quivers and inventory groups. (previously only for out of inventory containers)
  • Bugfix: Fix for items blocking placement.
  • Bugfix: Lock status is now saved on all windows that remember their positions, both in current session and between sessions.
  • Added keybind for Toggle Backpack and Toggle Quiver.

Bug Fixes:


  • PvP Mission Bugfix:  More checks to prevent erroneous structure building missions.
  • Bugfix:  Fixed an issue which allowed  non-intended items/armor to be equipped on non-intended creatures.
  • Bugfix: Another check to be sure new missions spawn correctly after the completion or fail of a previous one.
  • Bugfix:  Ritual missions should now end at the 3.5 day mark if under 33% complete.
  • Bugfix:  Messaging added to items that cannot be dragged into containers, mailboxes, etc so that you are aware that it's intended behavior.
  • Bugfix: Artifacts can no longer spawn in a  HoTA Zone.
  • Bugfix: Fixed more text and spelling errors.
  • Bugfix: Fixed an issue where wine barrels would overflow when you attempted to seal them while having max carry weight in your inventory even when the barrel was in a rack or on the ground.
  • Bugfix: Liquids with a metal type can no longer be smelted.
  • Bugfix: Enchanted turrets will no longer decay on deed on pve servers.
  • Bugfix: Changed achievement text for digging up brilliant gem to refer to it being dug up not mined.
  • Bugfix: Fix for some champion mission creatures being tiny.
  • Bugfix: The Troll King will not drown his followers if he leads them to water.
  • Bugfix: Anchors can now properly be made from all metal types.
  • Client :Bugfix: Items won't hide under terrain in certain places.


[ 2018-07-03 12:15:19 CET ] [ Original post ]


Devblog: 1.7 Incoming!

Greetings! As some of you may have seen, Wurm Unlimited 1.7 beta is now available, and we're preparing to launch it live early next week! In case you haven't seen what's in it, I'm here to give you a bit of a quick overview, so let's jump in!

Creature Cages!


While the ability to transport animals is an existing mod, we've introduced an official way to transport creatures, the creature cage.
This cage will hold any creature you can lead (it must be tamed or dominated if necessary) and can be carried by vehicles too. We're also introducing a new vehicle that can hold more cages than other land based vehicles, the creature transporter. If your server consists of multiple servers linked by sailing this will also allow you to transport creatures between them, meaning you can take your favourite horse with you always!

Items on tables!



Long desired, and again appearing as a mod by the awesome modder Bdew (seriously, check out his mods) is another huge feature, the ability to place items on tables! No more eating on the floor while your fancy marble dining table sits unloved, this addition really brings out the interior decorating in you, and opens up a whole new aspect of designing your home

Archaeology Updates



With Archaeology coming out in 1.6, we're expanding upon it with this update, adding the ability to find items of any material type, record details about deeds, and also adding new unique statues to find! You'll be able to make an archaeology journal, and as you explore and investigate, you'll find information out about old deeds, and thus add them to your journal.
Newer servers need not fear being left out though, there's a command to seed servers with fake villages and mayors, giving you a server filled with old deeds to explore!

Future works:


Graphical improvements


A long standing issue many have had with Wurm is the dated graphics, and we're all too aware of just how it can look sometimes. A big focus of ours at the moment is to really up the ante on the graphics and overhaul a lot of it with the addition of a few systems, improved lighting, and the addition of normal and specular maps. Distance shadows: We're working on some improvements to terrain textures, but this update will have something that smooths out the shadows on distant terrain, making the mountains and shadows look far less blocky than before.
Normal maps: Normal mapping is a layer placed over an existing model, that simulates more lumps and bumps, allowing for rendering of shadows and light without actually requiring complex lighting calculations or more heavily detailed models, this means models and textures will look less flat without causing major performance penalties. Specular maps: Specular mapping is a way of dictating how a model or texture "shines" on certain parts, e.g. Making that golden part of a model shine without the stone part shining too. An example of just how amazing this can make things look, we have some work in progress shots of metal shields, check them out here: https://youtu.be/uAVnxuLi5fA Both of these will add quite a significant change to just how a lot of things look and feel, but that's not all! We're also adding a new lighting system which will remove issues with dynamic lights flickering without impacting performance greatly, with this new system you'll be able to see all the lights in an area, and it'll look amazing!

The full beta patch notes can be found here: https://steamcommunity.com/games/366220/announcements/detail/1699429024565457994 We'll be preparing to launch this all to live early next week, so get your tools ready, there's work to be done! Until next time, keep on Wurming! Retrograde & the Wurm team. Like us on Facebook: https://www.facebook.com/wurmunlimited Join us on Discord: https://discord.gg/wurm Follow us on Twitter: https://twitter.com/wurmunlimited


[ 2018-06-27 15:12:55 CET ] [ Original post ]


Patch notes: 1.7.0.0 beta - Archaeology changes, animal cages and items on tables


Hi Everyone, This update brings several major things including updates to our archaeology system, animal cages, and the ability to place items on tables. As usual the beta will be available for a week or so before it becomes the live build which is currently planned for Tuesday, 3rd of July. As usual, any issues please report them via the forums. -First edit. We've bumped the version up to 1.7.0.0 as to avoid issues with new clients connecting to older servers.

Changes and Additions:


Archaeology changes:


  • Archaeology items can now be found in all metal types:
    • If you investigate and find a metal fragment that is NOT ore or a lump, it'll get the "metal" material.
    • If the fragment you found would have had the steel material (instead of iron), it'll get the "alloy" material instead.
    • Any existing iron fragments can be combined with metal fragments (they will be converted to "metal" material when you start the combine action.
    • Same deal with steel and alloy fragments.
    • When you complete an item from fragments of the metal material, the final item will have a chance to become any base metal type (iron, tin, lead, gold, silver, copper, zinc) depending on how well identified the fragments were - heavily weighted towards iron.
    • When you complete an item from fragments of the alloy material, the final item will have a chance to become any alloy metal type (steel, brass, bronze) depending on how well identified the fragments were - heavily weighted towards steel.
    • If alloy fragments are extremely well identified, upon combining they will have a small chance to come out as a moonmetal (seryll, glimmersteel, adamantine) - though steel is more likely again.
    • "metal" material fragments can only be combined with other "metal" fragments, and "alloy" material fragments can only be combined with other "alloy" fragments.
  • New:  You can now create an archaeological journal to help record your investigations. ( Special thanks to Wurm Unlimited modder Bdew for some ideas in implementing this!)
    • Add report pages to the journal by activating paper or papyrus sheets and right clicking on the journal - Add report.
    • 22 reports will fit into the journal.
    • Data will be added to your reports as you investigate and gather information.
    • New information will be added to the report as you continue to investigate.
    • Once you've found enough information for a single report, you will be able to use that report to help find that deed again whenever you want.
  • Changes:
    • New statues have been added.
  • Fixes:
    • Fixed a bug which allowed investigating to bypass max inventory weight.
    • Paved tiles should properly reset the investigate flag.

Item Placement:


  • Items can now be placed on tables and certain objects
  • To place an item, simply right click it from your inventory and select drop > place. You may then move the outlined object onto the table, clicking will place it at that location.
  • The following surfaces can have items placed on them:
    • square table
    • round table
    • dining table
    • bed
    • bench (stone)
    • bedside table
    • open fireplace
    • canopy bed
    • tripod table
    • high bookshelf
    • low bookshelf
    • round marble table
    • rectangular marble table
  • New Decorational Items that items can be placed on have been added too:
    • Empty High Bookshelf
    • Empty Low Bookshelf
    • Bar Table

Creature Cages:


  • New Item: Creature Cage - Requires 60 carpentry skill to create and continue.
  • New Item: Creature Transporter - 25 Fine Carpentry to create.
  • Must have 23 body strength to load cage onto vehicle.
  • You cannot load pregnant animals.
  • You cannot load hurt animals.
  • You cannot load a creature with items on it.
  • There are specific models for the following stored creatures: bison, sheep, ram, cow, bull, horse, foal, hell horse. All other stored creatures have an enclosed cage graphic.
  • Max of 4 creature cages per tile.
  • A caged animal will move around and cause damage to the cage.
  • When a cage hits 80 damage, the animal will escape.
  • If an animal escapes a cage while in a boat in water, the animal will end up in the water and begin taking damage if they are not a swimming animal. If agro and not tamed, you will not be able to tame them while swimming.
  • You cannot repair or improve a cage if it is storing an animal.
  • The number of cages that can be carried by a vehicle is as follows:
    • Caravel - 8
    • Cog - 6
    • Corbita - 5
    • Knarr - 4
    • Sailing boat - 0
    • Rowing boat - 0
    • Creature transporter - 4
    • Wagon - 2
    • Large cart - 0

Personal goal changes:


  • Changes:
    • Spars on PVE servers will now trigger the 'defeat another player xxx' goals.
    • Some of the more difficult personal goals have been rerolled if not completed. (ex. goals involving tomes or pvp only creatures and/or mechanics)
  • Bugfixes:
    • The description for 'Sysyphos Says Hello' goal has been changed to correctly reflect the number of repairs needed to 6250 instead of 6000 for repair fences, walls or floors.
    • The 'pilot a xxx boat' achievements should trigger properly now, even if you had them bugged before. Try again with this patch update.
    • Destroy a structure by catapulting it goal has been fixed.
    • Lockpick five boats goal has been fixed.
    • Goals/achievements involving fermenting wine will now properly trigger even if the player is offline.
    • Fixed achievement triggers for mining gems.
    • Fixed a number of grammar and capitalization issues with personal goals and achievements.
    • Epic Finalizer (Be the person to complete an Epic mission) now triggers properly.
    • Operation Cleanup (putting items in a trash heap) will now trigger properly even if the destruction happens while you are offline.
  • New:  You can now directly open equipped saddlebags/saddlesacks by using keybind OPEN or right clicking the equipped horse or unicorn.
  • New:  The creation of books has been added.
  • Change: The recipe for creating an almanac has changed because of the introduction of books.
  • New:  Kings robes will show as scale armour with specific colors for now.
  • New: Added current titles for occultist and meditation levels on the /titles menu and fixed an issue to have them show/hide immediately upon sending.
  • New: Ability to switch dirt to sand and sand to dirt without having to drop the sand/dirt to turn one tile.
    • To convert a tile simply activate a full unit (20kg) of the material you want and right click a tile of the opposing material and select 'switch tile'.
    • This will only turn tiles between dirt (not grass, not packed) and sand.
    • It does not give any skill whatsoever.
    • When on deed permissions are governed by the terraform category.
  • New: You can now remove deleted players from your ignore list by issuing the /ignore command to see if you have unknown? on your list then issuing /ignore again to verify they have been removed.
  • Rarities and enchants/runes from combined weapons and tool heads will now be transferred to the final item .
  • Change:  Updated the Lord of War achievement description to better indicate the quantity of items needed for the achievement.

Client Changes:


  • Windows position and status is now also saved for backpacks, quivers and inventory groups. (previously only for out of inventory containers)
  • Bugfix: Fix for items blocking placement.
  • Bugfix: Lock status is now saved on all windows that remember their positions, both in current session and between sessions.
  • Added keybind for Toggle Backpack and Toggle Quiver.

Bug Fixes:


  • PvP Mission Bugfix:  More checks to prevent erroneous structure building missions.
  • Bugfix:  Fixed an issue which allowed  non-intended items/armor to be equipped on non-intended creatures.
  • Bugfix: Another check to be sure new missions spawn correctly after the completion or fail of a previous one.
  • Bugfix:  Ritual missions should now end at the 3.5 day mark if under 33% complete.
  • Bugfix:  Messaging added to items that cannot be dragged into containers, mailboxes, etc so that you are aware that it's intended behavior.
  • Bugfix: Artifacts can no longer spawn in a  HoTA Zone.
  • Bugfix: Fixed more text and spelling errors.
  • Bugfix: Fixed an issue where wine barrels would overflow when you attempted to seal them while having max carry weight in your inventory even when the barrel was in a rack or on the ground.
  • Bugfix: Liquids with a metal type can no longer be smelted.
  • Bugfix: Enchanted turrets will no longer decay on deed on pve servers.
  • Bugfix: Changed achievement text for digging up brilliant gem to refer to it being dug up not mined.
  • Bugfix: Fix for some champion mission creatures being tiny.
  • Bugfix: The Troll King will not drown his followers if he leads them to water.
  • Bugfix: Anchors can now properly be made from all metal types.
  • Client :Bugfix: Items won't hide under terrain in certain places.
As usual, the class change list can be found in the notes here: https://www.wurmonline.com/2018/06/26/wurm-unlimited-beta-patch-notes-1-6-5-3/


[ 2018-06-26 00:15:09 CET ] [ Original post ]


1.6.4.2 - Client Bug Fix

Hi all, Just a quick bug fix for the strangely-colored grass in the client.


[ 2018-06-02 22:56:03 CET ] [ Original post ]


Patch Notes 1.6.3.2


Greetings Wurmians! Todays beta patch brings the return of creature conditions, meaning each conditioned creature (raging, greenish, slow, etc) will now have subtle (and sometimes not so subtle) colourings distinguishing them. This update also brings a few tweaks to the mission system and metal system, as well as a few PvP centric systems. This update should work on existing 1.6.0.0 servers until they update, but if you are experiencing issues you can use the beta branch previous_version. NOTE: If you encounter graphical issues such as the one below, setting "Limit max dynamic lights" in the settings to 8 or fewer will fix it, we will be releasing a client update once it is available
Happy Wurming!   To keep up to date with everything, make sure you visit our official forums https://forum.wurmonline.com Catch up with us on social media: https://www.facebook.com/wurmunlimited https://twitter.com/wurmunlimited And chat with other Wurmians on our official Discord: https://discord.gg/wurm  

Changes and additions:


  • Heal spell will now heal a minimum of 30% and scale up to 100% depending on cast power.
  • Sacrifice creature success for missions will now take player FS and creature CR into account:
    • Weaker creatures will be able to be sacrificed at more health.
    • The existing requirements of 50% health or less will remain the cap.
  • Mission descriptions will now display the movement timer reduction upon completion of the mission
  • Epic structure (Obelisk, spirit gate, pylon, shrine, temple) changes:
    • All epic structures are now able to be improved.
    • All epic structures can be moved and rotated by their owners.
    • All epic structures cannot be moved and block deeds if they are involved in an active mission
    • Epic structures will not block deeds and will be removed from the pool of possible targets if on deed on all servers.
  • Change: Ongoing creature movement tweaks to help get them off high mountains and away from fences and walls if on deed. Creatures will now prefer to move across flatter paths than up or down steep slopes.
  • Change:  Icons for pegs, masts and tenons added.
  • Change:  You can now level and flatten from a boat and the dirt/sand will go into the boat as long as there is enough room.
  • Change:  You can now do the following while mounted/embarked - yoyo, prune, pick sprout and harvest.
  • Change:  Copies of keys made from copper are now called key copy, copper in order to differentiate them from copper keys made with copper locks.
  • Change: A message in the event window will now appear when you gain an affinity via skill usage.
 

PvP Affinities and rank rework:


  • Rank is now more evenly split between attackers. Rank gained/lost depends on the total average rank of all attackers versus the killed player.
    • If there is more than double the number of attackers worth of rank to be split, half will be spread evenly and the other half will be spread based on the rank of each attacker (lower ranked attackers will gain more than a higher ranked attacker).
    • If there is only enough rank to be split evenly, then no bonuses will be given based on attacker rank.
    • If there isn't enough to be split evenly, then it will be split based on attacker rank only.
    • Killed player will lose 75% of the rank gained among attackers, instead of 100%.
      • (e.g. 20 rank split across 5 attackers: Each of the 5 will gain a base of 2 rank each. The other 10 rank will be split between attackers based on their relative rank - lowest rank attacker might gain 3 bonus (total 5), next 3 might gain 2 (total 4), and highest rank might only gain 1 (total 3). Killed player will only lose 15 rank instead of 20.PvP Rank:

PvP Affinities:


  • Affinity will now go to a random attacker instead of the "max" attacker.
  • Changed the chance for the affinity to be lost without transfer:If the chosen attacker already has at least 2 more affinities in the chosen skill than the killed player (before the affinity is lost), they will only have a 50% chance to gain the affinity. If the do not gain the affinity, another random attacker will get the chance instead.If no permanent affinity is gained, a week long timed affinity will be given to a random attacker instead. Killed player will still lose the affinity.
  • All other attackers will gain a timed affinity of between 1 and 2 days in the skill of the lost affinity.
  • Champions will now lose an affinity on death even if it is their only affinity.
  • If a killed player doesn't drop an affinity (due to only having one, or none as a Champion), a random timed affinity between 3 and 6 hours will be given to all attackers.

PvP Mission changes:


  • Properly check the correct region when building mission structures on pvp.
  • Lowered the number of players required for x player missions on pvp.
  • Fixed rewards string for build missions.
  • Changed create/sacrifice missions to take into account more number of items properly (bell tower is more than 2 items, for example).
  • PvP servers should get less "requires x players" missions at higher difficulties.

Client updates:


  • Change: Added animal condition colors back
  • Change: Distant terrain textures will look more fitting to the close ones
  • Change: Added a Very High setting to Terrain/Shadow Detail
  • Change: Fixed glitchy background when distant terrain was disabled.
  • Bugfix: Reduced light flickering
  • Bugfix: New stone fences will properly export to Deed Planner 2.8+.
  • Bugfix: Slate and marble brick pavement will properly export to Deed Planner 2.8+
  • Bugfix: Texture size settings will now work for all objects properly
 

Bug Fixes


  • Bug fix: Artifacts can no longer be placed inside saddlebags/saddlesacks.
  • Bug fix: You can no longer remove the string from a bow unless the bow is in your inventory.
  • Bug fix: You can now mine out of a cliff tile without getting an error message.
  • Bug fix: Fixed various spelling and text errors.
  • Bug fix: When opening a gift inside a container, the contents will go into the player's main inventory.
  • Bug fix: Smelters and kilns should no longer take damage when on deed and upkeep is greater than 30 days.
  • Bug fix: Creation of Sandstone parapets should now use the proper quantity of sandstone bricks.
  • Bug fix: The action cycle for completing a fence will now cancel if the player is in the way of completion.
  • Bug fix: Global spells cast by player gods will now correctly announce the deity name of the casters.
  • Bug fix: Missions will now display there correct karma per item when requiring multi part items.
  • Bug fix: Guard tower ritual missions will now spawn correctly and display tower name as well as kingdom affiliation.
  • Bug fix: Tile item count will be checked for items dropping on creation and being unloaded in order to prevent piles of more than 100 items.
  • Bug fix: Kilns should now properly have the bash/destroy option.
  • Bug fix: Various spelling and text errors.
  • Bug fix: Small bells will now take on the metal type of the resonator instead of always becoming brass.
  • Bug fix: Material types on lockpicks will now properly use and display the bonus for lockpicking.
  • Bug fix: The adamantine rune of jackal will correctly change the secondary color of drake/scale armour instead of the primary colour.
  • Bug fix: Fixed a depth check for flattening/leveling in shallow water.
  • Bug fix: Fixed an issue which failed to check for reinforced floors in some cases when mining tile corners.
  • Bug fix: Grape seedling removed from mission item list.
  • Bug fix: Fixed a dredge leveling action which in rare cases caused a slope to lower by 1 dirt even with a full dredge.
  • Bug fix: Fixed branded and bred creatures on deed not losing agro when you back away and click no target.
  • Bug fix: Fixed an issue that allowed dragging items from a branded/tamed horse onto an unbranded/untamed horse.
  • Bug fix: Fixed issues with taking and opening distances with piles and containers.
  • Bug fix: Fixed potential issue with uniques dying early.
  • Bug fix: Brass oil lamps can now be crafted and improved correctly.
  • Bug fix: Returned WU specific slash screen (Thanks Bdew for reporting!)
  • Bug fix: Fixed instance of server crashing with uniques dying in local of players who have not finished creation.


[ 2018-05-04 02:55:07 CET ] [ Original post ]


Patch Notes 1.6.1.1 Beta

 
Greetings Wurmians! Todays beta patch brings the return of creature conditions, meaning each conditioned creature (raging, greenish, slow, etc) will now have subtle (and sometimes not so subtle) colourings distinguishing them. This update also brings a few tweaks to the mission system and metal system, as well as a few PvP centric systems. As usual, the beta will be available for the next week or so with a live launch soon after. Happy Wurming!   To keep up to date with everything, make sure you visit our official forums https://forum.wurmonline.com Catch up with us on social media: https://www.facebook.com/wurmunlimited https://twitter.com/wurmunlimited And chat with other Wurmians on our official Discord: https://discord.gg/wurm  

Changes and additions:


  • Heal spell will now heal a minimum of 30% and scale up to 100% depending on cast power.
  • Sacrifice creature success for missions will now take player FS and creature CR into account:
    • Weaker creatures will be able to be sacrificed at more health.
    • The existing requirements of 50% health or less will remain the cap.
  • Mission descriptions will now display the movement timer reduction upon completion of the mission
  • Epic structure (Obelisk, spirit gate, pylon, shrine, temple) changes:
    • All epic structures are now able to be improved.
    • All epic structures can be moved and rotated by their owners.
    • All epic structures cannot be moved and block deeds if they are involved in an active mission
    • Epic structures will not block deeds and will be removed from the pool of possible targets if on deed on all servers.
  • Change: Ongoing creature movement tweaks to help get them off high mountains and away from fences and walls if on deed. Creatures will now prefer to move across flatter paths than up or down steep slopes.
  • Change:  Icons for pegs, masts and tenons added.
  • Change:  You can now level and flatten from a boat and the dirt/sand will go into the boat as long as there is enough room.
  • Change:  You can now do the following while mounted/embarked - yoyo, prune, pick sprout and harvest.
  • Change:  Copies of keys made from copper are now called key copy, copper in order to differentiate them from copper keys made with copper locks.
  • Change: A message in the event window will now appear when you gain an affinity via skill usage.
 

PvP Affinities and rank rework:


  • Rank is now more evenly split between attackers. Rank gained/lost depends on the total average rank of all attackers versus the killed player.
    • If there is more than double the number of attackers worth of rank to be split, half will be spread evenly and the other half will be spread based on the rank of each attacker (lower ranked attackers will gain more than a higher ranked attacker).
    • If there is only enough rank to be split evenly, then no bonuses will be given based on attacker rank.
    • If there isn't enough to be split evenly, then it will be split based on attacker rank only.
    • Killed player will lose 75% of the rank gained among attackers, instead of 100%.
      • (e.g. 20 rank split across 5 attackers: Each of the 5 will gain a base of 2 rank each. The other 10 rank will be split between attackers based on their relative rank - lowest rank attacker might gain 3 bonus (total 5), next 3 might gain 2 (total 4), and highest rank might only gain 1 (total 3). Killed player will only lose 15 rank instead of 20.PvP Rank:

PvP Affinities:


  • Affinity will now go to a random attacker instead of the "max" attacker.
  • Changed the chance for the affinity to be lost without transfer:If the chosen attacker already has at least 2 more affinities in the chosen skill than the killed player (before the affinity is lost), they will only have a 50% chance to gain the affinity. If the do not gain the affinity, another random attacker will get the chance instead.If no permanent affinity is gained, a week long timed affinity will be given to a random attacker instead. Killed player will still lose the affinity.
  • All other attackers will gain a timed affinity of between 1 and 2 days in the skill of the lost affinity.
  • Champions will now lose an affinity on death even if it is their only affinity.
  • If a killed player doesn't drop an affinity (due to only having one, or none as a Champion), a random timed affinity between 3 and 6 hours will be given to all attackers.

PvP Mission changes:


  • Properly check the correct region when building mission structures on pvp.
  • Lowered the number of players required for x player missions on pvp.
  • Fixed rewards string for build missions.
  • Changed create/sacrifice missions to take into account more number of items properly (bell tower is more than 2 items, for example).
  • PvP servers should get less "requires x players" missions at higher difficulties.

Client updates:


  • Change: Added animal condition colors back
  • Change: Distant terrain textures will look more fitting to the close ones
  • Change: Added a Very High setting to Terrain/Shadow Detail
  • Change: Fixed glitchy background when distant terrain was disabled.
  • Bugfix: Reduced light flickering
  • Bugfix: New stone fences will properly export to Deed Planner 2.8+.
  • Bugfix: Slate and marble brick pavement will properly export to Deed Planner 2.8+
  • Bugfix: Texture size settings will now work for all objects properly
 

Bug Fixes


  • Bug fix: Artifacts can no longer be placed inside saddlebags/saddlesacks.
  • Bug fix: You can no longer remove the string from a bow unless the bow is in your inventory.
  • Bug fix: You can now mine out of a cliff tile without getting an error message.
  • Bug fix: Fixed various spelling and text errors.
  • Bug fix: When opening a gift inside a container, the contents will go into the player's main inventory.
  • Bug fix: Smelters and kilns should no longer take damage when on deed and upkeep is greater than 30 days.
  • Bug fix: Creation of Sandstone parapets should now use the proper quantity of sandstone bricks.
  • Bug fix: The action cycle for completing a fence will now cancel if the player is in the way of completion.
  • Bug fix: Global spells cast by player gods will now correctly announce the deity name of the casters.
  • Bug fix: Missions will now display there correct karma per item when requiring multi part items.
  • Bug fix: Guard tower ritual missions will now spawn correctly and display tower name as well as kingdom affiliation.
  • Bug fix: Tile item count will be checked for items dropping on creation and being unloaded in order to prevent piles of more than 100 items.
  • Bug fix: Kilns should now properly have the bash/destroy option.
  • Bug fix: Various spelling and text errors.
  • Bug fix: Small bells will now take on the metal type of the resonator instead of always becoming brass.
  • Bug fix: Material types on lockpicks will now properly use and display the bonus for lockpicking.
  • Bug fix: The adamantine rune of jackal will correctly change the secondary color of drake/scale armour instead of the primary colour.
  • Bug fix: Fixed a depth check for flattening/leveling in shallow water.
  • Bug fix: Fixed an issue which failed to check for reinforced floors in some cases when mining tile corners.
  • Bug fix: Grape seedling removed from mission item list.
  • Bug fix: Fixed a dredge leveling action which in rare cases caused a slope to lower by 1 dirt even with a full dredge.
  • Bug fix: Fixed branded and bred creatures on deed not losing agro when you back away and click no target.
  • Bug fix: Fixed an issue that allowed dragging items from a branded/tamed horse onto an unbranded/untamed horse.
  • Bug fix: Fixed issues with taking and opening distances with piles and containers.
  • Bug fix: Fixed potential issue with uniques dying early.
  • Bug fix: Brass oil lamps can now be crafted and improved correctly.


[ 2018-04-28 04:39:56 CET ] [ Original post ]


Wurm Unlimited 1.6 Patch Notes

Greetings wurmians! Wurm Unlimited 1.6 is now live! With new skills, overhauls of many systems, and major features, this update is quite large, and may break servers, so never run this version without making a backup copy of your existing server! As always, you can report bugs via our steam forums or official forums here: https://forum.wurmonline.com/index.php?/forum/269-technical-issues/ Enjoy! The Wurm team

Urgent PSA for server owners!


If you upgraded your server from 1.5 you are likely missing the following important lines in your wurm.ini: # DO NOT ENABLE USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_OWNER_IN_DATABASE=false USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_LASTOWNER_IN_DATABASE=false USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_PARENT_IN_DATABASE=false It is extremely important that these are added and set to false, as these features are not currently stable. We will be releasing a fix for this in the next beta but in the meantime please update your wurm.ini file and restart your server. Thank you Bdew for raising this with us!

General Changes & Additions


  • New: Archaeology and Restoration skills have been added.
    • Players can now investigate tiles with a trowel to find fragments of items.
    • Investigating on old disbanded settlements has a chance to yield unique items.
    • Unidentified fragments will need to be identified with the use of a chisel or metal brush.
    • Each identify action will reduce the weight of the fragment.
    • Once the fragment weight is equal to the weight of the fragmented item, the fragment will become a fragment of the item.
    • Using the correct tool to identify will increase the amount of weight lost each action.
    • Fragments can then be combined with fragments of the same item until the complete item is made.
    • Resulting items have a chance to be created with multiple runes or random enchants.
  • Added "May plant" permission to village roles.
  • New: You can now re-pave a highway tile without having to destroy catseyes and waystones and disrupting the valid highway.
    • NOTE over 20 body strength will be necessary for this
    • Permissions are required to do this on deed and in perimeters.
    • You can also pave bridge parts when they are part of a highway, also can be repaved once paved.
  • New: In addition to renaming the shelves in the Bulk Storage container unit, you can now also rename the shelves of the larder and the large storage unit.
  • New: Mine door graphics have been improved and mine door animation has been added.
    • Placing a mine door will now level the upper border of the mine entrance to the lowest side.
    • If the border is shared with a fence or house it will remain uneven.
    • The top border will need to be flat in order to have opening animation
    • If top border is uneven the new textures will show, but opening animation will not.
    • Mine doors can now be removed with the use of a crowbar.
      • To remove a mine door you must be the owner, or have the manage item permission.
  • New: Bulk-to-bulk transfers:
    • Amount transferred is depending on your strength in relation to the weight of the item type youre transferring. If you can carry 20, youll move 20 at a time. If you can carry (the weight of) 2000, youll transfer 2000 at a time.
    • Take note that the carry weight respects how much youre currently carrying in your inventory.
    • The action ticks once every second, so its not a long wait.
    • Multiple actions of transferring can be queued.
    • The action is triggered by dragging a bulk item from one bulk container to another, you will have the regular bulk item transfer options (default numbers up to 50), MAX, or entering a number in the text field at the top. If you have 500 iron lumps, but only want to transfer 430, enter the number in the text field.
  • Face shots will now take head armour as the armour value.
  • Meditation path level up cooldowns have been lowered and the cap has been reduced from 24 days to 18 days
    • Level 1: 12h
    • Level 2: 1 day
    • Level 3: 2 days
    • Level 4: 4.5 days
    • Level 5: 8 days
    • Level 6: 12.5 days
    • Level 7+: 18 days
    • If your Meditation skill is higher than current level x 15 the cooldown timer will be halved (e.g. If you have higher than 45 Meditation, the time between level 3 and 4 will be 2.25 days instead of 4.5 days.)
  • The stat gain divisor to reduce characteristics gains once over 30 has been removed.
  • A new creature movement featurehas been introduced to improve creature AI
    • Note: This can be managed via the feature management window with a GM account power 4+
  • Changed the speed penalty of all plate helms to be the same.
  • Player god missions should no longer spawn on Freedom servers.
  • Instead of being individually added upon branding, creatures will now have a special role for citizens with brand permissions on a deed. This will mean leaving the deed will revoke all permissions on branded creatures.
  • Wires can now be put into bulk bins.
  • Lurker in the woods castpendulums will now show the name of the champion creature located instead of presence.
  • Lurker in the woods and Lurker in the deep castpendulums will now scale according to server size:
    • 2048 tile servers will be power / 100 x 64 = tile radius.
    • 4096 servers will be power / 100 x 128 = tile radius.
    • 8192 servers will be power / 100 x 256 = tile radius.
  • Added small bag
    • Small bag is created with a needle on leather.
    • Small bags are not containers, but are used in creation of saddlebags.
  • Added saddlebags
    • Saddlebags are created with a leather belt on a small bag, and finished with an additional leather belt and small bag.
    • Any weight in the saddlebag will count as half weight for speed calculations on the horse.
    • Saddles are now considered containers, which can only take saddlebag items.
    • Saddlebags are placed inside the saddle on the horse, and can be reached by the equipment menu
    • A separate option to access saddlebags independently of the equipment menu is in the works, but not available at this time
  • Adjusted some creatures spawn tile requirements to prevent the over abundance of seal colonies on rocky shores. Rats can now spawn on rock near water and seals may spawn on beaches.
  • The ability to dig dirt or resources directly into a pile has been added. The keybind dig_to_pile will allow you to dig dirt and other resources and have them go into a pile at your feet. Once the pile is full, the resources will go into inventory. This is only available via the keybind which can be set in the console or in the keybind tab on the settings page.
  • Hell horses now have new colour names to differentiate them from regular horses.
    • Brown >Cinder
    • Gold >Envious
    • Black >Shadow
    • White >Pestilential
    • Grey >Ash
    • Ebony Black >Molten
    • Piebald Pinto >Nightshade
    • Blood bay >Incandescent
  • Examining a live horse or hell horse will now give it's colour in the examine message.
  • Title for masonry 100 added - Another Brick In The Wall
  • Sealed containers can now be placed on merchants.
  • Sealed dye containers will now show the RGB in the title.
  • New keybinds:
    • INVESTIGATE - Used to find fragments on ground tiles (uses trowel or shovel after 20 skill).
    • IDENTIFY - used to identify fragments (uses chisel or metal brush).
    • COMBINE_FRAGMENTS - Used to combine fragments of the same type.
    • PAVE - Pave the whole tile with the pavement type.
    • PAVE_CORNER - Pave the nearest corner half of the tile with the pavement type.
  • New: You can now add notes to your friends list.
  • New: You can now clean your furnaces after use and collect the ash which can be used in the creation of other products.
    • Once a furnace goes out, or after being lit for 30 minutes and snuffed, ash can be collected with the 'clean' action by activating a shovel and right clicking the furnace
    • This will provide firemaking skill
    • Resulting quality is incluenced byfiremaking skill and quality of furnace
    • QL is based off your skill and the QL of the furnace (random QL based on both).
  • New: Attempting to dye an item with not enough dye will tell you how much you need
  • Armour can now be dyed and will show when worn.
  • New:You can now paint/dye certain items with one color for the wood and another for the cloth portion.
    • Dye is removed from the wooden sections with a wire brush
    • Dye is removed from the secondary (cloth) sections with lye equal to half the weight required to dye the item in the first place.
    • Note: Items that are currently dyed will have both primary and secondary sections coloured.
  • New: Wood-type shaders have been added, so many items will once again show different hues for the different wood-types. This includes wood-types for the newly added trees which never had a different hue:
    • Orange
    • Linden
    • Oleander
    • Fir
    • Chestnut
    • Walnut.
  • Change: With the addition of adding a second dye color to some items, all dye amount requirements have been reviewed and adjusted.
  • Change: Adjusted affinity gain chances to favour skills more than characteristics. This change is aimed at avoiding the majority of affinities being characteristics and to result in skill affinities being more common. We will continue to monitor and adjust affinity chances in further updates if necessary.
  • Change:Meditation abilities that only affect yourself are no longer affected by deed permissions.
  • Change: Increased post grace period decay ratefor offdeed red catseyes and waystones with only one valid link.
    • New: Added the option to use the Place feature for larger items which you cannot take into inventory.
    • 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 objects inventory, without the need to open it in a window manually.
    • Change: You should do more damage when destroying off deed items if they are owned/created by you.
    • 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.
  • Metal items update


    • New: Many metal items and tools can now be crafted with any metal.
    • New: Metal items will now take on a hue depending on the metal used in creation
    • Change: Ore is no longer capped at 50 Quality on Epic Home Servers.
    • New: Metal lumps can now be combined to up to 64 of the item or 64kg, whichever is the higher.
      • Note: This allows lumps such as gold, silver and brass to be combined past the 64x count, allowing it to be used to create larger items.Metal items will now have special bonuses and penalties depending on metal type used::
      • As the list is too long for Steam, the full details can be found here:https://forum.wurmonline.com/index.php?/topic/161990-new-metal-type-properties/

    Bug Fixes:


Overkilling Changes:


(Note: Overkilling is the mechanic that stops any skillgain, affinity gain, rank bonuses etc from killing a player in PvP too often)
  • The time limit of 3 hours between kills to trigger overkilling of another player (after having killed them at least 3 times already per player) has been increased to 6 hours.
  • Overall kills on a single player are now tracked, and will count as overkilling if killed more than 3 times by any other player in a short time.
    • When killed in PvP a player will gain a death count and a 3 hour timer will tick down.
    • If killed while that timer is ticking down, another death count will be gained, and the timer will reset to the 3 hour mark and start again.
    • After this timer has ticked down, a death is removed from their count and the timer will reset if any death counts remain.
    • If a players death count increases over 3, then any PvP kills against them will count as overkilling until that death count is again below 3.

Epic system changes:


These changes are activated by ticking the epic checkbox in server settings.
  • Changes to base damage reduction rates for armours:
    • Leather from 45% to 60%
    • Studded from 50% to 62.5%
    • Chain from 55% to 62.5%
    • Cloth from 35% to 40%
    • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
  • Changes to metal type damage reduction bonuses for armours:
    • Glimmersteel and Seryll from 10% to 5%
    • Steel from 2% to 2.5%
  • Changes to movement speed modifiers from wearing armour:
    • Plate armour should be slightly faster when worn now.
    • Lowered the movement speed reduction from all helms.
    • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
    • Adamantine armours now have a 5% movement speed bonus.
  • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
    • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
    • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
    • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
    • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
    • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
    • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
    • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.
  • Changes to how Bloodthirst scales damage at higher powers:
    • Bloodthirst damage bonus has now been reduced to 33% of weapon damage at 10,000 power
    • Bloodthirst power gain no longer slows down after 5,000 against creatures.
  • Locate Soul range has been reduced to 200 tiles. Beyond that range you will receive the message "No such soul found".
  • Upkeep costs for Spirit guards on Epic servers will now scale according to how many you have, starting at 1 silver per month for the first guard, and increasing by 50 coppers more than the previous guard
    • 1 guard 1 silver upkeep
    • 2 guards 2.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver)
    • 3 guards 4.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver, 3rd guard 2 silver)
  • Oakshell changes:
    • Oakshell now properly slows a mount based on power of cast
    • A cast of under 70 power will give the creature a rare glow, a cast of over 70 will show a supreme glow.
  • Players in mines will only have a 20 tile (radius) local visibility both below and above ground, so no more hiding in mines to spy on a 80 tile above ground local.
  • Kingdom influence on Epic servers will now update dynamically when towers are captured or destroyed without needing a restart.
  • Scale and drake armour will no longer drop upon leaving the world.

Player Gods


  • Once a player has ascended to demigod status, they still control a random hex, allied to the god that favours their kingdom and hostile to others. Being defeated in combat will remove them from the board.
  • If their god wins and can promote an ally, the player god will ascend to godhood and become a full god.
  • The player god is then removed from the Valrei board, but still is allowed followers, priests and a spellbook, they will no longer move on the valrei map or give missions.
  • Deity statistics have been changed from Vitality and Strength to:
    • Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Depth, and Soul Strength

Deity Fights


  • When gods meet on the same tile they will move into a smaller hex map for the fight. Fights can be viewed and replayed from the valrei map
  • When fighting, gods may perform different actions, and favour those more suited to their stats
  • Ranged attack - Body stamina, Body control
  • Spell regeneration - Mind logic, Mind speed
  • Melee attack - Body strength, Body control
  • Defence (passive) - Body strength, Body stamina
  • Deity spellcasting - Soul strength, Soul depth
  • Sorcery spellcasting - Mind Logic, Soul depth
  • Spell defence (passive) - Mind speed, Soul strength

Mission Difficulty


  • Missions will now generate on a difficulty scale, with higher difficulty missions providing more scenario points, sleep bonus, and karma.
  • Current mission difficulty, available sleep bonus and karma can be viewed in the mission details window
  • For each successful mission completed, the difficulty will go up by 1 for the subsequent mission.
  • Failing or not completing a mission will lower the difficulty of the next mission by 2.
  • If a member of another kingdom sabotages a mission that is possible to sabotage (e.g. cutting down a tree), the mission will be failed and lower the difficulty of the next mission by 2.
  • Mission types are separated by difficulty, with home servers getting easier missions, and enemy servers getting harder missions.
  • Sleep bonus is now divided amongst participants similar to how karma is
  • Successfully completed missions will also provide boosts to deity stats. If a deity wins the scenario they will keep the boosted stats into the next scenario.

Mission Changes


  • New mission types
    • Destroy guard tower in enemy territory
    • Sacrifice creatures
      • This will require lowering the creatures health and then using a sacrificial knife on the creature in the corresponding gods domain,
    • Kill tower guards
  • Changed mission types
    • Missions involving creatures to be killed or sacrificed will now spawn those creatures specifically for the mission..
    • Traitor mission creatures will be marked with a special effect and will also have oakshell.
    • Trees marked for a mission will now have a special effect.

Scenario Rewards


  • Rewards from completing scenarios will now be split across three tiers
    • Tier 1 (1 winner): top 20% of contributors - random single use tome.
    • Tier 2 (3 winners): Top 50% of contributors - 3 random tome fragments
    • Tier 3 (5 winners): entire pool of contributors - Seryll lump or random tome fragment
  • If a player has already won a reward, they cannot win again in that scenario reward pool.
  • Tier 1 winners that are also in the top 5% of contributors will have a small chance to win a huge egg or key to the heavens instead of the single use tome.
  • Deity rewards upon a scenario win have been changed slightly to take into account the new skills used in fights, and more balanced rewards.

New Affinity System:


  • When using a skill characters will now have a small chance to gain an affinity in that skill upon a successful skill check.
    • On average once every 2 hours, a character will open a 15s window of time where every successful skill check will have a chance to gain an affinity in that skill. (e.g if you are mining during this window, you could gain an affinity in mining, pickaxe, miscellaneous items, body stamina, body strength, soul strength, mind logic, mind, soul, or body)
    • The chance to gain an affinity is 1/500 if you have no affinities in that skill, 1/1000 if you have one affinity, 1/1500 if you have two affinities, 1/2000 if you have 3 affinities and 1/2500 if you have 4 affinities.
    • If an affinity is successfully gained during the 15s window, the window will reset and no more will be able to be gained until the next window on that character.
    • This window will remain open and check every skill tick until an affinity is gained or the 15 seconds is up.
    • We will be monitoring these chances and making changes as necessary.
  • Stealing affinities upon killing a character in PvP has changed:
    • If the dead character only has one affinity total, they will not lose that affinity and the killer will not gain an affinity.
    • If the dead character has more than one affinity, then a random one is lost and may go to the killer.
      • If the dead character has more affinities in that skill than the killer, then the killer will gain that affinity 100% of the time.
      • Otherwise, the chance for the killer to gain the affinity is dependant on the difference between the number of affinities in that skill each player has (before the dead character loses the affinity).
      • If the difference is 0, the chance is 50% for the killer to gain the affinity. Difference of 1 is 25%, difference of 2 is 12.5% and difference of 3 is 6.25%.
    • If an affinity is lost by the dead character and none gained by the killer, then the killer will receive a timed affinity in that skill that will last for a week.

GM Changes:


  • GM Tool: Arch+ now has the ability to remove a single recipe from a single player as well as removing a named recipe from a player.
  • GM Tool: Added Kingdom information to GM Tool for servers.
  • GM Tool: Added secondary color information to GM Tool
  • GM Tool: Summoning a creature in a cave will now put them in the cave level instead of on the surface.
  • GM Tool: Arch+ added two debug commands in order to help with identifying bugged dens preventing deed expansion
  • Improved messaging for Imp command #removeknownrecipes.
  • GM: Showhero command updated.
    • The command can be used as #showhero or #showheros or #showheroes... really as long as it contains "#showhero".
    • It will now retrieve an actual up to date list of people who have a certain power
    • It will give you the result per server
  • GM: GM tool now gives the e,w,n,s tiles from token when getting village data.
  • GM: Search by IP now shows the list of players, server and online/offline status.
  • GM: Added not runeable to manage restrictions.
  • GM: Removed GM menu option and keybind for dredge in caves which causes the tile to turn to rock. Added a fix via change terrain to fix any rock tiles in caves.
  • Mission ruler overhaul
    • The mission ruler now has a new UI, and several new features:
    • Mission triggers may now occur within a range of %.
    • Mission triggers may have multiple trigger effects.
    • Trigger effects may be caused by multiple mission triggers.
    • The mission list page has been split to be able to filter by owned missions, GM spawned missions, and deity missions.

Client Changes:


  • Added rain occlusion - rain and snow will no longer appear under roofs. (GLSL and FBO must be enabled in your client for this to properly work)
    • NOTE: This does not mean that paved tiles inside buildings will no longer have the snow texture.
  • Rain occlusion is now linked to Detailed Weather option in settings.
  • General performance improvements.
  • Addressed memory issues with other players in local.
  • Addressed crashing issue with latest Nvidia drivers.

Bug Fixes:


  • Bugfix: Various text fixes.
  • Bugfix: Rounded stone bridge icons now have correct images.
  • Bugfix: The chocolate milk recipe should no longer be shown as a sub recipe when cow milk is required.
  • Bugfix: Building over planted items underground should give you the take option as it does above ground.
  • Bugfix: Action bar will now correctly identify what you are gathering (kelp, reed or grass) based on the tile type.
  • Bugfix: Fixed error message when viewing history of branded animals via right click permissions.
  • Bugfix: Pulp and paper now indicate the correct woodtype.
  • Bugfix: Disallowed PvP opportunity attacks on other players on PvE servers, except in spars/duels.
  • Bugfix: Rare fishing spots will now correctly move when the season (and thus fish type) changes.
  • Bugfix: PvP - Disabling lawful now lets you bypass anti-archery permissions and gives penalty for doing so
  • Bugfix: Fixed an issue with mining or digging a tile corner from too far a distance.
  • Bugfix: Horse and Hell Horse corpses should match the color of the live horse/hell horse.
  • Bugfix: Fix for bulk bins taking the 5% tax tick immediately when moving them from deed to off deed.
  • Bugfix: You should no longer lose total fillet weight when adding them to a bulk container. Fillets will still be reduced to .30 wt, but the quantity will be increased to reflect the total weight of the fillets before putting them into a bulk container.
  • Bugfix: Tree stumps for centered trees will now also be centered.
  • Bugfix: Fixed an issue which caused herbs planted while in inventory falling to the ground with the message that they will not fit in the planter rack.
  • Bugfix: Fixed a bug which allowed a mine entrance to be opened onto a bridge.
  • Bugfix: Dug up artifacts (endgame items on PvP servers) will have the correct number of charges (30) as recharged artifacts.
    • WARNING:This affects all artifacts not in ground, dug up artifacts before this patch will need recharging before the older 4 month time and the charges on the artifact will be reduced to 30 if they have more than 30 charges remaining when they are picked up.
  • Bugfix: Fixed issue preventing planting catseyes (and waystones) under bridge entrances.
  • Bugfix: Removed creator tag on a few bulk food items that should not have had tags at all.
  • Bugfix: Inventory groups will no longer be able to destroy floors or take damage from that action.
  • Bugfix: Timers for flattening and leveling tile borders have been corrected.
  • Bugfix: Mining timers should now scale properly starting at 25s at level 1.
  • 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: Recipe Cherries Jubilee should now be in everyones 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 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: 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 taxcheck to occur on deed prior to taking off deed to correctly update the period between taxings.
  • 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 wouldnt stack. That fire wound will now stack with any existing fire wound at that position.
To keep up to date with everything, make sure you visit our official forums https://forum.wurmonline.com Catch up with us on social media: https://www.facebook.com/wurmunlimited https://twitter.com/wurmunlimited And chat with other Wurmians on our official Discord: https://discord.gg/wurm


[ 2018-04-06 12:15:18 CET ] [ Original post ]


Wurm Unlimited 1.6 Patch Notes

Greetings wurmians! Wurm Unlimited 1.6 is now live! With new skills, overhauls of many systems, and major features, this update is quite large, and may break servers, so never run this version without making a backup copy of your existing server! As always, you can report bugs via our steam forums or official forums here: https://forum.wurmonline.com/index.php?/forum/269-technical-issues/ Enjoy! The Wurm team

Urgent PSA for server owners!


If you upgraded your server from 1.5 you are likely missing the following important lines in your wurm.ini: # DO NOT ENABLE USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_OWNER_IN_DATABASE=false USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_LASTOWNER_IN_DATABASE=false USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_PARENT_IN_DATABASE=false It is extremely important that these are added and set to false, as these features are not currently stable. We will be releasing a fix for this in the next beta but in the meantime please update your wurm.ini file and restart your server. Thank you Bdew for raising this with us!

General Changes & Additions


  • New: Archaeology and Restoration skills have been added.
    • Players can now investigate tiles with a trowel to find fragments of items.
    • Investigating on old disbanded settlements has a chance to yield unique items.
    • Unidentified fragments will need to be identified with the use of a chisel or metal brush.
    • Each identify action will reduce the weight of the fragment.
    • Once the fragment weight is equal to the weight of the fragmented item, the fragment will become a fragment of the item.
    • Using the correct tool to identify will increase the amount of weight lost each action.
    • Fragments can then be combined with fragments of the same item until the complete item is made.
    • Resulting items have a chance to be created with multiple runes or random enchants.
  • Added "May plant" permission to village roles.
  • New:  You can now re-pave a highway tile without having to destroy catseyes and waystones and disrupting the valid highway.
    • NOTE over 20 body strength will be necessary for this
    • Permissions are required to do this on deed and in perimeters.
    • You can also pave bridge parts when they are part of a highway, also can be repaved once paved.
  • New:  In addition to renaming the shelves in the Bulk Storage container unit, you can now also rename the shelves of the larder and the large storage unit.
  • New: Mine door graphics have been improved and mine door animation has been added.
    • Placing a mine door will now level the upper border of the mine entrance to the lowest side.
    • If the border is shared with a fence or house it will remain uneven.
    • The top border will need to be flat in order to have opening animation
    • If top border is uneven the new textures will show, but opening animation will not.
    • Mine doors can now be removed with the use of a crowbar.
      • To remove a mine door you must be the owner, or have the manage item permission.
  • New: Bulk-to-bulk transfers:
    • Amount transferred is depending on your strength in relation to the weight of the item type you’re transferring. If you can carry 20, you’ll move 20 at a time. If you can carry (the weight of) 2000, you’ll transfer 2000 at a time.
    • Take note that the carry weight respects how much you’re currently carrying in your inventory.
    • The action ‘ticks’ once every second, so it’s not a long wait.
    • Multiple actions of transferring can be queued.
    • The action is triggered by dragging a bulk item from one bulk container to another, you will have the regular bulk item transfer options (default numbers up to 50), MAX, or entering a number in the text field at the top. If you have 500 iron lumps, but only want to transfer 430, enter the number in the text field.
  • Face shots will now take head armour as the armour value.
  • Meditation path level up cooldowns have been lowered and the cap has been reduced from 24 days to 18 days
    • Level 1: 12h
    • Level 2: 1 day
    • Level 3: 2 days
    • Level 4: 4.5 days
    • Level 5: 8 days
    • Level 6: 12.5 days
    • Level 7+: 18 days
    • If your Meditation skill is higher than current level x 15 the cooldown timer will be halved (e.g. If you have higher than 45 Meditation, the time between level 3 and 4 will be 2.25 days instead of 4.5 days.)
  • The stat gain divisor to reduce characteristics gains once over 30 has been removed.
  • A new creature movement featurehas been introduced to improve creature AI
    • Note: This can be managed via the feature management window with a GM account power 4+
  • Changed the speed penalty of all plate helms to be the same.
  • Player god missions should no longer spawn on Freedom servers.
  • Instead of being individually added upon branding, creatures will now have a special role for citizens with brand permissions on a deed. This will mean leaving the deed will revoke all permissions on branded creatures.
  • Wires can now be put into bulk bins.
  • Lurker in the woods cast pendulums will now show the name of the champion creature located instead of “presence”.
  • Lurker in the woods and Lurker in the deep cast pendulums will now scale according to server size:
    • 2048 tile servers will be power / 100 x 64 = tile radius.
    • 4096 servers will be power / 100 x 128  = tile radius.
    • 8192 servers will be power / 100 x 256 = tile radius.
  • Added small bag
    • Small bag is created with a needle on leather.
    • Small bags are not containers, but are used in creation of saddlebags.
  • Added saddlebags
    • Saddlebags are created with a leather belt on a small bag, and finished with an additional leather belt and small bag.
    • Any weight in the saddlebag will count as half weight for speed calculations on the horse.
    • Saddles are now considered containers, which can only take saddlebag items.
    • Saddlebags are placed inside the saddle on the horse, and can be reached by the equipment menu
    • A separate option to access saddlebags independently of the equipment menu is in the works, but not available at this time
  • Adjusted some creatures spawn tile requirements to prevent the over abundance of seal colonies on rocky shores. Rats can now spawn on rock near water and seals may spawn on beaches.
  • The ability to dig dirt or resources directly into a pile has been added. The keybind dig_to_pile will allow you to dig dirt and other resources and have them go into a pile at your feet.  Once the pile is full, the resources will go into inventory. This is only available via the keybind which can be set in the console or in the keybind tab on the settings page.
  • Hell horses now have new colour names to differentiate them from regular horses.
    • Brown > Cinder
    • Gold > Envious
    • Black > Shadow
    • White > Pestilential
    • Grey > Ash
    • Ebony Black > Molten
    • Piebald Pinto > Nightshade
    • Blood bay > Incandescent
  • Examining a live horse or hell horse will now give it's colour in the examine message.
  • Title for masonry 100 added - Another Brick In The Wall
  • Sealed containers can now be placed on merchants.
  • Sealed dye containers will now show the RGB in the title.
  • New keybinds:
    • INVESTIGATE - Used to find fragments on ground tiles (uses trowel or shovel after 20 skill).
    • IDENTIFY - used to identify fragments (uses chisel or metal brush).
    • COMBINE_FRAGMENTS - Used to combine fragments of the same type.
    • PAVE - Pave the whole tile with the pavement type.
    • PAVE_CORNER - Pave the nearest corner half of the tile with the pavement type.
  • New: You can now add notes to your friends list.
  • New: You can now clean your furnaces after use and collect the ash which can be used in the creation of other products.
    • Once a furnace goes out, or after being lit for 30 minutes and snuffed, ash can be collected  with the 'clean' action by activating a shovel and right clicking the furnace
    • This will provide firemaking skill
    • Resulting quality is incluenced by firemaking skill and quality of furnace
    • QL is based off your skill and the QL of the furnace (random QL based on both).
  • New: Attempting to dye an item with not enough dye will tell you how much you need
  • Armour can now be dyed and will show when worn.
  • New: You can now paint/dye certain items with one color for the wood and another for the cloth portion.
    • Dye is removed from the wooden sections with a wire brush
    • Dye is removed from the secondary (cloth) sections with lye equal to half the weight required to dye the item in the first place.
    • Note: Items that are currently dyed will have both primary and secondary sections coloured.
  • New: Wood-type shaders have been added, so many items will once again show different hues for the different wood-types. This includes wood-types for the newly added trees which never had a different hue:
    • Orange
    • Linden
    • Oleander
    • Fir
    • Chestnut
    • Walnut.
  • Change: With the addition of adding a second dye color to some items, all dye amount requirements have been reviewed and adjusted.
  • Change: Adjusted affinity gain chances to favour skills more than characteristics. This change is aimed at avoiding the majority of affinities being characteristics and to result in skill affinities being more common. We will continue to monitor and adjust affinity chances in further updates if necessary.
  • Change: Meditation abilities that only affect yourself are no longer affected by deed permissions.
  • Change: Increased post grace period decay rate for offdeed red catseyes and waystones with only one valid link.
    • New: Added the option to use the Place feature for larger items which you cannot take into inventory.
    • 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 window manually.
    • Change: You should do more damage when destroying off deed items if they are owned/created by you.
    • 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.
  • Metal items update


    • New: Many metal items and tools can now be crafted with any metal.
    • New: Metal items will now take on a hue depending on the metal used in creation
    • Change: Ore is no longer capped at 50 Quality on Epic Home Servers.
    • New: Metal lumps can now be combined to up to 64 of the item or 64kg, whichever is the higher.
      • Note: This allows lumps such as gold, silver and brass to be combined past the 64x count, allowing it to be used to create larger items.Metal items will now have special bonuses and penalties depending on metal type used::
      • As the list is too long for Steam, the full details can be found here: https://forum.wurmonline.com/index.php?/topic/161990-new-metal-type-properties/
     

    Bug Fixes:


Overkilling Changes:


(Note: Overkilling is the mechanic that stops any skillgain, affinity gain, rank bonuses etc from killing a player in PvP too often)
  • The time limit of 3 hours between kills to trigger overkilling of another player (after having killed them at least 3 times already per player) has been increased to 6 hours.
  • Overall kills on a single player are now tracked, and will count as overkilling if killed more than 3 times by any other player in a short time.
    • When killed in PvP a player will gain a death count and a 3 hour timer will tick down.
    • If killed while that timer is ticking down, another death count will be gained, and the timer will reset to the 3 hour mark and start again.
    • After this timer has ticked down, a death is removed from their count and the timer will reset if any death counts remain.
    • If a player’s death count increases over 3, then any PvP kills against them will count as overkilling until that death count is again below 3.

Epic system changes:


These changes are activated by ticking the epic checkbox in server settings.
  • Changes to base damage reduction rates for armours:
    • Leather from 45% to 60%
    • Studded from 50% to 62.5%
    • Chain from 55% to 62.5%
    • Cloth from 35% to 40%
    • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
  • Changes to metal type damage reduction bonuses for armours:
    • Glimmersteel and Seryll from 10% to 5%
    • Steel from 2% to 2.5%
  • Changes to movement speed modifiers from wearing armour:
    • Plate armour should be slightly faster when worn now.
    • Lowered the movement speed reduction from all helms.
    • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
    • Adamantine armours now have a 5% movement speed bonus.
  • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
    • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
    • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
    • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
    • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
    • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
    • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
    • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.
  • Changes to how Bloodthirst scales damage at higher powers:
    • Bloodthirst damage bonus has now been reduced to 33% of weapon damage at 10,000 power
    • Bloodthirst power gain no longer slows down after 5,000 against creatures.
  • Locate Soul range has been reduced to 200 tiles. Beyond that range you will receive the message "No such soul found".
  • Upkeep costs for Spirit guards on Epic servers will now scale according to how many you have, starting at 1 silver per month for the first guard, and increasing by 50 coppers more than the previous guard
    • 1 guard 1 silver upkeep
    • 2 guards 2.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver)
    • 3 guards 4.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver, 3rd guard 2 silver)
  • Oakshell changes:
    • Oakshell now properly slows a mount based on power of cast
    • A cast of under 70 power will give the creature a rare glow, a cast of over 70 will show a supreme glow.
  • Players in mines will only have a 20 tile (radius) local visibility both below and above ground, so no more hiding in mines to spy on a 80 tile above ground local.
  • Kingdom influence on Epic servers will now update dynamically when towers are captured or destroyed without needing a restart.
  • Scale and drake armour will no longer drop upon leaving the world.

Player Gods


  • Once a player has ascended to demigod status, they still control a random hex, allied to the god that favours their kingdom and hostile to others. Being defeated in combat will remove them from the board.
  • If their god wins and can promote an ally, the player god will ascend to godhood and become a full god.
  • The player god is then removed from the Valrei board, but still is allowed followers, priests and a spellbook, they will no longer move on the valrei map or give missions.
  • Deity statistics have been changed from Vitality and Strength to:
    • Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Depth, and Soul Strength

Deity Fights


  • When gods meet on the same tile they will move into a smaller hex map for the fight. Fights can be viewed and replayed from the valrei map
  • When fighting, gods may perform different actions, and favour those more suited to their stats
  • Ranged attack - Body stamina, Body control
  • Spell regeneration - Mind logic, Mind speed
  • Melee attack - Body strength, Body control
  • Defence (passive) - Body strength, Body stamina
  • Deity spellcasting - Soul strength, Soul depth
  • Sorcery spellcasting - Mind Logic, Soul depth
  • Spell defence (passive) - Mind speed, Soul strength

Mission Difficulty


  • Missions will now generate on a difficulty scale, with higher difficulty missions providing more scenario points, sleep bonus, and karma.
  • Current mission difficulty, available sleep bonus and karma can be viewed in the mission details window
  • For each successful mission completed, the difficulty will go up by 1 for the subsequent mission.
  • Failing or not completing a mission will lower the difficulty of the next mission by 2.
  • If a member of another kingdom sabotages a mission that is possible to sabotage (e.g. cutting down a tree), the mission will be failed and lower the difficulty of the next mission by 2.
  • Mission types are separated by difficulty, with home servers getting easier missions, and enemy servers getting harder missions.
  • Sleep bonus is now divided amongst participants similar to how karma is
  • Successfully completed missions will also provide boosts to deity stats. If a deity wins the scenario they will keep the boosted stats into the next scenario.

Mission Changes


  • New mission types
    • Destroy guard tower in enemy territory
    • Sacrifice creatures
      • This will require lowering the creatures health and then using a sacrificial knife on the creature in the corresponding gods domain,
    • Kill tower guards
  • Changed mission types
    • Missions involving creatures to be killed or sacrificed will now spawn those creatures specifically for the mission..
    • Traitor mission creatures will be marked with a special effect and will also have oakshell.
    • Trees marked for a mission will now have a special effect.

Scenario Rewards


  • Rewards from completing scenarios will now be split across three tiers
    • Tier 1 (1 winner): top 20% of contributors - random single use tome.
    • Tier 2 (3 winners): Top 50% of contributors - 3 random tome fragments
    • Tier 3 (5 winners): entire pool of contributors - Seryll lump or random tome fragment
  • If a player has already won a reward, they cannot win again in that scenario reward pool.
  • Tier 1 winners that are also in the top 5% of contributors will have a small chance to win a huge egg or key to the heavens instead of the single use tome.
  • Deity rewards upon a scenario win have been changed slightly to take into account the new skills used in fights, and more balanced rewards.

New Affinity System:


  • When using a skill characters will now have a small chance to gain an affinity in that skill upon a successful skill check.
    • On average once every 2 hours, a character will open a 15s window of time where every successful skill check will have a chance to gain an affinity in that skill. (e.g if you are mining during this window, you could gain an affinity in mining, pickaxe, miscellaneous items, body stamina, body strength, soul strength, mind logic, mind, soul, or body)
    • The chance to gain an affinity is 1/500 if you have no affinities in that skill, 1/1000 if you have one affinity, 1/1500 if you have two affinities, 1/2000 if you have 3 affinities and 1/2500 if you have 4 affinities.
    • If an affinity is successfully gained during the 15s window, the window will reset and no more will be able to be gained until the next window on that character.
    • This window will remain open and check every skill tick until an affinity is gained or the 15 seconds is up.
    • We will be monitoring these chances and making changes as necessary.
  • Stealing affinities upon killing a character in PvP has changed:
    • If the dead character only has one affinity total, they will not lose that affinity and the killer will not gain an affinity.
    • If the dead character has more than one affinity, then a random one is lost and may go to the killer.
      • If the dead character has more affinities in that skill than the killer, then the killer will gain that affinity 100% of the time.
      • Otherwise, the chance for the killer to gain the affinity is dependant on the difference between the number of affinities in that skill each player has (before the dead character loses the affinity).
      • If the difference is 0, the chance is 50% for the killer to gain the affinity. Difference of 1 is 25%, difference of 2 is 12.5% and difference of 3 is 6.25%.
    • If an affinity is lost by the dead character and none gained by the killer, then the killer will receive a timed affinity in that skill that will last for a week.

GM Changes:


  • GM Tool: Arch+ now has the ability to remove a single recipe from a single player as well as removing a named recipe from a player.
  • GM Tool: Added Kingdom information to GM Tool for servers.
  • GM Tool: Added secondary color information to GM Tool
  • GM Tool: Summoning a creature in a cave will now put them in the cave level instead of on the surface.
  • GM Tool: Arch+ added two debug commands in order to help with identifying bugged dens preventing deed expansion
  • Improved messaging for Imp command #removeknownrecipes.
  • GM: Showhero command updated.
    • The command can be used as #showhero or #showheros or #showheroes... really as long as it contains "#showhero".
    • It will now retrieve an actual up to date list of people who have a certain power
    • It will give you the result per server
  • GM: GM tool now gives the e,w,n,s tiles from token when getting village data.
  • GM: Search by IP now shows the list of players, server and online/offline status.
  • GM: Added not runeable to manage restrictions.
  • GM: Removed GM menu option and keybind for dredge in caves which causes the tile to turn to rock. Added a fix via change terrain to fix any rock tiles in caves.
  • Mission ruler overhaul
    • The mission ruler now has a new UI, and several new features:
    • Mission triggers may now occur within a range of %.
    • Mission triggers may have multiple trigger effects.
    • Trigger effects may be caused by multiple mission triggers.
    • The mission list page has been split to be able to filter by owned missions, GM spawned missions, and deity missions.

Client Changes:


  • Added rain occlusion - rain and snow will no longer appear under roofs. (GLSL and FBO must be enabled in your client for this to properly work)
    • NOTE: This does not mean that paved tiles inside buildings will no longer have the snow texture.
  • Rain occlusion is now linked to Detailed Weather option in settings.
  • General performance improvements.
  • Addressed memory issues with other players in local.
  • Addressed crashing issue with latest Nvidia drivers.
 

Bug Fixes:


  • Bugfix: Various text fixes.
  • Bugfix: Rounded stone bridge icons now have correct images.
  • Bugfix: The chocolate milk recipe should no longer be shown as a sub recipe when cow milk is required.
  • Bugfix: Building over planted items underground should give you the take option as it does above ground.
  • Bugfix: Action bar will now correctly identify what you are gathering (kelp, reed or grass) based on the tile type.
  • Bugfix: Fixed error message when viewing history of branded animals via right click permissions.
  • Bugfix: Pulp and paper now indicate the correct woodtype.
  • Bugfix: Disallowed PvP opportunity attacks on other players on PvE servers, except in spars/duels.
  • Bugfix: Rare fishing spots will now correctly move when the season (and thus fish type) changes.
  • Bugfix: PvP - Disabling lawful now lets you bypass anti-archery permissions and gives penalty for doing so
  • Bugfix: Fixed an issue with mining or digging a tile corner from too far a distance.
  • Bugfix: Horse and Hell Horse corpses should match the color of the live horse/hell horse.
  • Bugfix: Fix for bulk bins taking the 5% tax tick immediately when moving them from deed to off deed.
  • Bugfix: You should no longer lose total fillet weight when adding them to a bulk container. Fillets will still be reduced to .30 wt, but the quantity will be increased to reflect the total weight of the fillets before putting them into a bulk container.
  • Bugfix: Tree stumps for centered trees will now also be centered.
  • Bugfix: Fixed an issue which caused herbs planted while in inventory falling to the ground with the message that they will not fit in the planter rack.
  • Bugfix: Fixed a bug which allowed a mine entrance to be opened onto a bridge.
  • Bugfix: Dug up artifacts (endgame items on PvP servers) will have the correct number of charges (30) as recharged artifacts.
    • WARNING:This affects all artifacts not in ground, dug up artifacts before this patch will need recharging before the older 4 month time and the charges on the artifact will be reduced to 30 if they have more than 30 charges remaining when they are picked up.
  • Bugfix: Fixed issue preventing planting catseyes (and waystones) under bridge entrances.
  • Bugfix: Removed creator tag on a few bulk food items that should not have had tags at all.
  • Bugfix: Inventory groups will no longer be able to destroy floors or take damage from that action.
  • Bugfix: Timers for flattening and leveling tile borders have been corrected.
  • Bugfix: Mining timers should now scale properly starting at 25s at level 1.
  • 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:  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 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: 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.
  • 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.
To keep up to date with everything, make sure you visit our official forums https://forum.wurmonline.com Catch up with us on social media: https://www.facebook.com/wurmunlimited https://twitter.com/wurmunlimited And chat with other Wurmians on our official Discord: https://discord.gg/wurm


[ 2018-04-06 12:15:18 CET ] [ Original post ]


Wurm Devblog: 1.6 incoming!

Hi Everyone! Retrograde here with a quick overview of some of the major features coming with 1.6 which is due out tomorrow! There are a few bugs that will be addressed in a later update some time next week, but since this update has been delayed long enough, it's time to check it all out! This update is planned for around midday CET on the 6th April, so not long now! Make sure to update any mods and check with server owners about any potential issues!

Archaeology and Restoration


Archaeology and Restoration are two new skills coming in this update! When using a trowel on ground tiles, you'll be able to find fragments of items across the lands of Wurm. As you search you will find remnants of ancient, long forgotten deeds and also learn a little history about the deeds and those who occupied them. Investigating will only yield small fragments, and you'll need to work on them with a chisel and brush to identify what they might be. once you've worked out what the fragment is you'll have to piece together multiples of the same fragment in order to restore the item to its former glory. Items restored via Archaeology and Restoration have the chance of having unique runes, as well as multiple enchants that are normally not possible via enchanting. There are also Archaeology only statues, such as the statues of the four deities of wurm, as well as various creatures:

Valrei Changes


There are a fair few changes going on with the Valrei system on both Epic and normal server systems so well just touch on a few of the main points for now. First up, and one of the larger changes to how Valrei works, if that player gods will no longer roam the board on Valrei. Players that use the key to the heavens will still exist on the Valrei board while they are demigods, but once they fully ascend to godhood they will be removed from the board to live out their days as gods. Existing player gods will also be removed from the board when this update goes out, however they will still provide missions and all other benefits of being a god to players. Missions for player gods will act as other missions, but will not affect the Valrei board in any meaningful way - instead they will just provide bonuses and rewards to the players completing the missions as normal. Weve also revisited all mission types, difficulties and rewards to hopefully be a bit better than currently. Each mission type will have its own related difficulty levels and rewards scaling with difficulty. More info will be available in game for these missions than currently available, showing what needs doing and what the player (and god) will receive when the mission is completed. Successfully completing a mission for a god will cause the next mission to spawn at a higher difficulty (and higher reward for completion), where failing a mission will cause the next mission to be at a lower difficulty. Related to this is a rework of how end of scenario rewards work, where the rewards have been split up into different tiers based on scenario participation by the player. More participation in missions across the scenario will mean a higher chance to get a reward at the end of the scenario, and also a higher chance to get a better reward than those with less participation. The god that wins a scenario will also have a reworked reward system over what it currently used. Weve also changed how the entities on Valrei fight each other when they move. Currently the entities on Valrei have two stats for their attack and vitality - these stats are used in fights when one entity tries to leave a tile that contains an enemy. These stats will be completely changed and reset in this update to instead be related to the 7 characteristic skills that are in game - Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Strength and Soul Depth. All of these stats will be used in a more complex fight system where the entities can move around a smaller game board with various actions available to them - such as ranged attacks, casting spells, and melee attacks. Once a fight occurs, a history of it is then saved on the server and will be available to players in game where you will be able to watch a replay of the battle and see exactly how your favourite god lost (or won!)

Coloured armour


Another long long desired feature is the ability to dye and colour armour. Allowing players to show off their own style and customise further, we're really excited that this has come to fruition!

We're keen to see what fashion sense Wurm Unlimited players have (or don't) so make sure to share your results with us too!

Bulk movement


Another thing coming with this update (there's so many things!) is the ability transfer items between bulk containers without constant clicking! Moving from one container to another will trigger a timer, that moves as many as you can carry each second (ignoring 100 item count, just weight limit). This will surely make Shifting contents of bulk storage a breeze (and save those wrist injuries!)

Leaky roofing begone!


This last update introduced a long desired feature, and one of the benefits of the new client, rain occlusion! This means that rain will no longer show indoors! This has been a long frustration for many a wurmian, with leaky roofing leading to poor sleep and all sorts of maladies, but no more.

Drag to container


I'm sure absolutely everyone has had to move items between containers in the past, so I don't need to go into detail how annoying it can be managing big windows as you shuffle it all. Reducing the amount of windows needed open is one focus of ours with the new UI works, and we'll be introducing a new feature within the next update
Normally to drag items into a container, you will need to have the window of the container with the items in it open as well as a window of the recipient container. With this new feature, you'll be able to drag items directly from the window of the container with the items in it onto the model itself, it will then place the items inside the container

Affinities


As we all know, (or for those who don't) affinities grant a 10% skill gain bonus to the skill they're attached to. The existing mechanic with affinities is each player starts with one (hidden until premium), but it can be lost through a death to an enemy kingdom player when above 20 fight skill. With the next update, well be changing how affinities are gained and lost, as well as expanding on a more PvE friendly mechanic as well., Firstly, well be introducing the ability to gain new affinities via the use of skills, with a small chance to gain any affinity of a skill youre using, including characteristics, parent skills, and sub skills. Secondly, gaining affinities via PvP will be changed to take into account the killers existing affinities in that skill, where there will be an increasing chance to not gain the affinity lost by the deceased depending on the number of affinities the killer has in that skill. This will mean neither the deceased or the killer will get that affinity. Well also be making some changes to how the overkilling mechanics in PvP work, so alt abuse is less prevalent. Firstly with overall kills on a single character being taken into account rather than just the number of kills on that character from a specific other character, and secondly with tweaking how the existing overkilling timers work.

Forge cleaning


A long running request has been to have a way to utilise forges in order to generate ash, and in the next update we'll be adding the ability to collect ash out of unlit forges It will take a few things into account including firemaking skill, and we'll have the full details available in the patch notes

Shiver me Timbers


A long long time ago, on a server far far away, each boat wood type had their own textures, from cedar to willow to olive (the best). This was all changed with the addition of new models such as ships and bulk storage, but that may soon change...

Dye improvements



With this update, we'll be introducing the ability to dye the sail separately to the rest of the ship, requiring less dye, and allowing for greater showing off, the colours are more vivid, and don't turn the boat the entire shade too, meaning you can show off your wood type AND favourite colour. But also...
Yep, the personalisation doesn't end at sails, we've also added better dye systems to many things, allowing you to colour the cushions of your chair, the sheets of your bed, and most importantly, banners!

Metal types


With the work on introducing shaders for wood types, we began to expand our horizons in ways the new shader system could be used, as well as some long term projects we've been wanting to implement for some time, and next update, they'll be here! We'll be introducing shaders for metal types as well, from silver to gold to steel and bronze, metal weapons, shields, tools will all have the shade of the metal used to make them. but there's one slight problem! Most metal items are limited to either just iron or steel, or very limited in terms of metal choice, which renders the shader system a little less effective.. but not anymore.

Coming in the next update, we'll be introducing the ability to craft many metal items from any metal, rather than just iron or steel. Be it a bronze hatchet, a brass rake, a copper halberd or lead great helmet, you'll be able to create your custom items and show them off! Some items such as nails and ribbons, as well as altars will still only be craftable using their current recipes however. Each material will have slightly varying properties compared to iron, as shown below:
  • 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% ofdamage 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 createdwhen 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% penaltyto 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%% ofdamage 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
    • 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% penaltyto lockpicking
      • -5% penalty to pendulum area of effect
      • -15% bash damage

A little to the left


if you've ever tried placing an item in just the right spot on the ground, you know it's a major hassle of pushing, pulling, gently pushing and pulling, swearing, crying and throwing cobs of corn at it, but that's about to change In the next update, you'll be able manually place items on the ground! Simply select drop > place via the menu, and you may move an image of the item around. Holding ctrl while moving will align to small grids, while holding alt will moving will move in larger grids. Scrolling the mouse wheel will rotate the model. Once you have lined up the perfect place, simply left click, and it appears exactly where you intended! This can also be used on items existing in the world already, simply right click > place. If the item is too heavy to pick up normally, you will automatically move it in push motions, with the distance moved depending on total weight of the item.
That's by no means all that's coming in 1.6, and it's simply way too big to include it all in one post, the full notes are currently available via the beta notes, but will be again posted when the update goes live. As always, keep on Wurming! Retrograde & the Wurm team To keep up to date with everything, make sure you visit our official forums https://forum.wurmonline.com Catch up with us on social media: https://www.facebook.com/wurmunlimited https://twitter.com/wurmunlimited And chat with other Wurmians on our official Discord: https://discord.gg/wurm


[ 2018-04-05 16:41:09 CET ] [ Original post ]


Wurm Devblog: 1.6 incoming!

Hi Everyone! Retrograde here with a quick overview of some of the major features coming with 1.6 which is due out tomorrow! There are a few bugs that will be addressed in a later update some time next week, but since this update has been delayed long enough, it's time to check it all out! This update is planned for around midday CET on the 6th April, so not long now! Make sure to update any mods and check with server owners about any potential issues!

Archaeology and Restoration


Archaeology and Restoration are two new skills coming in this update! When using a trowel on ground tiles, you'll be able to find fragments of items across the lands of Wurm. As you search you will find remnants of ancient, long forgotten deeds and also learn a little history about the deeds and those who occupied them. Investigating will only yield small fragments, and you'll need to work on them with a chisel and brush to identify what they might be. once you've worked out what the fragment is you'll have to piece together multiples of the same fragment in order to restore the item to its former glory. Items restored via Archaeology and Restoration have the chance of having unique runes, as well as multiple enchants that are normally not possible via enchanting. There are also Archaeology only statues, such as the statues of the four deities of wurm, as well as various creatures:

Valrei Changes


There are a fair few changes going on with the Valrei system on both Epic and normal server systems so we’ll just touch on a few of the main points for now. First up, and one of the larger changes to how Valrei works, if that player gods will no longer roam the board on Valrei. Players that use the key to the heavens will still exist on the Valrei board while they are demigods, but once they fully ascend to godhood they will be removed from the board to live out their days as gods. Existing player gods will also be removed from the board when this update goes out, however they will still provide missions and all other benefits of being a god to players. Missions for player gods will act as other missions, but will not affect the Valrei board in any meaningful way - instead they will just provide bonuses and rewards to the players completing the missions as normal. We’ve also revisited all mission types, difficulties and rewards to hopefully be a bit better than currently. Each mission type will have its own related difficulty levels and rewards scaling with difficulty. More info will be available in game for these missions than currently available, showing what needs doing and what the player (and god) will receive when the mission is completed. Successfully completing a mission for a god will cause the next mission to spawn at a higher difficulty (and higher reward for completion), where failing a mission will cause the next mission to be at a lower difficulty. Related to this is a rework of how end of scenario rewards work, where the rewards have been split up into different tiers based on scenario participation by the player. More participation in missions across the scenario will mean a higher chance to get a reward at the end of the scenario, and also a higher chance to get a better reward than those with less participation. The god that wins a scenario will also have a reworked reward system over what it currently used. We’ve also changed how the entities on Valrei fight each other when they move. Currently the entities on Valrei have two stats for their attack and vitality - these stats are used in fights when one entity tries to leave a tile that contains an enemy. These stats will be completely changed and reset in this update to instead be related to the 7 characteristic skills that are in game - Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Strength and Soul Depth. All of these stats will be used in a more complex fight system where the entities can move around a smaller game board with various actions available to them - such as ranged attacks, casting spells, and melee attacks. Once a fight occurs, a history of it is then saved on the server and will be available to players in game where you will be able to watch a replay of the battle and see exactly how your favourite god lost (or won!)

Coloured armour


Another long long desired feature is the ability to dye and colour armour. Allowing players to show off their own style and customise further, we're really excited that this has come to fruition!

We're keen to see what fashion sense Wurm Unlimited players have (or don't) so make sure to share your results with us too!

Bulk movement


Another thing coming with this update (there's so many things!) is the ability transfer items between bulk containers without constant clicking! Moving from one container to another will trigger a timer, that moves as many as you can carry each second (ignoring 100 item count, just weight limit). This will surely make Shifting contents of bulk storage a breeze (and save those wrist injuries!)

Leaky roofing begone!


This last update introduced a long desired feature, and one of the benefits of the new client, rain occlusion! This means that rain will no longer show indoors! This has been a long frustration for many a wurmian, with leaky roofing leading to poor sleep and all sorts of maladies, but no more.  

Drag to container


I'm sure absolutely everyone has had to move items between containers in the past, so I don't need to go into detail how annoying it can be managing big windows as you shuffle it all. Reducing the amount of windows needed open is one focus of ours with the new UI works, and we'll be introducing a new feature within the next update
Normally to drag items into a container, you will need to have the window of the container with the items in it open as well as a window of the recipient container. With this new feature, you'll be able to drag items directly from the window of the container with the items in it onto the model itself, it will then place the items inside the container

Affinities


As we all know, (or for those who don't) affinities grant a 10% skill gain bonus to the skill they're attached to. The existing mechanic with affinities is each player starts with one (hidden until premium), but it can be lost through a death to an enemy kingdom player when above 20 fight skill. With the next update, we’ll be changing how affinities are gained and lost, as well as expanding on a more PvE friendly mechanic as well., Firstly, we’ll be introducing the ability to gain new affinities via the use of skills, with a small chance to gain any affinity of a skill you’re using, including characteristics, parent skills, and sub skills. Secondly, gaining affinities via PvP will be changed to take into account the killer’s existing affinities in that skill, where there will be an increasing chance to not gain the affinity lost by the deceased depending on the number of affinities the killer has in that skill. This will mean neither the deceased or the killer will get that affinity. We’ll also be making some changes to how the overkilling mechanics in PvP work, so alt abuse is less prevalent. Firstly with overall kills on a single character being taken into account rather than just the number of kills on that character from a specific other character, and secondly with tweaking how the existing overkilling timers work.

Forge cleaning


A long running request has been to have a way to utilise forges in order to generate ash, and in the next update we'll be adding the ability to collect ash out of unlit forges It will take a few things into account including firemaking skill, and we'll have the full details available in the patch notes

Shiver me Timbers


A long long time ago, on a server far far away, each boat wood type had their own textures, from cedar to willow to olive (the best). This was all changed with the addition of new models such as ships and bulk storage, but that may soon change...

Dye improvements



With this update, we'll be introducing the ability to dye the sail separately to the rest of the ship, requiring less dye, and allowing for greater showing off, the colours are more vivid, and don't turn the boat the entire shade too, meaning you can show off your wood type AND favourite colour. But also...
Yep, the personalisation doesn't end at sails, we've also added better dye systems to many things, allowing you to colour the cushions of your chair, the sheets of your bed, and most importantly, banners!

Metal types


With the work on introducing shaders for wood types, we began to expand our horizons in ways the new shader system could be used, as well as some long term projects we've been wanting to implement for some time, and next update, they'll be here! We'll be introducing shaders for metal types as well, from silver to gold to steel and bronze, metal weapons, shields, tools will all have the shade of the metal used to make them. but there's one slight problem! Most metal items are limited to either just iron or steel, or very limited in terms of metal choice, which renders the shader system a little less effective.. but not anymore.

Coming in the next update, we'll be introducing the ability to craft many metal items from any metal, rather than just iron or steel. Be it a bronze hatchet, a brass rake, a copper halberd or lead great helmet, you'll be able to create your custom items and show them off! Some items such as nails and ribbons, as well as altars will still only be craftable using their current recipes however. Each material will have slightly varying properties compared to iron, as shown below:
  • 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
    • 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

A little to the left


if you've ever tried placing an item in just the right spot on the ground, you know it's a major hassle of pushing, pulling, gently pushing and pulling, swearing, crying and throwing cobs of corn at it, but that's about to change In the next update, you'll be able manually place items on the ground! Simply select drop > place via the menu, and you may move an image of the item around. Holding ctrl while moving will align to small grids, while holding alt will moving will move in larger grids. Scrolling the mouse wheel will rotate the model. Once you have lined up the perfect place, simply left click, and it appears exactly where you intended! This can also be used on items existing in the world already, simply right click > place. If the item is too heavy to pick up normally, you will automatically move it in push motions, with the distance moved depending on total weight of the item.
That's by no means all that's coming in 1.6, and it's simply way too big to include it all in one post, the full notes are currently available via the beta notes, but will be again posted when the update goes live. As always, keep on Wurming! Retrograde & the Wurm team To keep up to date with everything, make sure you visit our official forums https://forum.wurmonline.com Catch up with us on social media: https://www.facebook.com/wurmunlimited https://twitter.com/wurmunlimited And chat with other Wurmians on our official Discord: https://discord.gg/wurm


[ 2018-04-05 16:41:09 CET ] [ Original post ]


Wurm Unlimited 1.6 Beta

Greetings wurmians! The long delayed 1.6 update is finally here in beta! With new skills, overhauls of many systems, and major features, this update is quite large, and may break servers, so never run this version without making a backup copy of your existing server! As always, you can report bugs via our steam forums or official forums here: https://forum.wurmonline.com/index.php?/forum/269-technical-issues/ Enjoy! The Wurm team

General Changes & Additions


  • New: Archaeology and Restoration skills have been added.
    • Players can now investigate tiles with a trowel to find fragments of items.
    • Investigating on old disbanded settlements has a chance to yield unique items.
    • Unidentified fragments will need to be identified with the use of a chisel or metal brush.
    • Each identify action will reduce the weight of the fragment.
    • Once the fragment weight is equal to the weight of the fragmented item, the fragment will become a fragment of the item.
    • Using the correct tool to identify will increase the amount of weight lost each action.
    • Fragments can then be combined with fragments of the same item until the complete item is made.
    • Resulting items have a chance to be created with multiple runes or random enchants.
  • Added "May plant" permission to village roles.
  • New:  You can now re-pave a highway tile without having to destroy catseyes and waystones and disrupting the valid highway.
    • NOTE over 20 body strength will be necessary for this
    • Permissions are required to do this on deed and in perimeters.
    • You can also pave bridge parts when they are part of a highway, also can be repaved once paved.
  • New:  In addition to renaming the shelves in the Bulk Storage container unit, you can now also rename the shelves of the larder and the large storage unit.
  • New: Mine door graphics have been improved and mine door animation has been added.
    • Placing a mine door will now level the upper border of the mine entrance to the lowest side.
    • If the border is shared with a fence or house it will remain uneven.
    • The top border will need to be flat in order to have opening animation
    • If top border is uneven the new textures will show, but opening animation will not.
    • Mine doors can now be removed with the use of a crowbar.
      • To remove a mine door you must be the owner, or have the manage item permission.
  • New: Bulk-to-bulk transfers:
    • Amount transferred is depending on your strength in relation to the weight of the item type you’re transferring. If you can carry 20, you’ll move 20 at a time. If you can carry (the weight of) 2000, you’ll transfer 2000 at a time.
    • Take note that the carry weight respects how much you’re currently carrying in your inventory.
    • The action ‘ticks’ once every second, so it’s not a long wait.
    • Multiple actions of transferring can be queued.
    • The action is triggered by dragging a bulk item from one bulk container to another, you will have the regular bulk item transfer options (default numbers up to 50), MAX, or entering a number in the text field at the top. If you have 500 iron lumps, but only want to transfer 430, enter the number in the text field.
  • Face shots will now take head armour as the armour value.
  • Meditation path level up cooldowns have been lowered and the cap has been reduced from 24 days to 18 days
    • Level 1: 12h
    • Level 2: 1 day
    • Level 3: 2 days
    • Level 4: 4.5 days
    • Level 5: 8 days
    • Level 6: 12.5 days
    • Level 7+: 18 days
    • If your Meditation skill is higher than current level x 15 the cooldown timer will be halved (e.g. If you have higher than 45 Meditation, the time between level 3 and 4 will be 2.25 days instead of 4.5 days.)
  • A new creature movement featurehas been introduced to improve creature AI
    • Note: This can be managed via the feature management window with a GM account power 4+
  • Changed the speed penalty of all plate helms to be the same.
  • Player god missions should no longer spawn on Freedom servers.
  • Instead of being individually added upon branding, creatures will now have a special role for citizens with brand permissions on a deed. This will mean leaving the deed will revoke all permissions on branded creatures.
  • Wires can now be put into bulk bins.
  • Lurker in the woods cast pendulums will now show the name of the champion creature located instead of “presence”.
  • Lurker in the woods and Lurker in the deep cast pendulums will now scale according to server size:
    • 2048 tile servers will be power / 100 x 64 = tile radius.
    • 4096 servers will be power / 100 x 128  = tile radius.
    • 8192 servers will be power / 100 x 256 = tile radius.
  • Added small bag
    • Small bag is created with a needle on leather.
    • Small bags are not containers, but are used in creation of saddlebags.
  • Added saddlebags
    • Saddlebags are created with a leather belt on a small bag, and finished with an additional leather belt and small bag.
    • Any weight in the saddlebag will count as half weight for speed calculations on the horse.
    • Saddles are now considered containers, which can only take saddlebag items.
    • Saddlebags are placed inside the saddle on the horse, and can be reached by the equipment menu
    • A separate option to access saddlebags independently of the equipment menu is in the works, but not available at this time
  • Adjusted some creatures spawn tile requirements to prevent the over abundance of seal colonies on rocky shores. Rats can now spawn on rock near water and seals may spawn on beaches.
  • The ability to dig dirt or resources directly into a pile has been added. The keybind dig_to_pile will allow you to dig dirt and other resources and have them go into a pile at your feet.  Once the pile is full, the resources will go into inventory. This is only available via the keybind which can be set in the console or in the keybind tab on the settings page.
  • Hell horses now have new colour names to differentiate them from regular horses.
    • Brown > Cinder
    • Gold > Envious
    • Black > Shadow
    • White > Pestilential
    • Grey > Ash
    • Ebony Black > Molten
    • Piebald Pinto > Nightshade
    • Blood bay > Incandescent
  • Examining a live horse or hell horse will now give it's colour in the examine message.
  • Title for masonry 100 added - Another Brick In The Wall
  • Sealed containers can now be placed on merchants.
  • Sealed dye containers will now show the RGB in the title.
  • New keybinds:
    • INVESTIGATE - Used to find fragments on ground tiles (uses trowel or shovel after 20 skill).
    • IDENTIFY - used to identify fragments (uses chisel or metal brush).
    • COMBINE_FRAGMENTS - Used to combine fragments of the same type.
    • PAVE - Pave the whole tile with the pavement type.
    • PAVE_CORNER - Pave the nearest corner half of the tile with the pavement type.
  • New: You can now add notes to your friends list.
  • New: You can now clean your furnaces after use and collect the ash which can be used in the creation of other products.
    • Once a furnace goes out, or after being lit for 30 minutes and snuffed, ash can be collected  with the 'clean' action by activating a shovel and right clicking the furnace
    • This will provide firemaking skill
    • Resulting quality is incluenced by firemaking skill and quality of furnace
    • QL is based off your skill and the QL of the furnace (random QL based on both).
  • New: Attempting to dye an item with not enough dye will tell you how much you need
  • Armour can now be dyed and will show when worn.
  • New: You can now paint/dye certain items with one color for the wood and another for the cloth portion.
    • Dye is removed from the wooden sections with a wire brush
    • Dye is removed from the secondary (cloth) sections with lye equal to half the weight required to dye the item in the first place.
    • Note: Items that are currently dyed will have both primary and secondary sections coloured.
  • New: Wood-type shaders have been added, so many items will once again show different hues for the different wood-types. This includes wood-types for the newly added trees which never had a different hue:
    • Orange
    • Linden
    • Oleander
    • Fir
    • Chestnut
    • Walnut.
  • Change: With the addition of adding a second dye color to some items, all dye amount requirements have been reviewed and adjusted.
  • Change: Adjusted affinity gain chances to favour skills more than characteristics. This change is aimed at avoiding the majority of affinities being characteristics and to result in skill affinities being more common. We will continue to monitor and adjust affinity chances in further updates if necessary.
  • Change: Meditation abilities that only affect yourself are no longer affected by deed permissions.
  • Change: Increased post grace period decay rate for offdeed red catseyes and waystones with only one valid link.
    • New: Added the option to use the Place feature for larger items which you cannot take into inventory.
    • 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 window manually.
    • Change: You should do more damage when destroying off deed items if they are owned/created by you.
    • 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.
  • Metal items update


    • New: Many metal items and tools can now be crafted with any metal.
    • New: Metal items will now take on a hue depending on the metal used in creation
    • Change: Ore is no longer capped at 50 Quality on Epic Home Servers.
    • New: Metal lumps can now be combined to up to 64 of the item or 64kg, whichever is the higher.
      • Note: This allows lumps such as gold, silver and brass to be combined past the 64x count, allowing it to be used to create larger items.Metal items will now have special bonuses and penalties depending on metal type used::
      • As the list is too long for Steam, the full details can be found here: https://forum.wurmonline.com/index.php?/topic/161990-new-metal-type-properties/
     

    Bug Fixes:


Overkilling Changes:


(Note: Overkilling is the mechanic that stops any skillgain, affinity gain, rank bonuses etc from killing a player in PvP too often)
  • The time limit of 3 hours between kills to trigger overkilling of another player (after having killed them at least 3 times already per player) has been increased to 6 hours.
  • Overall kills on a single player are now tracked, and will count as overkilling if killed more than 3 times by any other player in a short time.
    • When killed in PvP a player will gain a death count and a 3 hour timer will tick down.
    • If killed while that timer is ticking down, another death count will be gained, and the timer will reset to the 3 hour mark and start again.
    • After this timer has ticked down, a death is removed from their count and the timer will reset if any death counts remain.
    • If a player’s death count increases over 3, then any PvP kills against them will count as overkilling until that death count is again below 3.

Epic system changes:


These changes are activated by ticking the epic checkbox in server settings.
  • Changes to base damage reduction rates for armours:
    • Leather from 45% to 60%
    • Studded from 50% to 62.5%
    • Chain from 55% to 62.5%
    • Cloth from 35% to 40%
    • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
  • Changes to metal type damage reduction bonuses for armours:
    • Glimmersteel and Seryll from 10% to 5%
    • Steel from 2% to 2.5%
  • Changes to movement speed modifiers from wearing armour:
    • Plate armour should be slightly faster when worn now.
    • Lowered the movement speed reduction from all helms.
    • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
    • Adamantine armours now have a 5% movement speed bonus.
  • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
    • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
    • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
    • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
    • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
    • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
    • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
    • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.
  • Changes to how Bloodthirst scales damage at higher powers:
    • Bloodthirst damage bonus has now been reduced to 33% of weapon damage at 10,000 power
    • Bloodthirst power gain no longer slows down after 5,000 against creatures.
  • Locate Soul range has been reduced to 200 tiles. Beyond that range you will receive the message "No such soul found".
  • Upkeep costs for Spirit guards on Epic servers will now scale according to how many you have, starting at 1 silver per month for the first guard, and increasing by 50 coppers more than the previous guard
    • 1 guard 1 silver upkeep
    • 2 guards 2.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver)
    • 3 guards 4.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver, 3rd guard 2 silver)
  • Oakshell changes:
    • Oakshell now properly slows a mount based on power of cast
    • A cast of under 70 power will give the creature a rare glow, a cast of over 70 will show a supreme glow.
  • Players in mines will only have a 20 tile (radius) local visibility both below and above ground, so no more hiding in mines to spy on a 80 tile above ground local.
  • Kingdom influence on Epic servers will now update dynamically when towers are captured or destroyed without needing a restart.
  • Scale and drake armour will no longer drop upon leaving the world.

Player Gods


  • Once a player has ascended to demigod status, they still control a random hex, allied to the god that favours their kingdom and hostile to others. Being defeated in combat will remove them from the board.
  • If their god wins and can promote an ally, the player god will ascend to godhood and become a full god.
  • The player god is then removed from the Valrei board, but still is allowed followers, priests and a spellbook, they will no longer move on the valrei map or give missions.
  • Deity statistics have been changed from Vitality and Strength to:
    • Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Depth, and Soul Strength

Deity Fights


  • When gods meet on the same tile they will move into a smaller hex map for the fight. Fights can be viewed and replayed from the valrei map
  • When fighting, gods may perform different actions, and favour those more suited to their stats
  • Ranged attack - Body stamina, Body control
  • Spell regeneration - Mind logic, Mind speed
  • Melee attack - Body strength, Body control
  • Defence (passive) - Body strength, Body stamina
  • Deity spellcasting - Soul strength, Soul depth
  • Sorcery spellcasting - Mind Logic, Soul depth
  • Spell defence (passive) - Mind speed, Soul strength

Mission Difficulty


  • Missions will now generate on a difficulty scale, with higher difficulty missions providing more scenario points, sleep bonus, and karma.
  • Current mission difficulty, available sleep bonus and karma can be viewed in the mission details window
  • For each successful mission completed, the difficulty will go up by 1 for the subsequent mission.
  • Failing or not completing a mission will lower the difficulty of the next mission by 2.
  • If a member of another kingdom sabotages a mission that is possible to sabotage (e.g. cutting down a tree), the mission will be failed and lower the difficulty of the next mission by 2.
  • Mission types are separated by difficulty, with home servers getting easier missions, and enemy servers getting harder missions.
  • Sleep bonus is now divided amongst participants similar to how karma is
  • Successfully completed missions will also provide boosts to deity stats. If a deity wins the scenario they will keep the boosted stats into the next scenario.

Mission Changes


  • New mission types
    • Destroy guard tower in enemy territory
    • Sacrifice creatures
      • This will require lowering the creatures health and then using a sacrificial knife on the creature in the corresponding gods domain,
    • Kill tower guards
  • Changed mission types
    • Missions involving creatures to be killed or sacrificed will now spawn those creatures specifically for the mission..
    • Traitor mission creatures will be marked with a special effect and will also have oakshell.
    • Trees marked for a mission will now have a special effect.

Scenario Rewards


  • Rewards from completing scenarios will now be split across three tiers
    • Tier 1 (1 winner): top 20% of contributors - random single use tome.
    • Tier 2 (3 winners): Top 50% of contributors - 3 random tome fragments
    • Tier 3 (5 winners): entire pool of contributors - Seryll lump or random tome fragment
  • If a player has already won a reward, they cannot win again in that scenario reward pool.
  • Tier 1 winners that are also in the top 5% of contributors will have a small chance to win a huge egg or key to the heavens instead of the single use tome.
  • Deity rewards upon a scenario win have been changed slightly to take into account the new skills used in fights, and more balanced rewards.

New Affinity System:


  • When using a skill characters will now have a small chance to gain an affinity in that skill upon a successful skill check.
    • On average once every 2 hours, a character will open a 15s window of time where every successful skill check will have a chance to gain an affinity in that skill. (e.g if you are mining during this window, you could gain an affinity in mining, pickaxe, miscellaneous items, body stamina, body strength, soul strength, mind logic, mind, soul, or body)
    • The chance to gain an affinity is 1/500 if you have no affinities in that skill, 1/1000 if you have one affinity, 1/1500 if you have two affinities, 1/2000 if you have 3 affinities and 1/2500 if you have 4 affinities.
    • If an affinity is successfully gained during the 15s window, the window will reset and no more will be able to be gained until the next window on that character.
    • This window will remain open and check every skill tick until an affinity is gained or the 15 seconds is up.
    • We will be monitoring these chances and making changes as necessary.
  • Stealing affinities upon killing a character in PvP has changed:
    • If the dead character only has one affinity total, they will not lose that affinity and the killer will not gain an affinity.
    • If the dead character has more than one affinity, then a random one is lost and may go to the killer.
      • If the dead character has more affinities in that skill than the killer, then the killer will gain that affinity 100% of the time.
      • Otherwise, the chance for the killer to gain the affinity is dependant on the difference between the number of affinities in that skill each player has (before the dead character loses the affinity).
      • If the difference is 0, the chance is 50% for the killer to gain the affinity. Difference of 1 is 25%, difference of 2 is 12.5% and difference of 3 is 6.25%.
    • If an affinity is lost by the dead character and none gained by the killer, then the killer will receive a timed affinity in that skill that will last for a week.

GM Changes:


  • GM Tool: Arch+ now has the ability to remove a single recipe from a single player as well as removing a named recipe from a player.
  • GM Tool: Added Kingdom information to GM Tool for servers.
  • GM Tool: Added secondary color information to GM Tool
  • GM Tool: Summoning a creature in a cave will now put them in the cave level instead of on the surface.
  • GM Tool: Arch+ added two debug commands in order to help with identifying bugged dens preventing deed expansion
  • Improved messaging for Imp command #removeknownrecipes.
  • GM: Showhero command updated.
    • The command can be used as #showhero or #showheros or #showheroes... really as long as it contains "#showhero".
    • It will now retrieve an actual up to date list of people who have a certain power
    • It will give you the result per server
  • GM: GM tool now gives the e,w,n,s tiles from token when getting village data.
  • GM: Search by IP now shows the list of players, server and online/offline status.
  • GM: Added not runeable to manage restrictions.
  • GM: Removed GM menu option and keybind for dredge in caves which causes the tile to turn to rock. Added a fix via change terrain to fix any rock tiles in caves.
  • Mission ruler overhaul
    • The mission ruler now has a new UI, and several new features:
    • Mission triggers may now occur within a range of %.
    • Mission triggers may have multiple trigger effects.
    • Trigger effects may be caused by multiple mission triggers.
    • The mission list page has been split to be able to filter by owned missions, GM spawned missions, and deity missions.

Client Changes:


  • Added rain occlusion - rain and snow will no longer appear under roofs. (GLSL and FBO must be enabled in your client for this to properly work)
    • NOTE: This does not mean that paved tiles inside buildings will no longer have the snow texture.
  • Rain occlusion is now linked to Detailed Weather option in settings.
  • General performance improvements.
  • Addressed memory issues with other players in local.
  • Addressed crashing issue with latest Nvidia drivers.
 

Bug Fixes:


  • Bugfix: Various text fixes.
  • Bugfix: Rounded stone bridge icons now have correct images.
  • Bugfix: The chocolate milk recipe should no longer be shown as a sub recipe when cow milk is required.
  • Bugfix: Building over planted items underground should give you the take option as it does above ground.
  • Bugfix: Action bar will now correctly identify what you are gathering (kelp, reed or grass) based on the tile type.
  • Bugfix: Fixed error message when viewing history of branded animals via right click permissions.
  • Bugfix: Pulp and paper now indicate the correct woodtype.
  • Bugfix: Disallowed PvP opportunity attacks on other players on PvE servers, except in spars/duels.
  • Bugfix: Rare fishing spots will now correctly move when the season (and thus fish type) changes.
  • Bugfix: PvP - Disabling lawful now lets you bypass anti-archery permissions and gives penalty for doing so
  • Bugfix: Fixed an issue with mining or digging a tile corner from too far a distance.
  • Bugfix: Horse and Hell Horse corpses should match the color of the live horse/hell horse.
  • Bugfix: Fix for bulk bins taking the 5% tax tick immediately when moving them from deed to off deed.
  • Bugfix: You should no longer lose total fillet weight when adding them to a bulk container. Fillets will still be reduced to .30 wt, but the quantity will be increased to reflect the total weight of the fillets before putting them into a bulk container.
  • Bugfix: Tree stumps for centered trees will now also be centered.
  • Bugfix: Fixed an issue which caused herbs planted while in inventory falling to the ground with the message that they will not fit in the planter rack.
  • Bugfix: Fixed a bug which allowed a mine entrance to be opened onto a bridge.
  • Bugfix: Dug up artifacts (endgame items on PvP servers) will have the correct number of charges (30) as recharged artifacts.
    • WARNING:This affects all artifacts not in ground, dug up artifacts before this patch will need recharging before the older 4 month time and the charges on the artifact will be reduced to 30 if they have more than 30 charges remaining when they are picked up.
  • Bugfix: Fixed issue preventing planting catseyes (and waystones) under bridge entrances.
  • Bugfix: Removed creator tag on a few bulk food items that should not have had tags at all.
  • Bugfix: Inventory groups will no longer be able to destroy floors or take damage from that action.
  • Bugfix: Timers for flattening and leveling tile borders have been corrected.
  • Bugfix: Mining timers should now scale properly starting at 25s at level 1.
  • 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:  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 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: 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.
  • 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.


[ 2018-03-25 23:51:43 CET ] [ Original post ]


Patch Notes 1.5.2.1 Live

This update adds the fix from 1.5.1.1 to non login servers This is a minor change and all 1.5.2.1 clients will be compatible with 1.5.0.1 and 1.5.1.1 servers. This is a client-only change.


[ 2017-10-13 00:39:25 CET ] [ Original post ]


October Devblog - Welcome to Wurm!

 

Devblog October - Welcome to Wurm!


Hi Everyone! It's been almost two years since the launch of Wurm Unlimited, and we've seen over fifty thousand people play our game, It's amazing to see just how inventive and creative people have been, and one of my favourite things to do is wander across servers looking at what everyone has built. We've got big plans for what's in the works, including the update to the user interface, introduction of a few new visual features, and a new skill, what is it? You'll just have to read on.. It's finally out, 1.5.1.1 has launched and we have some huge changes with it, including my favourite, the new rendering engine! We have also teamed up with Humble Bundle for the Humble Endless RPG Lands bundle! This bundle claims an impressive 300+ hours worth of playtime across all games, with almost half of that coming from Wurm Unlimited. For those new to wurm, welcome! Wurm is a huge game with a lot to wrap your head around, so we'll touch on a few resources that might help you in your time here

Wurmpedia


www.wurmpedia.com The wurmpedia is THE resource for wurm knowledge. It's a labour of love for many years, with a hard working team that adds all the new info as the update come, and has some very handy guides on performing tasks. If you want to know how to do something, the wurmpedia will have the info you need. The website can be found by going to www.wurmpedia.com but you can also access it ingame by pressing the H key, this brings up the wiki search option and you can type what you're looking for in there (bear in mind it's not great for tables and such, best as a quick info. The website is much better)

Discord


We have an official Wurm Online discord, but you're all welcome too! We have many experienced veterans from both Wurm Unlimited and Wurm Online, and many servers have their own discord servers too. It's a great way of chatting and coordinating with other members of your server, or just catching up on what's been happening For the official Wurm discord, go here: https://discord.gg/TTr9KPm

Youtube


There are many youtube channels dedicated to Wurm, with some showing off their works, discussing changes, and in depth tutorials. There's a few helpful tutorials out there, but if you're looking to start you can't go wrong with these two:

MootReds tutorial series


https://youtu.be/0TsUpiQUVQI?list=PLoYkV9mFBtIduDW9Y_4Q-p5GYY7HYD4us Mootred, a youtuber from the Wyvern server touches on a few important aspects of getting setup in Wurm, including how to use the user interface, which can often be confusing, so make sure you give that one a watch especially if you're having difficulty getting used to it. He also has a tutorial series on the first hour of Wurm Unlimited, so check that out if you don't know what to do as well!

Gamester4lifes Tutorial series


https://youtu.be/0dndxDUlYi8?list=PLz9VeMQzouzS0qqEAK5hoWjoZR-VeKq1B Gamester4life does awesome indepth tutorials on certain aspects of wurm, with a whopping 200+ videos, there's plenty to watch while you play and get used to the game There's plenty more videos and streams out there, so if you're looking for something to watch while you play, or prefer learning from watching than reading, definitely have a look!

Works In Progress


Now, with the big 1.5 release I bet you're all wondering just what's next for Wurm? Well, those who follow our Wurm Online devblogs for the MMO have had a bit of a hint, with the upcoming release of a major update! While some of these features will be Wurm Online only, there will be some coming to Wurm Unlimited, and foremost of those is two new skills! I sat down with our Product Manager, Budda, and the Factional Fight brothers, some long time Wurm streamers/Youtubers, and we showcased the new skills in a special video with them here: https://youtu.be/hZIO5u0gTQw

Archaeology


Archaeology is the exploration of ancient civilisation, which may sound a little odd at first, but in Wurm terms, it's about exploring the lands and finding remnants of deeds past. Players will be able to investigate land to find evidence of old deeds, and also find little fragments of items. Since many WU servers won't have old deeds to search by, we'll be looking at how to set it up for Wurm Unlimited, but it's in the works!

Restoration


Investigating will only yield small fragments, and you'll need to work on them with a chisel and brush to identify what they might be. once you've worked out what the fragment is you'll have to piece together multiples of the same fragment in order to restore the item to its former glory. Some Wurmians have been bragging that they have uncovered seemingly insignificant relics, but closer examination of some of the restored items have has shown some very unique properties, as if they've been blessed by the deities of Valrei themselves... That's not all though. Preliminary explorations on long past deeds have included reports of as yet unknown items. Could these scattered fragments be relics of ancient Wurmians? What others could there be?
Mysterious statue pieced together by exploratory Archaeology team on Celebration- Unknown date of origin

Animal Crates


We're also in the testing phase for the teased animal crates from the August devblog. We expect them to go live fairly soon on Wurm Online, and should follow to Wurm Unlimited shortly after.

New client questions


Of course with the new rendering engine some may have questions about performance or optimising, so make sure to check out our official forums for help, our client dev has been extremely hard at work in addressing issues raised and if you do encounter any please remember to include a copy of your games console log! This is found at SteamsteamappscommonWurm UnlimitedWurmLauncherPlayerFiles as console.playername.log Of course, you're always welcome to jump into Discord and ask questions there, and we'll do our best to help! That's it for now from us, we've got a lot of work underway, and I hope you're all enjoying the latest update and busily building highways, I myself have some skills to grind! Until next time, keep on Wurming! Retrograde & the Wurm team. Like us on Facebook: https://www.facebook.com/wurmunlimited Follow us on Twitter: https://twitter.com/wurmunlimited


[ 2017-10-12 13:56:27 CET ] [ Original post ]


1.5.1.1 Released

Hi all, I've pushed out 1.5.1.1 to resolve a connectivity issue on high traffic servers. This is a minor change and all 1.5.1.1 clients will be compatible with 1.5.0.1 servers. This is a client-only change, but a complete update was pushed for version matching purposes. Thank you!


[ 2017-10-12 02:37:52 CET ] [ Original post ]


Patch notes - 1.5.0.1 Live

Hi Everyone, This update introduces several major features. The new highway system is in, with the ability to find routes and protect major thoroughfares, and the new wall types in the textures introduced earlier this year. Most importantly, this update includes the new rendering client, with improved lighting and shading and a whole lot of updates under the hood. If you encounter any performance issues please make a report on our community forums along with a copy of the console log [shows as console.playername.log], found in your steam folder at: SteamsteamappscommonWurm UnlimitedWurmLauncherPlayerFiles

Changes and additions


New fences and parapets are now available
  • The following fence types can now be built in Slate, Sandstone, Marble, Pottery brick, Rounded stone, and rendered.
  • Tall Stone Wall
  • Portcullis
  • High Iron Fence
  • High Iron Fence Gate
  • Stone Parapet
  • Chain Fence

Crate rack


  • Crate rack for storing large and small crates.
  • The crate rack can hold 30 large crates or 51 small crates’

New highway system


Overview


  • The new highway system is enabled by default on PvE servers.
  • This feature can be disabled or enabled via the feature management window with the Ebony wand for GM's with power 4+
  • Paved highways of 2 or 3 tiles can be protected by the use of catseyes and waystones
  • Protected paved tiles cannot be destroyed, but can be terraformed with a limit of 20 slope (28 diagonally).

Catseyes and waystones


  • Blind catseyes are created with rock shards and a stone chisel, and then turned into catseyes with the addition of an eye.
  • Waystones are made with a chisel on a rock shard, and completed with a compass and a shaft.
  • Paved tiles that are two or three tiles wide can be protected by placing catseyes or waystones on adjacent tile corners.
  • A catseye may only connect to 2 catseyes or waystones and must be connected to one to allow planting.
  • Waystones will create junctions for multiple highway routes to connect and will require being connected to at least one catseye to allow planting off deed. Note: On deed a waystone may be planted without any connections.

Viewing protection


  • Possible protected tiles and links can be viewed before planting a catseye or waystone by activating the item and right clicking an eligible tile corner (one with a planted catseye or waystone on an adjacent tile).
  • Once planted, the protected tiles and links can be viewed by right clicking on the object and selecting it in the menu.
  • Planting catseyes off deed becomes faster as your paving skill increases.
  • It is advised to use this to ensure the correct tiles will be protected when joining highway junctions.

Finding deeds


  • Deeds that have a waystone on deed may be found via the “find route” option on a waystone that is connected to the same highway.
  • If opted in, they may be found in the drop down menu, if they have not opted in they may still be found by inputting the exact deed name

Village settings


  • Village settings will be used for several purposes
  • Allowing highways to be built or connected on deed or within 3 tiles of the deed (in village perimeter).
  • KoS may not be used if the village is set to allow highways being built through the deed or within 3 tiles of the perimeter.
  • Allowing highways to be found via the drop down menu on any waystone connected to the same highway
  • Note, even if this is disabled, the village may be found by typing the exact name into the text box.

Epic structure changes on freedom.


  • Deeds can now be placed and resized over Epic structures.
  • Epic structures no longer require a mission to create them.
  • Missions have a chance of generating at any off deed Epic structure.
  • Ritual missions will pick a random structure type before picking a random structure of that type.
  • Epic structures now report helpers and percentages correctly.

Deed planner exporter changes:


  • New wall/fence types and bushes as well as floors are now exported properly
  • Deed borders are exported as DeedPlanner border
  • If deed is coastal, all height values on map will be accurate. Otherwise, lowest point on plan will have height 5 when imported into the DeedPlanner
 
  • Olive and chestnut tree trunks are now thinner by 60%)
  • Cave entrances can now be reinforced, prepared, and paved like other cave floors.
  • Priests that can dig without going faithless can now dredge.
 
  • Metallic Liquid will now come in a potion bottle when looted and will actually work when ‘smeared’ onto an item.
    • The imbue will start with 100 power, no matter what your actual skill is as long as the action succeeds.
    • Protect against items “cracking” 5 times, lose 20 power from the imbue every time it “forms cracks”
    • Protect against a single shatter. As long as the power of the imbue even exist listed on the item, it will be protected.
    • You can NOT smear another potion to “refill” the lost power, effect must be gone.
  • Can use keybinds FLATTEN or LEVEL on tile borders resulting in the raising or lowering of the tile border.
  • Less random slopes when mining forward, depending on skill level.
    • skill less than 50, +-3 (current)
    • skill = 50, variance is +-2
    • skill = 70, variance is +-1
    • skill = 90+ no variance
  • Tile corners are now available on bridges.

Champion changes


  • Kingdoms will no longer require the player god to favour them in order to ascend a champion
  • Each kingdom may have one champion per god, with a maximum of three champions
  • Courier and dark messenger no longer have cooldowns

General changes


  • Genesis now has a cooldown of 30 seconds
  • 100 shield smithing title added.
  • Eyes have been added to the huge spider butchered item list.
  • Added the name of the Capital City of the Alliance in the Village Info screen.
  • Secured/Planted forges and ovens will no longer take decay ticks on deed.
  • Removed the taming difficulty modifier on Black light kingdom players.
  • Corpses of branded animals can only be looted by those people who had ride/lead permissions on that animal prior to it’s death and it’s only ‘protected’ in that manner until server restart.
    • You do not have to be a villager of the animal brand – you just need to have had ride/lead permission prior to the animal dying.
    • People without permission cannot take, open, butcher, bury or move the corpse.
    • This protection is removed with a server restart – at that time the corpse is available to anyone.
  • You may now eat food from locked containers inside buildings if you have May Enter permission for the building and May Open permission for the container.
  • Right clicking on containers with drinkable liquid in them will now give you the drink option.
  • Renamed shelves inside a container will no longer show the shelf item or wood type, just the custom name.
    • Shelves inside containers will now have the owner set to the creator or the last person to pick up/drop the unit instead of the container itself being the owner of the shelving.
  • 3 new tapestries from the 2017 Tapestry Contest have been added.
    • Tapestry of Mclavin,
    • Tapestry of Ehizellbob,
    • Tapestry of Evening,
  • Lady Fighting Anaconda HotA statue has been added back into the HotA rewards list.
  • A new rack can be crafted for the storage of empty Bulk Storage Bins.
    • This rack can hold 30 empty bulk storage bins.
  • A new storage unit can be crafted which contains 4 bulk storage bins inside which can be filled.
    • These units will require 50 fine carpentry to build.
  • You now have the ability to build high fences in arched walls.
  • Enchant decay on tools when using them has been changed to a more linear system.
    • Previously, every five seconds of an action had a chance to reduce the enchant by 1.
    • With the new system the chance will only occur once per action, and be based on the length of the timer.

Creature movement work in progress


A new feature of creature movement changes is currently in progress, this aims to improve how creatures path across tiles and avoid hostile creatures and players in the local area. As this is a work in progress it may not function correctly in all circumstances, please exercise caution if you wish to enable it.

Client update


This update introduces a new rendering engine, with improved lighting and performance. It includes a lot of changes, and may require some tweaking if you encounter any performance impacts.
  • There is now an option to limit amount of lights rendered in your area, under advanced graphics > limit max dynamic lights. 8 is default, 1 would only have the sun/moon.
    • Brightness slider added to graphics tab
    • Outlines for friendly, allied, neutral and hostile objects and creature can now be customised.
  • Added a post-process tab in client settings to to add or remove some effects.
    • Bloom
    • FXAA (antialiasing)
    • Vignette

GM Changelog


  • GM Fix: Paint terrain should now work properly on cave entrance tiles if the target is a pavement type.
  • GM New: ARCH+ (Power 4+) can build ALL wall plans in one click. Note that all walls will be exactly the same.
  • GM New: ARCH+ (Power 4+)  can now build flooring in one click.
  • GM New: DEMI+ (3+) are no longer encumbered by weight when it comes to movement speed.
  • GM Change: Fix so Destroy walls does it in one click instead of two.
  • GM Change: Get log events will now log the first action of multiple same actions within a 5 minute timeframe on a tile to reduce spam.

Art Changes


  • Added creature LODs: Pheasant, Hen, Rooster, Chicken, Wild Cat, Wraith, Boar, Zombie, Female guards, Generic human, Gorilla, Octopus, Worg, Skeleton, Tortoise, Whale, Lavafiend, Lavaspider, Unicorn+equipment
  • Added ship LODs: Knarr, Caravel, Cog, Corbita
  • Added adamantine and glimmersteel vein textures (WU)
  • Corona for Dragon HOTA statue will no longer hover above the statue.

Bug Fixes


  • Bugfix: Fix for ‘cursed’ HoTA statues with RGB of 0 0 0.
  • Bugfix: Burnable items that degrade ql instead of damage should now properly fuel lit items.
  • Bugfix: Removed the hedge and flowerbed options from the crafting menu when inside a mine.
  • Bugfix: Fix for error being thrown when attempting to level a ceiling if the floor below it was not level.
  • Bugfix: Small chests can no longer be mailed if locked.
  • Bugfix: Fixed some spelling and text errors.
  • Bugfix: Fixed an issue which caused cooking tools to not take damage when used.
  • Bugfix: Warmachines should no longer function between world layers.
  • Bugfix: Mask of Rebirth has been removed from the Missions items list.
  • Bugfix: Fixed an issue which caused cooking tools to not take damage when used.
  • Bugfix: Fixed an issue causing crashes when using the Find route function.
  • Bugfix: Fixed the double text for build wooden plank floors.
  • Bugfix: Fix for menu option to remove reinforcement when trying to mine a ceiling above a reinforced floor.
  • Bugfix: Fix for planted items sometimes falling into a pile of decorations.
  • Bugfix: Fixed an issue where mining out a vein at a cave entrance could cause undesirable results.
  • Bugfix: Reworded mouseover text for village permission Mine Floor to indicate it also includes mining ceilings.
  • Bugfix: Fixed a number of ceiling mining issues related to reinforced flooring.
  • Bugfix: You can no longer bank locked items.
  • Bugfix: You can once again rename tents.
  • Bugfix: You should no longer be able to see through hedges and stone fencing.
  • Bugfix: Fixed an issue with pushing items into doorways from all directions when there was a bridge overhead.
  • Bugfix: Fixed an issue with pushing items onto cave bridges as well as pushing items out of doors which had bridges above.
  • Bugfix: Cooked meat has been removed from the list of valid mission items.
  • Bugfix: Wells and fountains should auto-fill again if they are on a water source tile.
  • Bugfix: Fixed an issue with destroying house walls on underground buildings even though you were the owner.
  • Bugfix: Fixed an issue with building permissions when trying to move items into a planted bins.
  • Bugfix: In Game wiki links have been fixed.
  • Bugfix: Reduced fuel usage runes now work as intended.
  • Bugfix: Fixed rune power loss with item use.
  • Bugfix: Enchanted arrows will no longer go into bulk bins.
  • Bugfix: Removed epic structures from the Create Items mission lists
  • Bugfix: Changed the description of metallic liquid as it can be used on other things, not only weapons.
  • Bugfix: Increased tower guard pathing range, addressing instances in which tower guards did not respond when called in range.
  • Bugfix: Changed the orientation of pavement on bridges to match terrain paving.
  • Bugfix: Fixed the bumpy cave floor pavement as seen with cave detail set to high.
  • Bugfix: Fixed an issue where keys ended up in a bugged state if they were inside a bank or mailbox when the lock was destroyed. Now the keys should be destroyed as well.
  • Bugfix: Fixed a bug that caused cave ceilings to examine as floors and requirement remove reinforcement permissions when above a reinforced floor.
  • Bugfix: Fix for some underground bridges causing errors resulting in players rubberbanding as they travel across the bridge.
  • Bugfix: Hota should no longer break if there is a server restart during an active event – remaining pillars should spawn seconds before the shutdown.
  • Bugfix: Fixed the issue causing decayed organic material from being stuck in a your bank taking up a slot until server restart.
  • Bugfix: Founding or expanding a settlement will now properly check for underground structure permissions.
  • Bugfix: Rarity transfer will no longer work on combined items larger than the template weight.

Known Bugs


  • Some interactions with objects (pushing, pulling, etc) on deed require an item activated to show in the menu, this will be addressed in an upcoming update.
  As usual, full patch notes and changed classes can be found at http://www.wurmunlimited.com/2017/10/10/live-version-1-5-0-1/ Until then though, keep on Wurming! Retrograde & the Wurm team Like us on Facebook: https://www.facebook.com/wurmunlimited Follow us on Twitter: https://twitter.com/wurmunlimited  


[ 2017-10-10 01:05:25 CET ] [ Original post ]


Version 1.5.0.0 Beta

Hi Everyone, This update introduces several major features. The new highway system is in, with the ability to find routes and protect major thoroughfares, and the new wall types in the textures introduced earlier this year. Most importantly, this update includes the new rendering client, with improved lighting and shading and a whole lot of updates under the hood. Most mods will not work with it until updated, so make sure to check for updates!

Changes and additions


New fences and parapets are now available
  • The following fence types can now be built in Slate, Sandstone, Marble, Pottery brick, Rounded stone, and rendered.
  • Tall Stone Wall
  • Portcullis
  • High Iron Fence
  • High Iron Fence Gate
  • Stone Parapet
  • Chain Fence

Crate rack


  • Crate rack for storing large and small crates.
  • The crate rack can hold 30 large crates or 51 small crates’

New highway system


Overview


  • The new highway system has been enabled on PvE servers.
  • Paved highways of 2 or 3 tiles can be protected by the use of catseyes and waystones
  • Protected paved tiles cannot be destroyed, but can be terraformed with a limit of 20 slope (28 diagonally).

Catseyes and waystones


  • Blind catseyes are created with rock shards and a stone chisel, and then turned into catseyes with the addition of an eye.
  • Waystones are made with a chisel on a rock shard, and completed with a compass and a shaft.
  • Paved tiles that are two or three tiles wide can be protected by placing catseyes or waystones on adjacent tile corners.
  • A catseye may only connect to 2 catseyes or waystones and must be connected to one to allow planting.
  • Waystones will create junctions for multiple highway routes to connect and will require being connected to at least one catseye to allow planting off deed. Note: On deed a waystone may be planted without any connections.

Viewing protection


  • Possible protected tiles and links can be viewed before planting a catseye or waystone by activating the item and right clicking an eligible tile corner (one with a planted catseye or waystone on an adjacent tile).
  • Once planted, the protected tiles and links can be viewed by right clicking on the object and selecting it in the menu.
  • Planting catseyes off deed becomes faster as your paving skill increases.
  • It is advised to use this to ensure the correct tiles will be protected when joining highway junctions.

Finding deeds


  • Deeds that have a waystone on deed may be found via the “find route” option on a waystone that is connected to the same highway.
  • If opted in, they may be found in the drop down menu, if they have not opted in they may still be found by inputting the exact deed name

Village settings


  • Village settings will be used for several purposes
  • Allowing highways to be built or connected on deed or within 3 tiles of the deed (in village perimeter).
  • KoS may not be used if the village is set to allow highways being built through the deed or within 3 tiles of the perimeter.
  • Allowing highways to be found via the drop down menu on any waystone connected to the same highway
  • Note, even if this is disabled, the village may be found by typing the exact name into the text box.

Epic structure changes on freedom.


  • Deeds can now be placed and resized over Epic structures.
  • Epic structures no longer require a mission to create them.
  • Missions have a chance of generating at any off deed Epic structure.
  • Ritual missions will pick a random structure type before picking a random structure of that type.
  • Epic structures now report helpers and percentages correctly.

Deed planner exporter changes:


  • New wall/fence types and bushes as well as floors are now exported properly
  • Deed borders are exported as DeedPlanner border
  • If deed is coastal, all height values on map will be accurate. Otherwise, lowest point on plan will have height 5 when imported into the DeedPlanner
 
  • Olive and chestnut tree trunks are now thinner by 60%)
  • Cave entrances can now be reinforced, prepared, and paved like other cave floors.
  • Priests that can dig without going faithless can now dredge.
 
  • Metallic Liquid will now come in a potion bottle when looted and will actually work when ‘smeared’ onto an item.
    • The imbue will start with 100 power, no matter what your actual skill is as long as the action succeeds.
    • Protect against items “cracking” 5 times, lose 20 power from the imbue every time it “forms cracks”
    • Protect against a single shatter. As long as the power of the imbue even exist listed on the item, it will be protected.
    • You can NOT smear another potion to “refill” the lost power, effect must be gone.
  • Can use keybinds FLATTEN or LEVEL on tile borders resulting in the raising or lowering of the tile border.
  • Less random slopes when mining forward, depending on skill level.
    • skill less than 50, +-3 (current)
    • skill = 50, variance is +-2
    • skill = 70, variance is +-1
    • skill = 90+ no variance
  • Tile corners are now available on bridges.

Champion changes


  • Kingdoms will no longer require the player god to favour them in order to ascend a champion
  • Each kingdom may have one champion per god, with a maximum of three champions
  • Courier and dark messenger no longer have cooldowns

General changes


  • Genesis now has a cooldown of 30 seconds
  • 100 shield smithing title added.
  • Eyes have been added to the huge spider butchered item list.
  • Added the name of the Capital City of the Alliance in the Village Info screen.
  • Secured/Planted forges and ovens will no longer take decay ticks on deed.
  • Removed the taming difficulty modifier on Black light kingdom players.
  • Corpses of branded animals can only be looted by those people who had ride/lead permissions on that animal prior to it’s death and it’s only ‘protected’ in that manner until server restart.
    • You do not have to be a villager of the animal brand – you just need to have had ride/lead permission prior to the animal dying.
    • People without permission cannot take, open, butcher, bury or move the corpse.
    • This protection is removed with a server restart – at that time the corpse is available to anyone.
  • You may now eat food from locked containers inside buildings if you have May Enter permission for the building and May Open permission for the container.
  • Right clicking on containers with drinkable liquid in them will now give you the drink option.
  • Renamed shelves inside a container will no longer show the shelf item or wood type, just the custom name.
    • Shelves inside containers will now have the owner set to the creator or the last person to pick up/drop the unit instead of the container itself being the owner of the shelving.
  • 3 new tapestries from the 2017 Tapestry Contest have been added.
    • Tapestry of Mclavin,
    • Tapestry of Ehizellbob,
    • Tapestry of Evening,
  • Lady Fighting Anaconda HotA statue has been added back into the HotA rewards list.
  • A new rack can be crafted for the storage of empty Bulk Storage Bins.
    • This rack can hold 30 empty bulk storage bins.
  • A new storage unit can be crafted which contains 4 bulk storage bins inside which can be filled.
    • These units will require 50 fine carpentry to build.
  • You now have the ability to build high fences in arched walls.
  • Enchant decay on tools when using them has been changed to a more linear system.
    • Previously, every five seconds of an action had a chance to reduce the enchant by 1.
    • With the new system the chance will only occur once per action, and be based on the length of the timer.

Creature movement work in progress


A new feature of creature movement changes is currently in progress, this aims to improve how creatures path across tiles and avoid hostile creatures and players in the local area. As this is a work in progress it may not function correctly in all circumstances, please exercise caution if you wish to enable it.

Client update


This update introduces a new rendering engine, with improved lighting and performance. It includes a lot of changes, and may require some tweaking if you encounter any performance impacts.
  • There is now an option to limit amount of lights rendered in your area, under advanced graphics > limit max dynamic lights. 8 is default, 1 would only have the sun/moon.
    • Brightness slider added to graphics tab
    • Outlines for friendly, allied, neutral and hostile objects and creature can now be customised.
  • Added a post-process tab in client settings to to add or remove some effects.
    • Bloom
    • FXAA (antialiasing)
    • Vignette

GM Changelog


  • GM Fix: Paint terrain should now work properly on cave entrance tiles if the target is a pavement type.
  • GM New: ARCH+ (Power 4+) can build ALL wall plans in one click. Note that all walls will be exactly the same.
  • GM New: ARCH+ (Power 4+)  can now build flooring in one click.
  • GM New: DEMI+ (3+) are no longer encumbered by weight when it comes to movement speed.
  • GM Change: Fix so Destroy walls does it in one click instead of two.
  • GM Change: Get log events will now log the first action of multiple same actions within a 5 minute timeframe on a tile to reduce spam.

Art Changes


  • Added creature LODs: Pheasant, Hen, Rooster, Chicken, Wild Cat, Wraith, Boar, Zombie, Female guards, Generic human, Gorilla, Octopus, Worg, Skeleton, Tortoise, Whale, Lavafiend, Lavaspider, Unicorn+equipment
  • Added ship LODs: Knarr, Caravel, Cog, Corbita
  • Added adamantine and glimmersteel vein textures (WU)
  • Corona for Dragon HOTA statue will no longer hover above the statue.

Bug Fixes


  • Bugfix: Fix for ‘cursed’ HoTA statues with RGB of 0 0 0.
  • Bugfix: Burnable items that degrade ql instead of damage should now properly fuel lit items.
  • Bugfix: Removed the hedge and flowerbed options from the crafting menu when inside a mine.
  • Bugfix: Fix for error being thrown when attempting to level a ceiling if the floor below it was not level.
  • Bugfix: Small chests can no longer be mailed if locked.
  • Bugfix: Fixed some spelling and text errors.
  • Bugfix: Fixed an issue which caused cooking tools to not take damage when used.
  • Bugfix: Warmachines should no longer function between world layers.
  • Bugfix: Mask of Rebirth has been removed from the Missions items list.
  • Bugfix: Fixed an issue which caused cooking tools to not take damage when used.
  • Bugfix: Fixed an issue causing crashes when using the Find route function.
  • Bugfix: Fixed the double text for build wooden plank floors.
  • Bugfix: Fix for menu option to remove reinforcement when trying to mine a ceiling above a reinforced floor.
  • Bugfix: Fix for planted items sometimes falling into a pile of decorations.
  • Bugfix: Fixed an issue where mining out a vein at a cave entrance could cause undesirable results.
  • Bugfix: Reworded mouseover text for village permission Mine Floor to indicate it also includes mining ceilings.
  • Bugfix: Fixed a number of ceiling mining issues related to reinforced flooring.
  • Bugfix: You can no longer bank locked items.
  • Bugfix: You can once again rename tents.
  • Bugfix: You should no longer be able to see through hedges and stone fencing.
  • Bugfix: Fixed an issue with pushing items into doorways from all directions when there was a bridge overhead.
  • Bugfix: Fixed an issue with pushing items onto cave bridges as well as pushing items out of doors which had bridges above.
  • Bugfix: Cooked meat has been removed from the list of valid mission items.
  • Bugfix: Wells and fountains should auto-fill again if they are on a water source tile.
  • Bugfix: Fixed an issue with destroying house walls on underground buildings even though you were the owner.
  • Bugfix: Fixed an issue with building permissions when trying to move items into a planted bins.
  • Bugfix: In Game wiki links have been fixed.
  • Bugfix: Reduced fuel usage runes now work as intended.
  • Bugfix: Fixed rune power loss with item use.
  • Bugfix: Enchanted arrows will no longer go into bulk bins.
  • Bugfix: Removed epic structures from the Create Items mission lists
  • Bugfix: Changed the description of metallic liquid as it can be used on other things, not only weapons.
  • Bugfix: Increased tower guard pathing range, addressing instances in which tower guards did not respond when called in range.
  • Bugfix: Changed the orientation of pavement on bridges to match terrain paving.
  • Bugfix: Fixed the bumpy cave floor pavement as seen with cave detail set to high.
  • Bugfix: Fixed an issue where keys ended up in a bugged state if they were inside a bank or mailbox when the lock was destroyed. Now the keys should be destroyed as well.
  • Bugfix: Fixed a bug that caused cave ceilings to examine as floors and requirement remove reinforcement permissions when above a reinforced floor.
  • Bugfix: Fix for some underground bridges causing errors resulting in players rubberbanding as they travel across the bridge.
  • Bugfix: Hota should no longer break if there is a server restart during an active event – remaining pillars should spawn seconds before the shutdown.
  • Bugfix: Fixed the issue causing decayed organic material from being stuck in a your bank taking up a slot until server restart.
  • Bugfix: Founding or expanding a settlement will now properly check for underground structure permissions.
  • Bugfix: Rarity transfer will no longer work on combined items larger than the template weight.
  For the changed classes and info please check http://www.wurmunlimited.com/2017/10/04/beta-notes-1-5-0-0/ The live update should come within the next, pending any major bugs or issues Until then though, keep on Wurming! Retrograde & the Wurm team Like us on Facebook: https://www.facebook.com/wurmunlimited Follow us on Twitter: https://twitter.com/wurmunlimited  


[ 2017-10-04 05:16:54 CET ] [ Original post ]


August devblog - We're back!

Hi Everyone! It's been a quiet summer, but we're back with more news and happenings for Wurm, with all the latest details from the recent updates to Wurm Online and what's in store for Wurm Unlimited!

New walls


With the last update we introduced the new bridge and wall textures, mentioning that additional wall textures were in the works. I'm pleased to say we now have those done, and will be releasing them in the next update. The update will include textures for Tall wall, Portcullis fence, Parapet, High iron fence, High iron fence gate, Chain link fence in the sandstone, slate, rounded stone, marble, rendered, and pottery textures. Slate
Rendered
Rounded Stone
Pottery
Sandstone
Marble
Sure, this means rebuilding your house and deed yet again, but who's complaning?

Epic mission structures


On Freedom servers Epic missions structures will become eligible to build at any time, and even on deed. Meaning you'll be able to decorate with an obelisk, spirit gate, temple, shrine, or pylon any time you want anywhere. These structures will take a lot of skill and materials to build, but if built off deed will have a chance of being a mission point to earn sleep bonus!

Animal transport


A more long term project is the ability to load and transport animals in crates! There is currently plans for the ability to load most neutral animals and hell horses, but we're looking at possible expansions prior to this going live.

Crate rack


Not enough space in your warehouse? Can't let go of those rock shards just incase? Don't worry, we have just the thing! The new crate racks will store 30 large crates, or 51 small, leaving a lot more space for activities!

Creature movement focus


We've been working on improved creature movement with live testing on a Wurm Online server. With the overhaul of the movement system we're looking at better creature flow and behaviour, and hopefully less grouping of creatures in pens. We went into detail with a devblog on the subject, for more info on how it currently works and how we aim to have it work, check out https://www.wurmonline.com/2017/06/14/wurm-devblog-crazy-creatures/

Highway system


The latest update to the Wurm Online servers was the introduction of a new highway system, allowing players to designate highways and protect them against destruction. In Wurm Online, highways are protected by rules against destruction to ensure that travel is always possible across the server. This change creates a mechanical protection, but also includes a handy new feature.
The highway system will be connected via catseyes, with waystones forming the junctions. At junctions players will be able to find the route to any deed connected to the highway! This will enable much easier travel across servers, and allow players to navigate much easier.

Development client


Work continues on the development client with a new rendering engine, with better performance, lighting and shading, along with a ton of new graphics options.
We are in the process of releasing this as the main client on our Wurm Online servers shortly, and will begin beta testing with Wurm Unlimited a little after that. It's an amazing improvement over the existing way the game renders, and will really bring the world to life, if you want to check it out before it hits Steam make sure to jump on the Wurm Online forums to try it out in Wurm Online. That's not all coming soon to the game there's a ton coming and we'll hopefully have a beta out in the next few weeks, once we've finalised the highway introduction in Wurm Online. Until then though, keep on Wurming! Retrograde & the Wurm team. Like us on Facebook: https://www.facebook.com/wurmunlimited Follow us on Twitter: https://twitter.com/wurmunlimited


[ 2017-08-24 14:07:30 CET ] [ Original post ]


Version 1.4.0.1 Live!

Hi Everyone! 1.4.0.1 goes live today with the underground paving, cladding, and bridges! the highlights are below, but the full patch notes can be found at: http://www.wurmunlimited.com/2017/07/04/version-1-4-0-1/ Note: There may be some work in progress features within this version, if you do enable them do not expect them to work completely, and we advise you keep them disabled until they are completed and released by us. Happy Wurming! The Wurm team.

The Almanac!


  • Crafted with sheet of paper and string + 2 leather strips, the almanac will hold reports you create about the nature of the tree, bush or trellis and estimate the harvest times.
  • Reports are created by studying a harvestable tree, bush or trellis during its harvest season.
  • You then can write down the record using a reed pen with ink or dye on paper.
  • Forestry skill will determine how much information is collected.
  • Resulting quality of the report will determine how far in the future you can see harvest times.
  • These reports may then be stored inside the almanac.
  • The almanac can then be used to check on harvest times and read up on information about the reports they have stored inside.
  • The command /almanac will tell you what is in season as long as you have the applicable reports.
  • Studying a harvestable tree, bush, or trellis requires the harvest permission on deed.

New Bridges


  • Bridges can now be planned and built inside caves.
  • Pottery, slate, sandstone, rendered and rounded stone bridges can now be built.
  • Minimum height from water level has been reduced to 1 dirt above water.
  • You can now pave bridges to match your roads by preparing them with mortar then paving them as you would a normal surface tile.
    • This does not apply to rope or wooden bridges

Catapult tweaks


  • Tweaked distance for crowded message when using siege weapons. Shouldn’t be able to use 3 rams on a single wall anymore.
  • Increased skill gain from using catapults.
  • Tweaked damage output from catapults upwards, should be a bit harder to hit the 20 damage cap at 10 winches now.
  • Damage from catas/trebs over the 20 damage cap that is currently ignored will now increase the splash radius, and deal a small amount of the extra damage (the ignored damage over 20) to things in that increased radius.

Repairing changes


  • Changes to fence, floor and wall repairing and improving.
  • Base timer for repairing and improving these is now 4-8 seconds, depending on your repair or building skill.
  • This applies to all building material types.
  • Timer is doubled if there is an enemy presence nearby.
  • Damage repaired per action is now between 5 and 10 damage, depending on repairing skill and the quality of the item you’re using to repair.

Cave building


  • Clad reinforced cave walls introduced, created by activating a trowel and building on a reinforced wall.
    • Pottery brick
    • Sandstone brick
    • Slate brick.
    • Rounded stone.
    • Marble brick.
    • Plain brick.
    • Wooden clad (uses mallet or hammer).
  • Paved reinforced cave floors introduced.
    • Created by preparing a reinforced cave floor with mortar and then applying paving.
    • Prepared flooring can be removed with a chisel.

Harvest time changes


  • Harvest times have been adjusted slightly, they may take unti, the next harvest season to come into effect.
  • Changes:
    • Olives: Starfall of Fires, Week 1
    • Lemon: Starfall of Ravens, Week 2
    • Orange: Starfall of Ravens,Week 4
    • Walnut: Starfall of Dancers, Week 1
  • Additions:
    • Raspberry: Starfall of Dancers, Week 1
    • Blueberry: Starfall of Fire, Week 2
    • Lingonberry: Starfall of Dancers, Week 3
  • Harvest times will still vary slightly to the actual starting week
  • Olives have been reduced to once season now that multiple olives can be harvested.

Combat log changes


  • New combat log will colour code messages according to your relationship with the subjects.
  • The colours may be set by using the text colour options in the client settings.

Other changes and introductions


New transmutation liquids have been added to change moss to tundra and tundra to dirt.
  • Copper and Orange juice transmutes moss to tundra.
  • Iron and Raspberry juice transmutes tundra to dirt (tundra will still disappear when packed and dug).
  • 3 new fruit bushes have been added – blueberry, raspberry and lingonberry.
    • Blueberry and raspberry sprouts can be found by foraging so that you can plant your own bushes.
    • Lingonberry bushes will spawn on tundra and will not have sprouts for planting.
    • All three berries can still be found via foraging.
  • Skillgain for anything that produces liquid has been scaled by the amount of liquid created.
  • Tundra will now spread faster and more often.
  • Metal sheets in the crafting window now properly reference the material they are from in crafting recipes.
  • Decorative pillars can now be built inside buildings.
  • Path of Insanity Random Teleport menu option now has a confirm to help prevent erroneous clicks.
  • Move to Center has been added to the move items menu.
  • Weight of paper has been reduced from 0.50 to 0.01.
  • Trellis ages have now been added.
  • Currently despite having sprouts they cannot be picked or pruned.
  • Tile borders and corners now show in caves
  • This allows the building of fences and gates on deed only
  • Higher fences may require mining the roof higher to provide sufficient clearance.
  • New players (under 15 farming) will be able to see the state of growth of the farm field they are currently on, range will increase as usual as skill goes up.
  • Added borders and tile corners to caves.
  • House floors now have tile corners.
  • Keybind for MOVE_CENTER added in settings (Move to center under keybindings – Items)
  • Increased chance for reed and kelp tiles and reduced chance of grass overtaking a tile next to tundra.
  • Map annotation limits have been raised to 100 for village and 150 for alliance.
  • In an effort to reduce some server lag recipe and cooking polling has been slowed. You may notice that when cooking, all meals may not be ready at the same time.
  • Grape and Rose trellises can now be crafted with their respective sprouts.
  • Can use keybinds FLATTEN or LEVEL on tile borders resulting in the raising or lowering of the tile border.
  • Less random slopes when mining forward,  depending on skill level.
    • skill less than 50, +-3 (current)
    • skill = 50, variance is +-2
    • skill = 70, variance is +-1
    • skill = 90+ no variance
  • Tile corners are now available on bridges.
  • Courier and dark messenger no longer have cooldowns
  • Genesis now has a cooldown of 30 seconds
  • Material quantity and weight for floor boards has been reduced. Added a method of removing the mortar from a prepared reinforced floor with a stone chisel.
  • Clearing crops that have turned to weeds will now return one seed.
  • Mask of rebirth added.


[ 2017-07-04 16:18:24 CET ] [ Original post ]


Update 1.4.0.0 Beta

1.4 is here! This beta brings all the changes up to 1.4, with the new bridge textures, underground paving and walls, and also underground bridges! As usual the full patch notes including the changelog and bug fixes is available at http://www.wurmunlimited.com/2017/06/28/version-1-4-0-0/ Enjoy! The Wurm team

The Almanac!


  • Crafted with sheet of paper and string + 2 leather strips, the almanac will hold reports you create about the nature of the tree, bush or trellis and estimate the harvest times.
  • Reports are created by studying a harvestable tree, bush or trellis during its harvest season.
  • You then can write down the record using a reed pen with ink or dye on paper.
  • Forestry skill will determine how much information is collected.
  • Resulting quality of the report will determine how far in the future you can see harvest times.
  • These reports may then be stored inside the almanac.
  • The almanac can then be used to check on harvest times and read up on information about the reports they have stored inside.
  • The command /almanac will tell you what is in season as long as you have the applicable reports.
  • Studying a harvestable tree, bush, or trellis requires the harvest permission on deed.

New Bridges


  • Bridges can now be planned and built inside caves.
  • Pottery, slate, sandstone, rendered and rounded stone bridges can now be built.
  • Minimum height from water level has been reduced to 1 dirt above water.
  • You can now pave bridges to match your roads by preparing them with mortar then paving them as you would a normal surface tile.
    • This does not apply to rope or wooden bridges

Catapult tweaks


  • Tweaked distance for crowded message when using siege weapons. Shouldn’t be able to use 3 rams on a single wall anymore.
  • Increased skill gain from using catapults.
  • Tweaked damage output from catapults upwards, should be a bit harder to hit the 20 damage cap at 10 winches now.
  • Damage from catas/trebs over the 20 damage cap that is currently ignored will now increase the splash radius, and deal a small amount of the extra damage (the ignored damage over 20) to things in that increased radius.

Repairing changes


  • Changes to fence, floor and wall repairing and improving.
  • Base timer for repairing and improving these is now 4-8 seconds, depending on your repair or building skill.
  • This applies to all building material types.
  • Timer is doubled if there is an enemy presence nearby.
  • Damage repaired per action is now between 5 and 10 damage, depending on repairing skill and the quality of the item you’re using to repair.

Cave building


  • Clad reinforced cave walls introduced, created by activating a trowel and building on a reinforced wall.
    • Pottery brick
    • Sandstone brick
    • Slate brick.
    • Rounded stone.
    • Marble brick.
    • Plain brick.
    • Wooden clad (uses mallet or hammer).
  • Paved reinforced cave floors introduced.
    • Created by preparing a reinforced cave floor with mortar and then applying paving.
    • Prepared flooring can be removed with a chisel.

Harvest time changes


  • Harvest times have been adjusted slightly, they may take unti, the next harvest season to come into effect.
  • Changes:
    • Olives: Starfall of Fires, Week 1
    • Lemon: Starfall of Ravens, Week 2
    • Orange: Starfall of Ravens,Week 4
    • Walnut: Starfall of Dancers, Week 1
  • Additions:
    • Raspberry: Starfall of Dancers, Week 1
    • Blueberry: Starfall of Fire, Week 2
    • Lingonberry: Starfall of Dancers, Week 3
  • Harvest times will still vary slightly to the actual starting week
  • Olives have been reduced to once season now that multiple olives can be harvested.

Combat log changes


  • New combat log will colour code messages according to your relationship with the subjects.
  • The colours may be set by using the text colour options in the client settings.

Other changes and introductions


New transmutation liquids have been added to change moss to tundra and tundra to dirt.
  • Copper and Orange juice transmutes moss to tundra.
  • Iron and Raspberry juice transmutes tundra to dirt (tundra will still disappear when packed and dug).
  • 3 new fruit bushes have been added – blueberry, raspberry and lingonberry.
    • Blueberry and raspberry sprouts can be found by foraging so that you can plant your own bushes.
    • Lingonberry bushes will spawn on tundra and will not have sprouts for planting.
    • All three berries can still be found via foraging.
  • Skillgain for anything that produces liquid has been scaled by the amount of liquid created.
  • Tundra will now spread faster and more often.
  • Metal sheets in the crafting window now properly reference the material they are from in crafting recipes.
  • Decorative pillars can now be built inside buildings.
  • Path of Insanity Random Teleport menu option now has a confirm to help prevent erroneous clicks.
  • Move to Center has been added to the move items menu.
  • Weight of paper has been reduced from 0.50 to 0.01.
  • Trellis ages have now been added.
  • Currently despite having sprouts they cannot be picked or pruned.
  • Tile borders and corners now show in caves
  • This allows the building of fences and gates on deed only
  • Higher fences may require mining the roof higher to provide sufficient clearance.
  • New players (under 15 farming) will be able to see the state of growth of the farm field they are currently on, range will increase as usual as skill goes up.
  • Added borders and tile corners to caves.
  • House floors now have tile corners.
  • Keybind for MOVE_CENTER added in settings (Move to center under keybindings – Items)
  • Increased chance for reed and kelp tiles and reduced chance of grass overtaking a tile next to tundra.
  • Map annotation limits have been raised to 100 for village and 150 for alliance.
  • In an effort to reduce some server lag recipe and cooking polling has been slowed. You may notice that when cooking, all meals may not be ready at the same time.
  • Grape and Rose trellises can now be crafted with their respective sprouts.
  • Can use keybinds FLATTEN or LEVEL on tile borders resulting in the raising or lowering of the tile border.
  • Less random slopes when mining forward,  depending on skill level.
    • skill less than 50, +-3 (current)
    • skill = 50, variance is +-2
    • skill = 70, variance is +-1
    • skill = 90+ no variance
  • Tile corners are now available on bridges.
  • Courier and dark messenger no longer have cooldowns
  • Genesis now has a cooldown of 30 seconds
  • Material quantity and weight for floor boards has been reduced. Added a method of removing the mortar from a prepared reinforced floor with a stone chisel.
  • Clearing crops that have turned to weeds will now return one seed.

Art Changes


  • Added creature LODs: Pheasant, Hen/Rooster/Chicken, Wild Cat, Wraith, Boar, Zombie, Female tower guards
  • Adjusted fireplace height so there's no z-fighting with floor above
  • Added LOD for trellises, fireplace, large/small crates, bsb, fsb, large chest, oven, shard/ore piles, banners, flags, bee hive, still
  • Added creature LODs: Deer, Stag, Pig
  • Added winter textures for new pavement types
  • Added unique seasonal textures for orange tree
  • Added seryll, glimmersteel and adamantine chain bardings
  • Bugfix: Fixed a number of fences not showing decay
  • Pile of sage and fresh herbs


[ 2017-06-28 03:51:37 CET ] [ Original post ]


May Devblog!

Hi Everyoine! It's been a bit since we last caught you up with all that's going on in Wurm Unlimited, but I'm here with the latest news for you all to enjoy! This months devblog focuses on a few things new to Wurm Online and a few things in the works, so lets get started!

New Bridge types


With the new housing types coming out, we'd be remiss to not strike while the iron is hot and expand on this! We'll be introducing the new material types for bridges in a coming update!

Slate



Pottery brick



Sandstone



Round stone



Rendered




Highway system


Teased a few weeks ago, a new highway system will be coming to Wurm. This system will allow players to designate highways and protect them from vandalism! They will also be used to denote routes to nearby villages, as well as give information about how far it is to each village connected.

Catseye:



Waypoint:



Deeds will be linked by catseyes, which form the backbone of the system, waypoints will denote junctions, allowing morew routes to be connected. There will also be a few new GM and admin tools for tracking roads and systems too! This opens up potential new features that utilise the highway system, you'll have to wait and see what comes of it!

The Almanac



An almanac is an old guide used for all sorts of record keeping, and in wurm, it can be used to track harvest times for fruits and bushes! PLayers will be able to study a harvestable tree, bush or trellis while it is in season, and will be able to generate a report based off this. This can then be used to track upcoming harvest times with quality of the report determining how accurate it is.
With the reports inside the almanac, players will be able to check what's in season by typing /almanac as a command, and will get all the info on what's ripe!

New bushes


Ever wonder where blueberries, raspberries, and lingonberries come from? well fear no more! We've added these three new bush types to come in with the next update, bringing a lot more shrubbery to a neighbourhood near you. While blueberries and raspberries can be planted from sprouts found foraging, lingonberry will only grow on tundra, and sprouts cannot be found, you'll need to set up a dedicated tundra spot for them to grow on.

Blueberry



Raspberry



Lingonberry



Cave paving and cladding


Old reinforcements are boring, and we've decided to change that up! With the next update, you'll be able to decorate and pave reinforced cave walls and floors, with all the new wall types and pavement types as well!

Plain Stone



Round Stone



Sandstone



Slate

Marble



Wooden



Pottery brick



Rendered



Floors can be reinforced, then prepared with mortar and paved, where walls are reinforced, and then constructed upon similar to house walls.
This update will also include tile borders and corners in caves, meaning you can see the slopes!  These changes  add even more design options to underground living, and there's even more to come! What is coming? You'll just have to wait and see... Until then though, keep on Wurming! Retrograde & the Wurm team Like us on Facebook:   https://www.facebook.com/wurmunlimited Follow us on Twitter: https://twitter.com/wurmunlimited


[ 2017-06-01 14:43:54 CET ] [ Original post ]


Patch Notes 1.3.5.5

Changes and Additions


  • Oleander can now be used as a herb in cooking
  • Gates and doors that both players can move through will no longer block attacks
  • New method for getting rid of unwanted hedges:
    • Hedges can now be cut down similar to trees and bushes with a cut down action or the CUT_DOWN keybind.
    • Destroying hedges on deed is tied to the “destroy fences” permission.
  • Dredging additions and changes:
    • You can now flatten and level with a dredge.
    • You must not be embarked when using flatten or level.
    • When dredging from a boat, the dirt/sand/clay will go directly into the hold if there is room. (You must have room in the dredge for this to happen).
  • The spawning of Valrei mobs has changed so that they spawn spread out across the server instead of in groups of 10.
  • Keybind MILK added.
  • Hot cross buns have been added as a recipe.
  • Distributed Java has been updated to the newest version
  • Golden Mirror added:
    • The golden mirror will allow a one time gender change and face customisation.
    • After being used to change genders the mirror will only allow the face customisation .
    • Upon the face customisation being completed the mirror will be consumed.

New housing addition


  • SANDSTONE INTRODUCED:
    • Will act like marble or slate vein.
    • Will spawn randomly out of rock tiles across the server.
    • Can be created with a transmutation rod.
  • NEW ITEMS:
    • Sandstone bricks (Sandstone shard + chisel).
    • Sandstone slabs (Sandstone shard + chisel).
    • Slate bricks (Slate shard + chisel).
    • Slate slabs (Slate shard + chisel).
    • Round stones (Rock shard + chisel).
  • CHANGED ITEMS:
    • Slate slabs now are created with 88kgs of slate shards and a chisel.
    • Pottery bricks now require 5kgs of clay instead of 15.
    • Pottery brick floors will have new textures.
    • Stone slab house floors will have new texture.
    • House stone slabs will be changing to sandstone slab flooring to retain the same texture (if this is not immediate it will be addressed).
    • Round cobble roads are now paved with round stones.
    • Rough cobble roads are now paved with colossus bricks.
  • NEW WALL TYPES:
    • Left arch.
    • T arch.
    • Right arch.
  • NEW WALL TEXTURES:
    • Rendered wall – Plain stone wall + 20kgs of clay
    • Sandstone wall – 20 sandstone bricks and 20 mortar.
    • Pottery brick wall – 20 pottery bricks and 20 mortar.
    • Slate wall – 20 slate bricks and 20 mortar.
    • Rounded stone wall – 20 round stones and 20 mortar.
    • marble wall – 20 marble bricks and 20 mortar.
  • NEW PAVEMENT TYPES:
    • Sandstone slab pavement.
    • Sandstone brick pavement.
    • Slate slab pavement.
    • Slate brick pavement (existing slate slab pavement will become slate brick pavement).
    • Marble brick pavement.
    • Pottery brick pavement.
  • NEW FENCE TYPES:
    • Pottery brick fence.
    • Pottery brick iron fence.
    • Pottery brick iron fence gate.
    • Sandstone fence.
    • Sandstone iron fence.
    • Sandstone iron fence gate.
    • Marble fence.
    • Marble iron fence.
    • Marble iron fence gate.
    • Rendered fence.
    • Rendered iron fence.
    • Rendered iron fence gate.
    • Slate fence.
    • Slate iron fence.
    • Slate iron fence gate.
    • Round stone fence.
    • Round stone iron fence.
    • Round stone iron fence gate.

Siege weapon changes:


  • CATAPULTS AND TREBUCHETS:
    • New algorithm now used for Catapults/Trebuchet projectiles that properly takes into account starting power, gravity and firing angle of the siege weapon:
    • Starting power determined by number of winches for catapult, and loaded amount for trebuchet – power directly relates to starting velocity (so 20 winches is 20m/s).
    • Arc of the projectile is checked along it for any walls, floors, bridges or fences it hits, otherwise it will travel the full arc until it hits the ground.
    • Anything within a small radius of the landing position will take damage, radius depends on the size of the thrown projectile.
    • Weight, quality, and final velocity of the projectile all add into how much damage it deals to the things it lands on – metal and stone projectiles do the most damage.
    • Projectiles still have a maximum of 20 damage per shot.
    • Added new actions to catapults and trebuchets to allow changing of the firing angle.
    • Firing angle defaults to 45 degrees, can be changed to be between 5 and 85 degrees.
    • Added messages when winching and changing the firing angle of a catapult or trebuchet that will give an approximate firing distance of the projectile.
    • Action time for winching now takes skill into account, will be 33% faster at 100 skill.
    • Projectile landing messages now give a full breakdown of everything they hit, and how many of each thing – as well as naming which structure(s) received damage.
    • Rewrote how the checks worked for roofs and floors
      • A projectile that clearly passes through a roof now should hit it and land there.
      • The box it uses for this isn’t exact to the model, so if the projectile is going over the roof, try lowering your angle or power slightly
      • landing closer to the bottom of the roof than the top of it will be more accurate.
  • BATTERING RAMS ADDED:
    • Minimum 21 body strength to use it.
    • Uses the War Machines skill for skill checks – action time is 33% faster at 100 skill with a base timer of 30 seconds.
    • Checks a short area in front of the ram for anything to hit, first thing it hits will take damage. Area should be closely lined up with the model.
    • Can only be used by one person at any time, user must be quite close to be able to use it.
    • Damage dealt increased by the ram quality and the skill check result.
    • Ram does double damage to walls underground.
    • Citizen or ally with destroy wall permissions will deal bonus damage.
    • Cannot be used on steep slopes.
    • Added a 30 second window between somebody uses a battering ram and another person being able to drag the ram. The user of the ram should be able to drag the ram within that window still.
  • ARCHERY TOWER AND MAGIC TURRET CHANGES:
    • Turrets and archery towers now have increased range based on their quality – up to 5x their base range at 100ql.
    • Turrets and archery towers will now shoot faster based on quality – up to 33% faster at 100ql.
    • Turrets that fail to fire anything when they have a chance to will now do a firing animation without sending out a projectile.
    • Changed the projectile starting positions of turrets and archery towers to line up with their models – This should allow them to fire from anywhere they have proper line of sight to a target.
    • Turrets should now be able to fire from the top of a house or bridge
    • Archery towers now have a damage falloff, the further they fire, the less damage will be dealt
    • Only one archery tower or turret will fire at any one tile (and anything on it).
    • Which one will fire at a tile is determined by the QL of the tower or turret, and the distance to the tile, in a similar manner to how altars work.
  • Added a 3x bonus to damage when bashing arched walls manually.
  • Dye requirement for large and small crates has been reduced to 2.50kg and 1.50kg respectively.
  • Merchants who move on due to poor business (self-dismiss) will now return their goods and coins inside a backpack through the mail system instead of returning each item individually.
  • Cultivate option is now present on grass, steppe and mycelium tiles.
  • You will now be able to forage and botanize on mycelium tiles.
  • Planter racks will no longer fit in large storage units. Plants inside planter racks currently in large storage units will no longer grow.
  • God conversion changes:
    • HotS template kingdoms (default and PMK) can follow Libila or any player god. All others  can follow anyone except Libila.
  • Epic terraforming events have been removed from the endgame of Valrei scenarios.
  • Horses, Hell Horses and Unicorns show bridles
  • Hell Horses show all equipment and trait colours
  • Added new animations: groom, pull, throw (combat and snowballs), take, drop
  • Firstaid and push loop to properly reflect action time
  • Diamond hota medallion shows when worn

Bug Fixes


  • Bugfix:  More text issues addressed.
  • Bugfix:  Changed a number of recipes that were using HFC instead of baking.
  • Bug fix: Fix for negative quality rift resources as participation reward.
  • Bug fix: Fix to prevent most unique creatures from spawning inside a deed.
    • The green, blue, black, and white dragon types use a different spawn mechanic and may still spawn in a village.
  • Bug fix: Christmas trees and snowmen were removed from the mission items lists.
  • Bug fix: Fix for offline tamed/charmed pets sometimes not logging back online with their owner.
  • Bug fix: Addressed a few spelling and text errors.
  • Bug fix: Hot stills can now be picked up from the ground if empty.
  • Bug fix: You can now properly use the /join village command even if the village which recruited you has more than one word in its name.
  • Bug fix: Some recipe fixes:
    • Eggnog can no longer use itself to make more eggnog.
    • Sausage skins can no longer be nested inside each other.
  • Bug fix: Improved checks to allow pushing items from a house floor onto a bridge and from a bridge onto a house floor.
  • Bug fix: Improved bridge checks, if a bridge is destroyed or decays, planted items on that bridge should no longer give the error message ‘You need to be on the same bridge’ when interacting with them.
  • Bug fix: Addressed infrequent issue in which roof and floor damage exceeded 100.
  • Bug fix: Fixed dual faith issues between Chaos and Freedom PvE servers.
  • Bug fix: Deity colossi can now be destroyed by owner and/or mayor on a deed.
  • Bug Fix: Rebirthed Zombies no longer act like NPC's and talk or drop items.
  • Bug Fix: Recipe saving error log has been reworded to streamline information.
  • Bug Fix: Some reported touch screen crash issues have been addressed.
  • Bug Fix: Set Feature 51 to disabled by default, addressing issues of trolls and bears doing no damage.
  • Bug Fix: Egg Nog can no longer use itself as an ingredient.
  • Bugfix: Legendary titles will now be awarded upon gaining the skill tick instead of upon next login.
  • Bugfix: Easter eggs will now decay on deed.
  • Bugfix: A few text corrections with picnic baskets.
  • Bugfix: Deity avatars can no longer be rebirthed.
  • Bugfix: Planted flags on deed will no longer take damage.
  • Bugfix: Log piles can no longer exceed 100 logs when chopping from a wagon.
  • Bugfix: Addressed issue where some Rift creatures could be dominated.
  • Bugfix: Unfinished decoration items will now form a pile if more than 18 are on a tile.
  • Bugfix: Planted off deed items can no longer be picked up.
KNOWN ISSUES
  • Deed export system is not currently configured for new pavement and house types. Will be addressed in the coming updates.


[ 2017-05-10 14:36:01 CET ] [ Original post ]


Patch Notes 1.3.5.5 BETA

Building on from the 1.3.4.4 beta this brings WU version equal to Wurm Online version. It includes all updates as per 1.3.4.4 found here: http://www.wurmunlimited.com/2017/04/23/version-1-3-4-4-b/

  • Siege weapon tweaks:
    • Battering ram damage lowered slightly.Fixed bug with projectiles sometimes not appearing when fired.
    • Fixed so battering ram checks slope on the correct layer.
    • Fixed catapult/trebuchet projectiles so they can no longer damage indestructible items.
    • Fixed so catapult/trebuchet projectiles will properly check permissions on items they damage on pve servers.
    • Lowered damage that catapult/trebuchet projectiles deal to items they land on.
    • Archery towers and turrets no longer stack damage on a target on the same tile.
    • Only one archery tower or turret will fire at any one tile (and anything on it).
    • Which one will fire at a tile is determined by the QL of the tower or turret, and the distance to the tile, in a similar manner to how altars work.
    • Better visualisation of firing ranges (and which tiles are fired at) for each turret and tower will be coming in a future update.
    • Fixed damage type that turrets deal to match their type.
    • Fixed firing speed of archery towers and turrets.
    • Added a 30 second window between somebody uses a battering ram and another person being able to drag the ram. The user of the ram should be able to drag the ram within that window still.
  • Bugfix: Legendary titles will now be awarded upon gaining the skill tick instead of upon next login.
  • Bugfix: Easter eggs will now decay on deed.
  • Bugfix: Sandstone slabs can now be improved.
  • Bugfix: A few text corrections with picnic baskets.
  • Bugfix: Deity avatars can no longer be rebirthed.
  • Bugfix: Planted flags on deed will no longer take damage.
  • Bugfix: Log piles can no longer exceed 100 logs when chopping from a wagon.
  • Bugfix: Addressed issue where some Rift creatures could be dominated.
  • Bugfix: Unfinished decoration items will now form a pile if more than 18 are on a tile.
  • Bugfix: Planted off deed items can no longer be picked up.
For the full list of changed classes, check out our patch notes here: http://www.wurmunlimited.com/2017/05/05/patch-notes-1-3-5-5-b/


[ 2017-05-05 15:58:39 CET ] [ Original post ]


Beta 1.3.4.4 - Server Fix

Hello all, I've pushed a fix for the crash bug with the server. The version number has not changed with this update. This fix specifically addresses the error regarding JavaFX and an imcompatibility with the older controlsfx library. If you've made any changes to fix this on your own, I strongly recommend undoing them for the update. The build numbers are: Wurm Unlimited: 1778584 Wurm Unlimited Dedicated Server: 1778575 You can see the build number by Right-Clicking on either Wurm Unlimited in your game library or Wurm Unlimited Dedicated Server in your tool library. Click Properties and then the Local Files tab. The build will be at the bottom of the panel. You can force an update to the latest build by clicking on Verify Integrity of [Game/Tool] files.... When done, closing and re-opening the Local Files tab should reveal the new build number.


[ 2017-04-25 01:51:23 CET ] [ Original post ]


Beta Patch Notes 1.3.4.4

Changes and Additions


  • Oleander can now be used as a herb in cooking
  • Gates and doors that both players can move through will no longer block attacks
  • New method for getting rid of unwanted hedges:
    • Hedges can now be cut down similar to trees and bushes with a cut down action or the CUT_DOWN keybind.
    • Destroying hedges on deed is tied to the “destroy fences” permission.
  • Dredging additions and changes:
    • You can now flatten and level with a dredge.
    • You must not be embarked when using flatten or level.
    • When dredging from a boat, the dirt/sand/clay will go directly into the hold if there is room. (You must have room in the dredge for this to happen).
  • The spawning of Valrei mobs has changed so that they spawn spread out across the server instead of in groups of 10.
  • Keybind MILK added.
  • Hot cross buns have been added as a recipe.
  • Distributed Java has been updated to the newest version
  • Golden Mirror added:
    • The golden mirror will allow a one time gender change and face customisation.
    • After being used to change genders the mirror will only allow the face customisation .
    • Upon the face customisation being completed the mirror will be consumed.

New housing addition


  • SANDSTONE INTRODUCED:
    • Will act like marble or slate vein.
    • Will spawn randomly out of rock tiles across the server.
    • Can be created with a transmutation rod.
  • NEW ITEMS:
    • Sandstone bricks (Sandstone shard + chisel).
    • Sandstone slabs (Sandstone shard + chisel).
    • Slate bricks (Slate shard + chisel).
    • Slate slabs (Slate shard + chisel).
    • Round stones (Rock shard + chisel).
  • CHANGED ITEMS:
    • Slate slabs now are created with 88kgs of slate shards and a chisel.
    • Pottery bricks now require 5kgs of clay instead of 15.
    • Pottery brick floors will have new textures.
    • Stone slab house floors will have new texture.
    • House stone slabs will be changing to sandstone slab flooring to retain the same texture (if this is not immediate it will be addressed).
    • Round cobble roads are now paved with round stones.
    • Rough cobble roads are now paved with colossus bricks.
  • NEW WALL TYPES:
    • Left arch.
    • T arch.
    • Right arch.
  • NEW WALL TEXTURES:
    • Rendered wall – Plain stone wall + 20kgs of clay
    • Sandstone wall – 20 sandstone bricks and 20 mortar.
    • Pottery brick wall – 20 pottery bricks and 20 mortar.
    • Slate wall – 20 slate bricks and 20 mortar.
    • Rounded stone wall – 20 round stones and 20 mortar.
    • marble wall – 20 marble bricks and 20 mortar.
  • NEW PAVEMENT TYPES:
    • Sandstone slab pavement.
    • Sandstone brick pavement.
    • Slate slab pavement.
    • Slate brick pavement (existing slate slab pavement will become slate brick pavement).
    • Marble brick pavement.
    • Pottery brick pavement.
  • NEW FENCE TYPES:
    • Pottery brick fence.
    • Pottery brick iron fence.
    • Pottery brick iron fence gate.
    • Sandstone fence.
    • Sandstone iron fence.
    • Sandstone iron fence gate.
    • Marble fence.
    • Marble iron fence.
    • Marble iron fence gate.
    • Rendered fence.
    • Rendered iron fence.
    • Rendered iron fence gate.
    • Slate fence.
    • Slate iron fence.
    • Slate iron fence gate.
    • Round stone fence.
    • Round stone iron fence.
    • Round stone iron fence gate.

Siege weapon changes:


  • CATAPULTS AND TREBUCHETS:
    • New algorithm now used for Catapults/Trebuchet projectiles that properly takes into account starting power, gravity and firing angle of the siege weapon:
    • Starting power determined by number of winches for catapult, and loaded amount for trebuchet – power directly relates to starting velocity (so 20 winches is 20m/s).
    • Arc of the projectile is checked along it for any walls, floors, bridges or fences it hits, otherwise it will travel the full arc until it hits the ground.
    • Anything within a small radius of the landing position will take damage, radius depends on the size of the thrown projectile.
    • Weight, quality, and final velocity of the projectile all add into how much damage it deals to the things it lands on – metal and stone projectiles do the most damage.
    • Projectiles still have a maximum of 20 damage per shot.
    • Added new actions to catapults and trebuchets to allow changing of the firing angle.
    • Firing angle defaults to 45 degrees, can be changed to be between 5 and 85 degrees.
    • Added messages when winching and changing the firing angle of a catapult or trebuchet that will give an approximate firing distance of the projectile.
    • Action time for winching now takes skill into account, will be 33% faster at 100 skill.
    • Projectile landing messages now give a full breakdown of everything they hit, and how many of each thing – as well as naming which structure(s) received damage.
    • Rewrote how the checks worked for roofs and floors
      • A projectile that clearly passes through a roof now should hit it and land there.
      • The box it uses for this isn’t exact to the model, so if the projectile is going over the roof, try lowering your angle or power slightly
      • landing closer to the bottom of the roof than the top of it will be more accurate.
  • BATTERING RAMS ADDED:
    • Minimum 21 body strength to use it.
    • Uses the War Machines skill for skill checks – action time is 33% faster at 100 skill with a base timer of 30 seconds.
    • Checks a short area in front of the ram for anything to hit, first thing it hits will take damage. Area should be closely lined up with the model.
    • Can only be used by one person at any time, user must be quite close to be able to use it.
    • Damage dealt increased by the ram quality and the skill check result.
    • Ram does double damage to walls underground.
    • Citizen or ally with destroy wall permissions will deal bonus damage.
    • Cannot be used on steep slopes.
  • ARCHERY TOWER AND MAGIC TURRET CHANGES:
    • Turrets and archery towers now have increased range based on their quality – up to 5x their base range at 100ql.
    • Turrets and archery towers will now shoot faster based on quality – up to 33% faster at 100ql.
    • Turrets that fail to fire anything when they have a chance to will now do a firing animation without sending out a projectile.
    • Changed the projectile starting positions of turrets and archery towers to line up with their models – This should allow them to fire from anywhere they have proper line of sight to a target.
    • Turrets should now be able to fire from the top of a house or bridge
    • Archery towers now have a damage falloff, the further they fire, the less damage will be dealt
  • Added a 3x bonus to damage when bashing arched walls manually.
  • Dye requirement for large and small crates has been reduced to 2.50kg and 1.50kg respectively.
  • Merchants who move on due to poor business (self-dismiss) will now return their goods and coins inside a backpack through the mail system instead of returning each item individually.
  • Cultivate option is now present on grass, steppe and mycelium tiles.
  • You will now be able to forage and botanize on mycelium tiles.
  • Planter racks will no longer fit in large storage units. Plants inside planter racks currently in large storage units will no longer grow.
  • God conversion changes:
    • HotS template kingdoms (default and PMK) can follow Libila or any player god. All others  can follow anyone except Libila.
    • As per the option for PMK libila priests in 1.3, Libila priests will be able to use the /transfer option to change to a player god deity without a faith loss until the 10th of April
  • Epic terraforming events have been removed from the endgame of Valrei scenarios.
  • Horses, Hell Horses and Unicorns show bridles
  • Hell Horses show all equipment and trait colours
  • Added new animations: groom, pull, throw (combat and snowballs), take, drop
  • Firstaid and push loop to properly reflect action time
  • Diamond hota medallion shows when worn

Bug Fixes


  • Bugfix:  More text issues addressed.
  • Bugfix:  Changed a number of recipes that were using HFC instead of baking.
  • Bug fix: Fix for negative quality rift resources as participation reward.
  • Bug fix: Fix to prevent most unique creatures from spawning inside a deed.
    • The green, blue, black, and white dragon types use a different spawn mechanic and may still spawn in a village.
  • Bug fix: Christmas trees and snowmen were removed from the mission items lists.
  • Bug fix: Fix for offline tamed/charmed pets sometimes not logging back online with their owner.
  • Bug fix: Addressed a few spelling and text errors.
  • Bug fix: Hot stills can now be picked up from the ground if empty.
  • Bug fix: You can now properly use the /join village command even if the village which recruited you has more than one word in its name.
  • Bug fix: Some recipe fixes:
    • Eggnog can no longer use itself to make more eggnog.
    • Sausage skins can no longer be nested inside each other.
  • Bug fix: Improved checks to allow pushing items from a house floor onto a bridge and from a bridge onto a house floor.
  • Bug fix: Improved bridge checks, if a bridge is destroyed or decays, planted items on that bridge should no longer give the error message ‘You need to be on the same bridge’ when interacting with them.
  • Bug fix: Addressed infrequent issue in which roof and floor damage exceeded 100.
  • Bug fix: Fixed dual faith issues between Chaos and Freedom PvE servers.
  • Bug fix: Deity colossi can now be destroyed by owner and/or mayor on a deed.
  • Bug Fix: Rebirthed Zombies no longer act like NPC's and talk or drop items.
  • Bug Fix: Recipe saving error log has been reworded to streamline information.
  • Bug Fix: Some reported touch screen crash issues have been addressed.
  • Bug Fix: Set Feature 51 to disabled by default, addressing issues of trolls and bears doing no damage.
  • Bug Fix: Egg Nog can no longer use itself as an ingredient.
KNOWN ISSUES
  • Deed export system is not currently configured for new pavement and house types. Will be addressed in the coming updates.


[ 2017-04-23 14:21:29 CET ] [ Original post ]


April Devblog

Well it's been a big month with the launch of 1.3, but that's not all we have planned. In this months devblog we unveil some new housing types, outline our improvements for siege warfare, and show off some sweet new hell horse colours! Check out the full devblog here! http://www.wurmunlimited.com/2017/04/11/april-devblog/ Like us on Facebook: https://www.facebook.com/wurmunlimited Follow us on Twitter: https://twitter.com/wurmunlimited


[ 2017-04-11 16:45:17 CET ] [ Original post ]


Hotfix 1.3.1.3

Just a small hotfix addressing affinity hints from taste not matching what the given affinity is.

  • Affinity from taste will now be the correct affinity given when eating the meal.


[ 2017-03-07 13:26:09 CET ] [ Original post ]


Patch Notes 1.3.1.2

And the 1.3.1.2 update is here! This update is huge, too bug fir steams character limit, so we've included some changes and bug fixes, but for the full patch notes including changed classes please visit our Wurm Unlimited blog

Changelog


  • Wide tunnel entrances
  • added alchemists cupboard and storage unit
  • Unicorns can now equip horse gear for speed boosts
  • Show Village Plan via the settlement token will mark perimeter and underwater tiles differently to village tiles to allow mayors to identify the village borders easier.
  • Bell Towers are now be secured and also loaded.
  • Hand actions will no longer take the rarity of the item activated into affinity calculations.
  • Tin and lead sheets have been added.
  • Messages added for harvest examines on pine trees, rose trellis, hops trellis and hazelnut bushes.
  • Removed 100% damage bonus to True Strike hits.
  • Added lunch tin, a craftable item that slows food decay.
  • Added picnic basket, a GM spawned item that greatly slows food decay.
  • The lunch tin and picnic basket hold 2 kg of liquid and 2 kg of food and is limited to 3 items.
  • Excluded crates from the decoration tile count. They will have a max of 100 on one tile. Crates will still count as decoration items for the no decay check.
  • Gender specific sorcery spells can now be cast by both genders.
  • Surface mining success chance has been increased based on mining skill.
  • PvP: Remove max drain amount after x consecutive drains.
  • The item mailing limit of 10 times has been removed.
  • You can no longer send mail with enemies nearby.
  • Large magic chests can now be used when loaded.
  • Decorations on deed will not decay if the deed has 30+ days upkeep.
  • Damage reduction modifiers have been swapped for Chain and studded armours.
  • Battle rank is no longer gained from all mission types, battlecamp conquering, and HotA pillar conquering. Guard tower conquering now gives 1 rank, the rest trigger rank decay prevention.
  • Added additional checks for BL player gods to address alignment issues when changing gods.
  • Deed export view will now include perimeter tiles.
  • Shield skill now is faster and more dependent on damage blocked. Will also take quality into skill check rolls.
  • Snowballs! Collect snow during winter to throw at other players or to stock your larder to greatly reduce decay.
  • Favour sacrifice changes:
    • Chopped food is a universal favor item for sacrificing at ql/20 favour.
    • Favor given from alchemy items scale with the potency level of the item (ql / 33 * potency)
    • Gods with a bonus for food will now receive higher favour from meals, based on quality and complexity.


  • Message board
    • The message board can be used to leave notices for your village or individual members
    • Any citizen can post a message to another citizen.
    • Only citizens with "manage items" permission may post notices for all villagers
    • Non villagers may read public notices

New Cooking system


The new cooking system introduces many new features, too many to list here, for the full patch notes please check the full patch notes at our Wurm Unlimited blog Thanks to the special efforts of Pandalet we have an awesome handy guide for those who wish to read up on what to do or how things work, check it out here.

Bug Fixes:


  • Bugfix: Fixed nutrition percentages gained from eating, no nutrition lost on first bite when eating at low food.
  • Bugfix: Fixed timing of error message when trying to improve a wooden shingle roof with an underweight plank.
  • Bugfix: There is now a small chance that a bred horse will have a single name.
  • Bugfix: Fixed so that combined thatch and grass will only use up one unit when planted.
  • Bugfix: Fixed an error when trying to drag liquid from a fountain into a smaller container in inventory.
  • Bugfix: Only show "someone" on examined planted items when original planter no longer exists.
  • Bugfix: Shaker Orb now properly checks cave layer.
  • Bugfix: Incorrect steal option will no longer appear on planted banners on Freedom.
  • Bugfix: Fix for capitalization issues with missions.
  • Bugfix: Removed additional means of teleporting with artifacts in inventory.
  • Bugfix: Removed mission ruler and added a title for the Won the Game achievement.
  • Bugfix: Fixes for a few text and spelling errors.
  • Bugfix: Flags should no longer take damage while in inventory or on merchants.
  • Bugfix: You will no longer be able to plan a bridge which spans perimeter tiles unless you have village permissions to do so.
  • Bugfix: Addressed an issue with the timer and messaging for conquering battle camps.
  • You should no longer be able to remove internal components (thermos, food shelves) using merchants nor by throwing them.
  • Mail cost on items with internal components has been corrected.
  • Items with internal components should no longer prevent moving a parent container.
  • Bugfix: Possible fix for mine ceilings reverting to lowered (correct) position after a server restart.
  • Bugfix: Fixed a bug which allowed you to drag crates into inventory.
  • Bugfix: Looting tomes from uniques now follow deed permission settings.
  • Bugfix: Unfinished wine barrels drop to the ground upon creation and must be continued while on the ground.
  • Bugfix: Can no longer smelt glimmersteel ore with the smelting pot
  • Bugfix: Remove internal components of items from missions.
  • Bugfix: Planted banners and flags limit per tile increased to 4.
  • Bugfix: Gold rune of Fo will now correctly have a 10% chance of an extra item per harvest for Forestry and Milking actions as opposed to the 10% bonus to skill.
  • Bugfix: Fixed the Area of Effect for a random prayer heal to the 3 x 3 area intended.
  • Bugfix: Fix to disable teleporting if artifacts are equipped.
  • Bugfix: Various grammar and spelling fixes.
  • Bugfix: An issue with picking up items on deeds and within buildings with the proper settings has been fixed.
  • Bugfix: Wand of the Seas will now correctly form an island when used.
  • Bugfix: Lava spawned with the Wand of the Seas is no longer permanent and will turn back to rock.
Got questions? Join us on rizon IRC at #wurmunlimited, or just type IRC in your console ingame! Check us out on Facebook: http://Facebook.com/wurmunlimited And follow us on Twitter http://twitter.com/wurmunlimited Regards, Retrograde & the Wurm team.


[ 2017-03-06 14:02:10 CET ] [ Original post ]


Devblog: March 6th, save the date!

Hi Everyone! Retrograde here with the one piece of info you all want, version 1.3 will be going live on the 6th of March! That's not all though, we will be using our website for the new devblogs, follow the unicorn if you want to know more... [img=http://content.wurmunlimited.com/News/2017/005/unicorn.jpg] Got questions? Join us on rizon IRC at #wurmunlimited, or just type IRC in your console ingame! Check us out on Facebook: http://Facebook.com/wurmunlimited And follow us on Twitter http://twitter.com/wurmunlimited Regards, Retrograde & the Wurm team.


[ 2017-03-02 02:00:24 CET ] [ Original post ]


1.3.1.1 Beta!

Hi Everyone! So after a slightly longer than expected closed alpha, we finally have the 1.3.1.1 beta! This beta addresses the bugs raised in the alpha, and also brings Wurm Unlimited up to equal date with Wurm Online. This means it also includes the new unicorn mechanics, as well as extra wide tunnel entrances! We had initially planned to release recipes incrementally as time went on, including new collections each update. With the unfortunate delays in 1.3 coming to WU this process no longer was necessary and we're now able to include the full intended set of recipes for WU, with 570 recipes being added. Many are intermediate products such as gravy and broth, and many alcohols have three stages, unfermented, undistilled, and finished. Don't forget, we're also running our competition to see YOUR recipes wind up in game, that closes soon for the live release of 1.3.1.1 in WU, so get in quick! http://forum.wurmonline.com/index.php?/topic/151354-the-great-wurm-cookoff/ Standard recipes are found in the Wurm UnlimitedWurmServerLauncherdist ecipes To add your own simply copy the recipe file into the recipe folder inside your server folder. e.g. Wurm UnlimitedWurmServerLauncherAdventure ecipes Recipe files must be named "recipe XXXX.json" where xxxx is the ID For custom recipes please use an ID of 1500+ For conflicting ID's recipes in the server ecipes folder will overrite the recipes in the dist ecipe folder If you wish to read up on what's in the cooking system, our developer Pandalet has been working hard on the documentation side, and the entire document can be found here: http://www.wurmunlimited.com/1-3-cooking-documentation/ Without further ado, here it is!

Note: Full Patch Notes


This patch is huge, and the change log actually exceeds Steams 32,000 character limit, so to find the full patch notes available check them out at Our website.

Changes and Additions:


Wide tunnel entrances


  • Tunnel entrances can be up to 3 tiles wide.
  • To widen a tunnel entrance, the tile you mine must only be connected to ONE open tunnel only.
  • Mine doors cannot be placed on tunnel entrances that are 2 or more tiles wide.

Alchemist Cupboard


  • Created with Fine carpentry.
  • Contains 10 2kg liquid containers.
  • Slows decay on contents.

Storage unit


  • Created using Carpentry.
  • Has 3 racks which can hold large items like fishing rods, and saddles.
  • Does not slow decay.

Unicorn Improvements


  • Gold and silver horse shoes can now be created with Jewellery smithing
  • Unicorns can now be equipped with saddles, bridles and gold/silver horse shoes
  • Body strength of unicorns has been boosted to 30 (horses are 20 and hell horses are 35)
  • This means that unicorns may also be hitched, but unhitch when no longer tame
  • Lootable Rift creature recipes will now go directly into the inventory of a participant rather than drop on the corpse of the creature.
  • Show Village Plan via the settlement token will mark perimeter and underwater tiles differently to village tiles to allow mayors to identify the village borders easier.
  • Bell Towers are now be secured and also loaded.
    • You can now load/unload items which are not empty as well as drag them from one vehicle to another as long as they fit.
    • Loading non-empty ships onto transporter will adjust body strength requirement in comparison to total weight.
    • Items inside loaded vehicles cannot be unloaded directly. The vehicle the item is loaded inside MUST be unloaded first.
  • Hand actions will no longer take the rarity of the item activated into affinity calculations.
  • Tin and lead sheets have been added.
  • Messages added for harvest examines on pine trees, rose trellis, hops trellis and hazelnut bushes.
  • Removed 100% damage bonus to True Strike hits.
  • Added lunch tin, a craftable item that slows food decay.
  • Added picnic basket, a GM spawned item that greatly slows food decay.
  • The lunch tin and picnic basket hold 2 kg of liquid and 2 kg of food and is limited to 3 items.
  • Excluded crates from the decoration tile count. They will have a max of 100 on one tile. Crates will still count as decoration items for the no decay check.
  • Gender specific sorcery spells can now be cast by both genders.
  • Surface mining success chance has been increased based on mining skill.
  • PvP: Remove max drain amount after x consecutive drains.
  • The item mailing limit of 10 times has been removed.
  • You can no longer send mail with enemies nearby.
  • Large magic chests can now be used when loaded.
  • Decorations on deed will not decay if the deed has 30+ days upkeep.
  • Damage reduction modifiers have been swapped for Chain and studded armours.
  • Battle rank is no longer gained from all mission types, battlecamp conquering, and HotA pillar conquering. Guard tower conquering now gives 1 rank, the rest trigger rank decay prevention.
  • Added additional checks for BL player gods to address alignment issues when changing gods.
  • Deed export view will now include perimeter tiles.
  • Shield skill now is faster and more dependent on damage blocked. Will also take quality into skill check rolls.
  • Snowballs! Collect snow during winter to throw at other players or to stock your larder to greatly reduce decay.

Favour sacrifice changes:


  • Chopped food is a universal favor item for sacrificing at ql/20 favour.
  • Favor given from alchemy items scale with the potency level of the item (ql / 33 * potency)
  • Gods with a bonus for food will now receive higher favour from meals, based on quality and complexity.

Message board


  • The message board can be used to leave notices for your village or individual members
  • Any citizen can post a message to another citizen.
  • Only citizens with "manage items" permission may post notices for all villagers
  • Non villagers may read public notices

Epic Adjustments


  • Epic: Mining and digging will now give body stamina skill gains.
  • Epic: improved Scenario point reward for slaying missions
  • Epic: Improved scenario end reward system.
  • Epic: Restrictions on dragon armour imping have been removed. Dragon armours are now improved with leather like Freedom servers.

Valrei Mission Changes:


  • Mission Bugfix: Corrected an issue with mission respawning on Freedom when missions are completed or failed.
  • Mission Bugfix: Rift reward items have been removed from ritual missions.
  • Mission Bugfix: Possible fix for traitors losing the 'traitor' from their name.
  • Mission Bugfix: Domestic creatures should be removed from sacrifice missions.
  • Mission Bugfix: Removed certain creatures from kill missions and adjusted kill quantities of other creatures.
  • Mission Bugfix: Sacrifice missions removed from enemy home servers.
  • Mission Bugfix: Some items removed from sacrifice item missions list.
    • all gems
    • white dotted flowers
    • turtle shells
    • turtle shields
  • Mission Bugfix: Various generic create missions have been more clearly defined.
  • Mission Bugfix: Some items removed from the create item missions list, including boats which never completed missions.
  • Mission Bugfix: Recalculated the number of items needed for sacrifice missions. Required amount of items should now be fewer.
  • Mission Bugfix: Valrei mission items will now float if they are spawned in water.
  • Mission Bugfix: Scenario karma rewards from kill missions will be given to a random attacker instead of the first in the list.

Cooking changes


Thanks to the special efforts of Pandalet we have an awesome handy guide for those who wish to read up on what to do or how things work, check it out here.

General


  • Standard meals can still be made, however junk items such as nails are not used as an ingredient and if present in a container, they will stop the food item being made.
  • Meats now have a material, e.g. Meat, Dragon and Meat, Game. As you can see it does not use the animal type, but a category as we have so many animal types. Some of the categories are: (there are 16 total)
    • Dragon
    • Game
    • Human
    • Humanoid
    • Snake
  • Meat and fillets can now be put in FSB and Crates.
  • Fish and fillets can now be put in FSB and Crates.
  • Existing Zombified milk will lose its zombie status. New zombie milk should be fine.
  • You will be able to seal some containers so long as they only have one liquid in them, this will stop the liquids decay.
    • Small and Large Amphora
    • Pottery Jar
    • Pottery Flask
    • Water Skin
    • Small Barrel (sealed with a peg)
    • Wine Barrel (sealed with a peg)
  • Sealable containers can be sealed while on the ground, not just in inventory.
  • Wine barrels and small barrels can be sealed with pegs while they are on racks.
  • Using taste on your sealed wine barrels will give a more detailed indication of how your aging is progressing (via quality).
  • When you break the seal on a container that has been sealed with a wax sealing kit, the kit will be returned to you with slight damage for reuse until the quality is so low that it is destroyed in the unsealing process.
  • Cooking will now be from recipes, this does not mean that you cannot continue cooking like you used to though, although some recipes will have changed.
  • A personal cookbook is now available which has the recipes that you know about in.
  • Hens eggs can now be found when foraging on grass tiles. And you will be able to put them in FSB, but that makes them infertile. The egg count on a server will be only the fertile ones.

Old containers and tools - now with more use.


  • Sauce pan - had to change size of this, but that means some recipes need a new one which is larger.
  • Pottery bowl - can now be used to hold liquids as well, a lot of recipes use this.
  • Hand - used to make some mixes, and other things. Note if a recipe says a hand must be used, actually any active item will work.
  • Fork - how else were you going to mix some stuff!
  • Knife - used a lot in food preparation.
  • Spoon - An alternative way to mix things (so same ingredients can be used in multiple recipes. Also can be used to scoop.
  • Press - can be used to squash something.
  • Branch - branching out, could be used as a spit ...

New containers and tools


  • Stoneware. - used to make things like breads, biscuits etc
  • Cake tin - used to make cakes
  • Pie dish - used to make pies and tarts
  • Roasting dish - used to roast food.
  • Plate - used to make salads and sandwiches on.
  • Mortar+Pestle - used to grind small things (e.g. spices)
  • Measuring Jug - used to get a specific amount of liquid, its volume can be adjusted (volume is same as weight for this).
  • Still - used for distilling.
  • Larder - used to reduce decay of food items in it, so long as it has ice.

New crops


  • Carrots
  • Cabbage
  • Tomatos
  • Sugar Beet
  • Lettuce
  • Peas
  • Cucumbers

New Bush


  • Hazelnut bush - now you know where the hazelnuts come from.

New Tree


  • Orange Tree - because it seemed like a good idea.

Spices


  • All can be planted in a planter, except Nutmeg.
  • Cumin
  • Ginger
  • Nutmeg.
  • Paprika
  • Turmeric

New Herbs


all Herbs can be planted in a planter.


  • Fennel
  • Mint

New items that are only found by forage / botanize.


Note all above spices and herbs and the new vegs can be found this way as well)
  • Cocoa bean
  • Nutmeg (note this is a spice but cannot be planted in a planter)
  • Raspberries
  • Hazelnut sprout.
  • Orange sprout.

Rocksalt


  • Rock tiles that would of produced salt when mining will now be shown as Rocksalt veins (this may take a day or two to show), but have a limited life (e.g. you get 45-50 rocksalt from one).
  • The Rocksalt can then be ground into salt using a grindstone. You can get more than one salt from each Rocksalt depending on your milling skill.
  • Veins that had salt in, will be unaffected, e.g.you will still be able to get the random salt when mining them..

Trellis


  • A new trellis has been added for hops.
  • Trellis can now be harvested when their produce is in season (except ivy ones which don’t have a season).
  • To help plant your trellis in nice straight lines, you can plant them using a wall, fence or tile border. And have three options, on left, center and on right.
  • There is a limit of 4 planted trellis per tile. Any extras that are currently planted on same tile will become unplanted.
  • A trellis must be planted to be able to be harvested.

Flowers


  • Flowers can now be used in some recipes and rose petals, oleander, lavender and camellia.

Milking


  • Milking is now a multi-step process, e.g. the more skill you have the more milk you can get, but does also depend on the creature's age.

Harvesting


  • Harvesting fruit from trees and bushes are now also a multi-step process, again depends on your skill and the tree / bush age as to the maximum harvested. Also the result QL is now closer to your skill level (at higher levels).
  • Harvesting trellis is very similar, but uses your skill and the QL of the trellis.
  • Harvesting fields will also use this way to calculate the QL of the yield.

The goodness of food


  • Each meal made will have a bonus attached to it, so the same type of ingredients making the same meal (in same type of cooker and same type of container) will end up with this same bonus.
  • This bonus will give a timed affinity to a skill, the skill can be different per player, e.g. fish and chips may give a temp weaponsmithing affinity to Joe, but to Tom it gives carpentry, (also may not give it to any skill).
  • Nutrition has not been changed.

Bees


  • Wild bee hives will appear in spring at random locations and they will vanish at the end of the year (in winter). Note they will be in different locations each year.
  • As time passes honey will be made in hives together with bees wax, the amount will depend on nearby flowers, fields and trees.
  • Each wild hive will start with one queen bee, this may increase by one every wurm month, to a maximum of two, so long as the hive has over a certain amount of honey in it. When there is two queen bees if there is a domestic hive nearby it may migrate to it.
  • A single queen may migrate to a nearby domestic hive if it is a better ql.
  • Domestic hives will be loadable. Even with a queen in it. So you can move it to somewhere, e.g. your own deed. Watch out as bees sting!
  • Bees in hives in a vehicle still need food, so if no honey of sugar they may die if there for a long time.
  • Domestic hives that had a queen in it, will go dormant over the winter period and will become active again in spring. But it is possible for the queen to die over winter if no honey is left in the hive (Note can put sugar in hive to keep the queen alive.
  • Honey (and beeswax) can be collectable from hives, But you will need a bee smoker so bees do not sting you, note that this bee smoker is useful at other times, like if you want to chop down a tree that has a hive, or load/unload a domestic hive which has a queen in it.

Recipes


  • Wurm Unlimited comes with a stock 570 recipes with the ability for server admins to add their own custom recipes.
  • Base recipes can be found in WurmServerLauncherdist ecipes
  • Server owners put custom recipes in WurmServerLauncherSERVERNAME ecipes
  • Instead of examining a food container to see what it will make, you now can use Lore, to see what it will make or to get hints on what ingredient you could add into the container to be able to make something.
  • Some more specialised recipes will call for a meat of a specific category, or a specific fish, but most will use any meat or any fish or even any veg.
  • Most new recipes only require one of each item, main exception is making sandwiches which normally requires 2 slices of bread.
  • Some recipes are an intermediate step, or some sauce which is used later e.g. there is cake mix and white sauce.
  • Lots of new food category types e.g.
    • Biscuits
    • Cookies
    • Curry
    • Pie
    • Pizza
    • Salads
    • Scones
    • Tarts
  • And some of your old favorites like.
    • Cakes
    • Meal
    • Sandwiches
    • Tea
    • Wine
  • And there are some new drinks which will need distilling, e.g. different spirits.
  • Note you will need to experiment to find their recipes, but do note some items need a mix before adding other items, e.g. you will now need a cake mix to make cakes.
  • Some ingredients will only be found doing forage/botanize actions, whilst others, once found, they may be able to be planted as a crop or even in a planter (e.g. most spices and herbs can be planted in a planter).
  • Fresh is an attribute of an item when just found from foraging or picking, if you put it in a FSB it loses that attribute.
  • Some recipes are nameable this means that whoever is the first to make the item for that recipe, will have their name added to the front of that recipe name, e.g. if Pifa was first to make a meat curry (assuming that was nameable) then it would show to everyone, when they discover it, as “Pifa’s meat curry”.
  • These recipes can be named on each server. E.g. the same recipe can be name by multiple people so long as different servers.
  • Note only one recipe can be named per person.
  • Some recipes are pre-named.
  • Some recipes may only be makeable once you have that recipe in your cookbook, these recipes are only available from killing certain creatures.
  • Recipes can be inscribed onto papryus (or paper), to do this you need to be looking at the recipe in your cookbook, and then use the reed pen on a blank papryus (or paper).
  • You can then mail these or trade them to others, where they can add it to their cookbook, if they don’t know it, by either reading the recipe and selecting to add to their cookbook or activate it and r-click on the cookbook menu option.
  • Some old items are still make the old way, e.g. sandwiches, those are now called endurance sandwiches, and will not give any CCFP or timed affinity. These can still be used for the climbing as you may take a bite from them even when full.
  • The GM spawned Julbord will now fill CCFP as well as 99 nutrition/food/water.

Planter


  • Items can be planted in a planter, e.g. a herb or a spice (not all spices).
  • The planted item will start growing.
  • After a while it will be available to be harvested.
  • Harvesting will be available daily.
  • Each time you harvest it will prolong its life
  • Eventually it will get too woody to be harvested, then it is time to start afresh.

Lore


  • Using Lore on a container, will let you know what could be made
  • If the contents match a known recipe (known by you that is). You would get a message like:“The Ingredients in the frying pan would make an omelette when cooked.”
  • If the contents match an unknown recipe. Message would be like:“You think this may well work when cooked”
  • If the ingredients would make any recipe but has an incorrect amount of a liquid then you would get something like:“The ingredients in the saucepan would make tea when cooked, but…there is too much water, try between 300g and 400g.”

Partial Matches


  • It performs checks in this order
    • Unknown recipe that is not nameable.
    • Unknown recipe that is nameable.
    • Known recipe that is not nameable.
    • Known recipe this is nameable.
  • If the contents form part of any recipe, it will give a hint as to what to add to make that recipe. E.g. “have you tried adding a chopped onion?”.
  • Note the recipe is picked at random from a list of possible recipes and so is the shown ingredient.

Cookbook


  • Every person has a cookbook, where your known recipes are shown.
  • The cookbook is client-side, and this means it is more responsive (and dynamic).
  • The recipe list is shown at start and each recipe is coloured depending on;
    • If it is a favourite (shown in goldenrod)
    • If it is globally known (shown in green)
    • Rarity colour (if applicable).
    • If known by you (shown in white)
    • And If unknown it will be in red. This is shown when the recipe is a requirement for a known recipe.
  • When you expand a recipe you see what is needed to make it, You can drill down if an ingredient matches a known recipe. Note it is possible that an ingredient that is a result of another recipe not to be shown as a container, this is because there is not an exact match. E.g. wort, used in making beer, can be made from several different recipes and it is then used to make further recipes, But the final recipe just says it needs unfermented beer, not the actual recipe.
  • Right-click menu options
    • You can set any recipe as favourite.
    • You can add a note to any recipe.
    • You can mark a recipe to be written to paper (only one can be written at any time, and will be reset if you relog)
    • Once you have marked a recipe to be written, you then need use the right-click menu option on the paper/papryus with an active filled pen.
    • You can search the recipes by their name (similar to how crafting recipes works), or by any notes
  • You can also filter the list to just show favourite recipes.

Nutrition


  • The existing nutrition system has been augmented by the calories/carbs/fats/proteins system (CCFP).
  • Every edible item has a set of CCFP values. These are combined when creating a result item to give the result item CCFP values of its own. When eating something, the CCFP values increase the player’s CCFP bars, with the amount of increase being based on the amount of food consumed (where the maximum amount of food a player can consume is determined by current food bar value).
  • The elements of CCFP affect the player as follows:
    • Calories - high bar reduces stamina drain
    • Carbs - high bar reduces water usage
    • Fats - high bar increases favour regeneration also used to reduce sleep bar drain.
    • Proteins - high bar reduces food usage
  • When a player’s food bar is full, no further food may be eaten:
    • Exception is that an endurance sandwich can always be eaten.
    • A second exception is sleep powder.
  • Similarly, when a player’s water (thirst) bar is full, no further drinks may be drunk.

Temporary affinities


  • When a player consumes a prepared food, they will be granted a temporary affinity. This gives a 10% bonus to skill gain in a specific skill for a short period.
  • The duration of the temporary affinity is set by how much of a food item is consumed - the more that is eaten, the longer the temporary affinity will last.

Runes


  • Runes can be created from the resources left behind from rifts, rift crystals, rift stones, and rift wood. Most of these runes can be attached to another item to give that item a bonus, while others can be used one time to activate their effect.
  • Crafting together a piece of these resources and a lump of metal will give the option of 5 runes:
    • Fo
    • Magranon
    • Vyn
    • Libila
    • Jackal.
  • Crafting runes will use one of three skills depending on the rift resource used:
    • Fine Carpentry for rift wood.
    • Jewelrysmithing for rift crystal.
    • Stonecutting for rift stone.
  • The combination of metal type and god type will determine the effect of a rune, while the rift resource used will determine what the resulting rune can be attached to or used on.
  • Barring some exclusions, the following material types are used on their corresponding group:
    • runes made from rift wood can be used on wooden items.
    • Runes made from rift crystal can be used on metal items
    • Runes made from rift stone can be used on stone, pottery, cloth and leather items.
  • There are a total of 65 different rune effects available, via the 13 different metals and 5 possible god types available.
  • New Keybinds have been added:
    • COLLECT = gather snow
    • BOTANIZE_SPICES
    • SECURE
    • PLANT_LEFT
    • PLANT_RIGHT
  • Removed mail limit count down from mailbox GUI.
  • The Shield of the Gone DR bonus has been changed to start taking effect at level 7, with 20% of the total 30% DR, scaling up per level:
    • 6% DR at level 7
    • 12% DR at level 8
    • 18% DR at level 9
    • 24% DR at level 10
    • 30% Dr at level 11
  • The ability to secure items on the ground has been added (full list available at a< href=")
  • Label making has been added to the crafting window and recipe list.
  • Simple creation cooking actions can be done with the crafting window interface like chopping, grinding, mincing, etc.
  • Harvests from bushes, fruit trees, trellises and nut trees can now result in the form of a rare.
  • Bee smokers now give you a message to indicate when they are full as you are fueling them. You no longer need a kindling to light them and you can use a variety of fuels like oils, woodscraps, paper, etc.
  • Barrel, planter and amphora racks!
    • Small barrel racks and wine barrel racks can now be crafted with 1 large nail and 2 wooden beams
    • They can hold up to 30 barrels of their corresponding type.
Gm changes, Art updates,bug fixes, and Modified Classes can be found at the full patch notes available at Our website. Got questions? Join us on rizon IRC at #wurmunlimited, or just type IRC in your console ingame! Check us out on Facebook: http://Facebook.com/wurmunlimited And follow us on Twitter http://twitter.com/wurmunlimited Regards, Retrograde & the Wurm team.


[ 2017-02-26 05:08:07 CET ] [ Original post ]


Devblog: 1.3 Closed alpha!

Hi Everyone! The long awaited 1.3 update is finally here! We’ll be running a closed alpha first, just to ensure nothing major breaks when running on a server (especially with mods!) There’s a lot involved here, including some major behind the scenes changes so we really need to be cautious here. With the closed update we have a form to fill out to request a key, this is to ensure that those who wish to trial it and provide feedback understand that this could break any servers they are currently operating, which of course means ALL TEST DATA NEEDS TO BE BACKED UP. But firstly, let’s go over a few of the technical aspects of the 1.3 update.

Database update system


Guest writer: Taufiqkh, developer. This update marks the first major update to the database since the release of Wurm Unlimited. While we have been able to add significant functionality without modifying the structure of the database, as time goes on it has been a limiting factor in what we can accomplish. The cooking updates have not been possible with the existing schema, and while it would have been possible to add a one-off change in code it would have added complexity with limited reusability. Instead we have introduced an update system for database changes (also known as migrations) that should allow properly versioned changes to be deployed on player systems in a systematic fashion. For players hosting their game through the GUI, it should appear simply as a button when selecting your game folder and will perform the update when it loads the server. While we have tested the database updates in a number of different scenarios, we recommend making a copy of your server directory before initiating a database update. For server hosts running from the command line, the server will detect the current database version on startup and perform any updates that are pending.

Self-managed updates


Some server owners will prefer to manage their own updates - whether this is because they require control over the timing and content of updates, or have custom schema changes that they want to preserve. While we do not have the resources to provide active support for self-managed updates, we do provide an in-built option to disable the automated ones as well as documentation on how they are performed. They may be disabled, but only for servers run from the command line, and may be done by setting the DB_AUTO_MIGRATE option to false in the server’s wurm.ini file. The update scripts will be found in the dist/migrations subdirectory of your game’s installation directory, and are organised according to the database they affect. For example, if your game was installed to /home/steam/Steam/steamapps/common/Wurm Unlimited Dedicated Server, your migrations will be located in /home/steam/Steam/steamapps/common/Wurm Unlimited Dedicated Server/dist/migrations. Performing updates manually will not add any versioning metadata to the database - this is what keeps track of which versions have been installed and at what time, and is useful for diagnosing issues at the database level. Internally, the Wurm server uses the Flyway database migrations library (currently version 4.0.3) to manage the migration from version to version and to provide this extra metadata. For this reason we suggest that those opting to self-manage database updates use the Flyway command line tool (https://flywaydb.org/documentation/commandline/) with a configuration file containing the following: flyway.jarDirs=./lib flyway.table=SCHEMA_VERSION flyway.locations=filesystem:dist/migrations flyway.sqlMigrationPrefix=v flyway.repeatableSqlMigrationPrefix=r

1.3 Closed alpha key request


So to organise getting the alpha testing out there, we’ll be running a closed alpha, letting those who wish to test it to do so, without unleashing the update and threatening everyones data. You can request a key here and we’ll be emailing out the lucky (or unlucky) recipients over the next few days The alpha will be released along with the notes in the coming day or two.

Recipe overviews


Wurm Unlimited comes with a stock 72 recipes, with the ability to create and add your own, there’s a few things that must be remembered though. The format for recipes is a simple .JSON format, which has a schema available here: http://forum.wurmonline.com/index.php?/topic/150784-recipe-creation-and-sharing/ Each created recipe must be named Recipe XXXX.json Where xxxx is the recipe ID number, available ID’s start at 1500 upwards, so if you do not have the correct ID number, it will not load (an error will show in the server log to reflect this)

Alpha Patch Notes


No update would be complete without poatch notes, and there are a lot! Too many for steam to include in one post, so we've made a website listing with the alpha notes, and will include them when the update comes to beta and live in Steam. Check them out here! If you have questions about the update, feel free to ask on our forums. So hurry up, and you just may get an alpha key to the testing! We’ll also be giving out Steam keys for Wurm Unlimited this week on social media, so keep your eyes peeled! Like us on Facebook: https://www.facebook.com/wurmunlimited Follow us on Twitter: https://twitter.com/wurmunlimited See you in the game! Retrograde & the Wurm team


[ 2017-02-06 17:08:17 CET ] [ Original post ]


Devblog: Where's the update?

Greetings! After a brief Christmas break, the Wurm team is back in the saddle for another big year of Wurm, but first, let&amp;#039;s touch on the late 1.3 update.

1.3 Delays


1.3 was released to Wurm Online on the 22nd of November, and we entered a phase of bug fixes and tweaks over the next month or so, with a scheduled release close to Christmas for Wurm Unlimited. The problem we encountered was that the scale of the changes to databases and other systems were quite large, and took much more time than anticipated to adapt to Wurm Unlimited. We&amp;#039;re also future-proofing the system as to avoid any potential further issues with future major updates to database systems. Ontop of that, we&amp;#039;ve had a few fairly major bugs occur from 1.3 that we must address prior to it coming to WU. The effects of these bugs are kept in check by our development team having direct access to the database to make changes and correct issues that arise leading to a short turnaround for any players affected, but releasing this to Wurm unlimited would be irresponsible at best, and disastrous at worst. I know you&amp;#039;re all champing at the bit for a taste of what is to come, 1.3 is a huge update with a whole ton of new features and items that all rely on each other. This means we can&amp;#039;t split the update into several releases, as they all rely on major changes that cannot be seperated. We know it is frustrating to have the update delayed and we share your disappointment in not having it out already, but we can assure you that we are working extremely hard on this and will have a beta up as soon as the major roadblock issues have been addressed.

Other works


With that said, there&amp;#039;s a fair bit that is also in the works for 2017, of course the new client renderer is undergoing the final bugfixing phase with the few remaining major bugs being addressed prior to the release of that for WU and making it the stable client in WO but that&amp;#039;s not all. Those of you who follow the Wurm forums will already know that a major update for 2017 will focus on an overhall of the user interface, bringing it up to a more modern look and much more functionality which has been a major issue for those who have been trying out the game. We&amp;#039;re also looking at improving the server launcher UI to make getting into the game much easier and intuitive. That&amp;#039;s not all though! We&amp;#039;re also in the process of identifying other areas we can work on based on feedback and reviews, and will be sharing some of that as the weeks go on, so make sure to keep your eyes peeled for that, and as always, keep on Wurming! Retrograde &amp;amp; the Wurm team. Like us on Facebook https://www.facebook.com/wurmunlimited Follow us on Twitter https://twitter.com/wurmunlimited


[ 2017-01-18 14:30:00 CET ] [ Original post ]


November Devblog! Things are heating up in the kitchen

Greetings wurmians! I've dragged myself away from the kitchen to bring you all the news and info from our Wurm Online 1.3 update, giving you the low down on what to expect in the next Wurm Unlimited update! Wurm Online launched version 1.3 (the cooking update) on the 22nd of November, and we've had huge amounts of feedback and tweaking since then, addressing various bugs and issues, as well as balancing and adjusting based off feedback, we're continuing to work on that to ensure that things are smooth before moving to a Wurm Unlimited beta, but I'll go into that more shortly. We've shared a whole bunch of teasers about what's coming in the next update, with the release of it all into Wurm Online this means it's all available on our site! Check out the major notes at http://www.wurmonline.com/2016/11/22/wurm-online-1-3-update-patch-notes-22nov16/

Runes


Those of you who follow Wurm Online might be aware of our Jackal events, rifts which spawn the curious beasts of jackal and various resources. From these resources runes will be able to be crafted that provide various bonuses, from a ql boost from harvesting, to faster speeds in winds, or even larger volumes! While runes will be available to crafted in Wurm unlimited, the resources required will need to be spawned in by a GM, as the Rift mechanics are only in Wurm Online which is why we haven't touched on these before. The ability for resources to spawn in the wild is being looked at as a possibility for you all though.

Recipes


Of course, One of the major changes in this update is how cooking and recipes work, instead of a few basic meals that aren't affected by their ingredients, the new system will heavily depend on what you put in, with plenty of different combinations meaning many different things to cook, but thats not all. Wurm Unlimited will be coming with an initial release of about 80 or so new recipes, covering a lot of the old combinations as well as a few new ones as default, but there's a unique system in place that places customisation in your hands. Recipes can be stored as specific files and will be loaded from a folder within the server configuration, to add a recipe, simply place it into the recipe folder and launch the server! [img=http://content.wurmunlimited.com/News/Devblog/November16/recipe.png] While it may look a little confusing at first, This format will allow those inclined to create a tool to generate recipes, or allow those who wish to do it themselves to write them, and simply place them in the folder. We'll have more info on how to use this system when the beta is released. We'll be creating a space on our forums at forum.wurmonline.com to allow for those who wish to share their recipes, as well as to discuss them and collaborate. Creating and sharing your recipes will be easy as pie!

WU Beta


This update is a huge one, both in terms of new content, but also behind the scenes changes. With the addition of all the new items, recipes, and other various features comes new database tables and such, which I'm sure you all understand we need to make sure works perfectly with existing WU servers. With this in mind we'll be spending the next few weeks addressing that, making sure that by a time a beta comes out it will allow server admins to update and test backups of their servers to ensure they run smoothly. This does mean that the cooking update will take a little while to come out, but there's a lot to look forward to, that's for sure!

And don't forget...


This of course isn't all that's coming with the major update, we'll also have the following:
  • Improvements to various Epic settings, including improving dragon armour with leather, and how missions work.
  • Bees!
  • Removal of decay from decorations on deeds with over 30 days upkeep.
  • Chopped vegetables will now give ql/20 favour when sacrificed for all priests. Libila priests will have slightly different favour, giving ql/33 * potency for healing cover items.
  • New shield skilling system.
  • Message boards!
  • Barrel and Wine barrel racks to allow for easier storage.
[img=http://content.wurmunlimited.com/News/Devblog/November16/barrelracks.png] As you can see, there's a ton coming with this, and we're hard at work preparing to see it come to beta soon. To coincide with this update we'll be giving away 10 Steam keys on Facebook, and 10 keys on Twitter, so make sure to follow us and keep an eye out for that! Facebook: www.facebook.com/wurmunlimited Twitter www.twitter.com/Wurmunlimited Until then though, keep on Wurming! Retrograde & the Wurm Unlimited team.


[ 2016-12-07 14:35:00 CET ] [ Original post ]


Daily Deal - Wurm Unlimited, 66% Off

Today's Deal: Save 66% on Wurm Unlimited!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Saturday at 10AM Pacific Time


[ 2016-11-03 17:00:00 CET ] [ Original post ]


October Devblog! Cooking up a storm!

Hi Everyone! Work continues through October on our Wurm Online 1.3 update, focusing on the major cooking changes, bringing over 500 recipes, 7 new crops to farm, herbs and spices you can plant and grow, bees and so much more! We had our public testing run over the past two weeks, with players jumping on and testing out the changes, cooking thousands of different foods and exploring this new system. Cooking will be extremely in depth, immersive, and offer thousands of combinations, meaning you can really explore the new system or stick with the tried and true (everyone loves meat and corn, right?) We've teased a few of the feature coming, including the ability for server admins to create their own recipes, but there's plenty more!

Spicy!


Spices and herbs are able to be botanised and foraged, with many even being plant-able! You will be able to create your own little herb garden and harvest them! Herbs:
  • Basil - may be planted
  • Belladonna - may be planted
  • Lovage - may be planted
  • Nettles
  • Oregano - may be planted
  • Parsley - may be planted
  • Rosemary - may be planted
  • Sage - may be planted
  • Sassafras
  • Thyme - may be planted
  • Fennel - may be planted
  • Mint - may be planted
Spices:
  • Cumin - may be planted
  • Ginger - may be planted
  • Nutmeg
  • Paprika - may be planted
  • Turmeric
  • Fennel seed
[img=http://content.wurmunlimited.com/News/2016/w41/planters.png]

Farming frenzy


We have new crop types available, being able to be sourced by foraging at first, they are:
  • Carrots
  • Cabbage
  • Tomatoes
  • Sugar Beet
  • Lettuces
  • Peas
  • Cucumbers
[img=http://content.wurmunlimited.com/News/Devblog/October16/cabbage.png]

Bees Knees


The introduction of bees, honey, and wild hives! Wild hives will be found in trees, and the colonies can be coaxed out with a domestic hive placed near it. You can then receive honey from these hives, but be careful, come winter they will need honey or sugar to survive! [img=http://content.wurmunlimited.com/News/Devblog/October16/bees.png]

Hungry?


Eating complex meals will grant various timed affinities for players, giving the opportunity to explore, and incentive to find the meal that works for you, while skill gain can be modified in WU, this should provide a fun way to track your characters favourite meals! To check out further information about what's coming here, or to even jump on and test it out for yourself, go to our forums! Of course, there's more than just cooking coming in the update to Wurm Online (and subsequently Wurm Unlimited). We'll also be removing decay on decoration items on deeds over 30 days upkeep, meaning decorating got easier than ever!

Looking Forward


We're also looking ahead at future updates for Wurm, and one of the major points of feedback are focused on the user interface, so we're looking at making a updated user interface focusing on ease of play, as well as look at ways of helping new players learn the game and understand it faster. This is obviously a huge undertaking, and there will be lots to go into with it, I'm keen to see how it goes though, so will be making sure to share it with you all as we progress! There's a lot going on, and we're extremely excited about what's coming in the next update, the next devblog will be (hopefully) post release of this huge update, so we'll have the full list of changes, as well as a date for the beta release of this on WU! Want to see a giveaway to celebrate? Like us on Facebook https://www.facebook.com/wurmunlimited Follow us on Twitter https://twitter.com/wurmunlimited Until then though, keep on Wurming! Retrograde & the Wurm team.


[ 2016-11-03 10:24:58 CET ] [ Original post ]


1.1.2.3 Patch Notes

Boat Changes


[quote] Offline players embarked on a boat no longer count towards adding speed to the boat. Changed the calculations for boat speed bonuses. Each boat has a set speed bonus, PvP servers will get 9/12 of the total possible bonus from seats occupied, and 3/12 bonus from QL. PvE servers will get 3/12 of the total possible bonus from seats occupied, and 9/12 bonus from QL. [/quote]

Armour Changes


[quote] Rebalanced DR values of armour types. Cloth, Leather, Studded Leather and Chain base DR has been raised slightly. Armours now have different DR modifiers against certain attack types. Cloth: Higher DR vs Crush & Cold Lower DR vs Bite, Slash & Burn Equal DR vs Pierce & Acid Leather: Higher DR vs Slash & Burn Lower DR vs Bite, Pierce & Acid Equal DR vs Crush & Cold Studded: Higher DR vs Bite, Crush & Acid Lower DR vs Pierce & Cold Equal DR vs Slash & Burn Chain: Higher DR vs Bite, Pierce & Burn Lower DR vs Slash & Cold Equal DR vs Crush & Acid Plate: Higher DR vs Bite, Slash & Acid Lower DR vs Crush & Burn Equal DR vs Pierce & Cold Drake: Higher DR vs Crush & Cold Lower DR vs Slash & Acid Equal DR vs Bite, Pierce & Burn Scale: Higher DR vs Pierce & Burn Lower DR vs Crush & Cold Equal DR vs Bite, Slash & Acid [/quote]

Aggressive hitched creatures changes


Non-domestic creatures will become unhitched when they age and become unruly. To accommodate for this, Hell horses and other non-domestic hitch-able animals can now be hitched up to the last Aged stage. If the hitched vehicle is occupied when the creature ages, it will bypass the unhitching check until next age.

Other changes


  • To counter bypassing requiring the raw material, improvable items that can be placed in a bulk bin will no longer randomize the next action needed upon taking out. They will now require he raw material.
  • The 5 minute cooldown timer for toggling sleep bonus off has been removed, Toggling sleep bonus will now have a 5 minute cooldown timer for toggling it on.
  • Heal spell now heals a percentage of health according to the spell’s cast power.
  • Light of Fo spell now heals each of the 5 random wounds for a total of 1/5th of the spell’s power. A minimum of 6-7 damage per wound will be healed.
  • Locate spell now succeeds or fails based on the spell’s power compared to the power of the No Locate spell on the target, if there is one.
  • Spell resistances now last approx. 5 minutes, up from 30 seconds.
  • Critical attacks now do 1.5x damage, down from 2x.
  • Karma and Meditation teleports to villages can only be used after being a part of a village for at least 24 hours.
  • Equipping armour during combat will now come with a short timer of a few seconds. After two minutes of being out of combat the equipping will be instant again.
  • Removed priest characteristic gain nerfs.
  • Lowered difficulty of archery.
  • Tweaked special move damage values to be a bit more in line with their difficulty and stamina usage.
  • Reduced stun timers from special moves significantly. From 3-9sec to 2-4sec.
  • Added a stun resistance similar to spell resistances, with a shorter 2.5 minute timer.
  • Increased difficulty of blocking arrows with a shield when positioned in the right angle to the attacker.
  • Blocking arrows with shields now takes the shield QL and damage into account.
  • Swing timer modifier from Web Armour now a multiplier of base swing timer instead of flat seconds added.
  • Web Armour de-buff should now apply for a more reliable time instead of clearing semi-randomly.
  • Added a curve modifier to damage reduction gained from Body Strength in PvP combat.
  • The total amount of hide from dragon hatchling kills prior to being distributed has been doubled.
  • Marble planters can now be planted.
  • Added additional information gathered when prospecting at skill 80 and even more at skill 90. [quote] Prospecting 80 gives exact quality (overrides prospecting 20 message), prospecting 90 gives exact remaining hits (overrides prospecting 60 message) [/quote]

Bugfixes:


  • Bugfix: Fixed an issue where cupboards could not be locked.
  • Bugfix: Tapestry stand now correctly states wood type.
  • Bugfix: Fixed reversed messages which some items gave when trying to put them into an Food Storage Bin.
  • Bugfix: Fixed issue with stamina regeneration when in a boat close to terrain with a steep slope.
  • Bugfix: Fix for lockpick timer resetting when someone walked through the door/gate during the 10 minute timer.
  • Bugfix: Removed knapsack from mission item list.
  • Bugfix: The steel staff now properly fits in the polearms rack instead of the weapons rack.
  • Bugfix: Added missing shear option for sheep on the select bar when available through the menu with scissors activated and sheep selected.
  • Bugfix: You can no longer cast spells on bulk items inside bulk containers.
  • Bugfix: Fixed the issue which gave aggressive fight skill when in defensive stance.
  • Bugfix: Possible fix for not being able to stop leading a hell horse if it attacks while being led.
  • Bugfix: You can no longer take a portal while while in combat or there is enemy presence.
  • Bugfix: Fixed the bug where the wrong amount of lye and hide was used when making leather if the lye container was full.
  • Bugfix: Fixed the issue where the volume varied on finished products if you used combined resources during creation.
  • Bugfix: Fixed an issue with candle making where more than 1kg of fat was used if combined.
  • Bugfix: Fixed the issue where combined lumps were not being used up properly when creating brass and bronze.
  • Bugfix: Using a trowel to build fences is now correctly reflected in the crafting window instead of just the right click menu.
  • Bugfix: Reworded the description of cedar and maple arrows to more accurately describe their properties.
  • Bugfix: Special moves now do the correct damage to the correct body locations.
  • Bugfix: Possible fix for village invite being blocked when inside an unrelated village.
  • Bugfix: Fix for catapulting friendly kingdom villages in PvP servers.
  • Bugfix: Fix range limit of continuing on buildings to 2 tiles.
  • Bugfix: Mycelium lawn now counts as Mycelium.
  • Bugfix: Destroying unfinished fence plans now takes 30 seconds. (unusually high damage still occurs to the tool, so please be aware.)
  • Bugfix: You can now successfully repair an unfinished torch without a 54 minute timer.
  • Bugfix: Fix for bashing a fence outside a mine from inside.


[ 2016-10-31 20:11:51 CET ] [ Original post ]


Beta update 1.1.2.3 (b)

Boat Changes


[quote] Offline players embarked on a boat no longer count towards adding speed to the boat. Changed the calculations for boat speed bonuses. Each boat has a set speed bonus, PvP servers will get 9/12 of the total possible bonus from seats occupied, and 3/12 bonus from QL. PvE servers will get 3/12 of the total possible bonus from seats occupied, and 9/12 bonus from QL. [/quote]

Armour Changes


[quote] Rebalanced DR values of armour types. Cloth, Leather, Studded Leather and Chain base DR has been raised slightly. Armours now have different DR modifiers against certain attack types. Cloth: Higher DR vs Crush & Cold Lower DR vs Bite, Slash & Burn Equal DR vs Pierce & Acid Leather: Higher DR vs Slash & Burn Lower DR vs Bite, Pierce & Acid Equal DR vs Crush & Cold Studded: Higher DR vs Bite, Crush & Acid Lower DR vs Pierce & Cold Equal DR vs Slash & Burn Chain: Higher DR vs Bite, Pierce & Burn Lower DR vs Slash & Cold Equal DR vs Crush & Acid Plate: Higher DR vs Bite, Slash & Acid Lower DR vs Crush & Burn Equal DR vs Pierce & Cold Drake: Higher DR vs Crush & Cold Lower DR vs Slash & Acid Equal DR vs Bite, Pierce & Burn Scale: Higher DR vs Pierce & Burn Lower DR vs Crush & Cold Equal DR vs Bite, Slash & Acid [/quote]

Aggressive hitched creatures changes


Non-domestic creatures will become unhitched when they age and become unruly. To accommodate for this, Hell horses and other non-domestic hitch-able animals can now be hitched up to the last Aged stage. If the hitched vehicle is occupied when the creature ages, it will bypass the unhitching check until next age.

Other changes


  • To counter bypassing requiring the raw material, improvable items that can be placed in a bulk bin will no longer randomize the next action needed upon taking out. They will now require he raw material.
  • The 5 minute cooldown timer for toggling sleep bonus off has been removed, Toggling sleep bonus will now have a 5 minute cooldown timer for toggling it on.
  • Heal spell now heals a percentage of health according to the spell’s cast power.
  • Light of Fo spell now heals each of the 5 random wounds for a total of 1/5th of the spell’s power. A minimum of 6-7 damage per wound will be healed.
  • Locate spell now succeeds or fails based on the spell’s power compared to the power of the No Locate spell on the target, if there is one.
  • Spell resistances now last approx. 5 minutes, up from 30 seconds.
  • Critical attacks now do 1.5x damage, down from 2x.
  • Karma and Meditation teleports to villages can only be used after being a part of a village for at least 24 hours.
  • Equipping armour during combat will now come with a short timer of a few seconds. After two minutes of being out of combat the equipping will be instant again.
  • Removed priest characteristic gain nerfs.
  • Lowered difficulty of archery.
  • Tweaked special move damage values to be a bit more in line with their difficulty and stamina usage.
  • Reduced stun timers from special moves significantly. From 3-9sec to 2-4sec.
  • Added a stun resistance similar to spell resistances, with a shorter 2.5 minute timer.
  • Increased difficulty of blocking arrows with a shield when positioned in the right angle to the attacker.
  • Blocking arrows with shields now takes the shield QL and damage into account.
  • Swing timer modifier from Web Armour now a multiplier of base swing timer instead of flat seconds added.
  • Web Armour de-buff should now apply for a more reliable time instead of clearing semi-randomly.
  • Added a curve modifier to damage reduction gained from Body Strength in PvP combat.
  • The total amount of hide from dragon hatchling kills prior to being distributed has been doubled.
  • Marble planters can now be planted.
  • Added additional information gathered when prospecting at skill 80 and even more at skill 90. [quote] Prospecting 80 gives exact quality (overrides prospecting 20 message), prospecting 90 gives exact remaining hits (overrides prospecting 60 message) [/quote]

Bugfixes:


  • Bugfix: Fixed an issue where cupboards could not be locked.
  • Bugfix: Tapestry stand now correctly states wood type.
  • Bugfix: Fixed reversed messages which some items gave when trying to put them into an Food Storage Bin.
  • Bugfix: Fixed issue with stamina regeneration when in a boat close to terrain with a steep slope.
  • Bugfix: Fix for lockpick timer resetting when someone walked through the door/gate during the 10 minute timer.
  • Bugfix: Removed knapsack from mission item list.
  • Bugfix: The steel staff now properly fits in the polearms rack instead of the weapons rack.
  • Bugfix: Added missing shear option for sheep on the select bar when available through the menu with scissors activated and sheep selected.
  • Bugfix: You can no longer cast spells on bulk items inside bulk containers.
  • Bugfix: Fixed the issue which gave aggressive fight skill when in defensive stance.
  • Bugfix: Possible fix for not being able to stop leading a hell horse if it attacks while being led.
  • Bugfix: You can no longer take a portal while while in combat or there is enemy presence.
  • Bugfix: Fixed the bug where the wrong amount of lye and hide was used when making leather if the lye container was full.
  • Bugfix: Fixed the issue where the volume varied on finished products if you used combined resources during creation.
  • Bugfix: Fixed an issue with candle making where more than 1kg of fat was used if combined.
  • Bugfix: Fixed the issue where combined lumps were not being used up properly when creating brass and bronze.
  • Bugfix: Using a trowel to build fences is now correctly reflected in the crafting window instead of just the right click menu.
  • Bugfix: Reworded the description of cedar and maple arrows to more accurately describe their properties.
  • Bugfix: Special moves now do the correct damage to the correct body locations.
  • Bugfix: Possible fix for village invite being blocked when inside an unrelated village.
  • Bugfix: Fix for catapulting friendly kingdom villages in PvP servers.
  • Bugfix: Fix range limit of continuing on buildings to 2 tiles.
  • Bugfix: Mycelium lawn now counts as Mycelium.
  • Bugfix: Destroying unfinished fence plans now takes 30 seconds. (unusually high damage still occurs to the tool, so please be aware.)
  • Bugfix: You can now successfully repair an unfinished torch without a 54 minute timer.
  • Bugfix: Fix for bashing a fence outside a mine from inside.


[ 2016-10-04 08:22:22 CET ] [ Original post ]


September Devblog!

Hi everyone, Another busy month here on the Wurm team, with the wonderful sights and smells of all the cooking changes (Okay, maybe just my imagination). We've a few things to go into this month so let's get started!

Combat and PvP update


This month saw a balancing update come in for PvP combat and various armour types, the way body strength works for Damage Reduction (DR) has been modified, and we've adjust the armour type DR's as well.
Body Strength Formula, linear line is old, curve is new.
Armour also carries bonuses for material type: +10% for glimmer, +5% for addy, +10% for seryll rare is 103%, supreme is 106%, fantastic is 109% The aim of this update is to allow for some flexibility with armour options, as well as avoid the snowballing effect that body strength had on DR. There's also been some changes to other functions, such as the ability to teleport to deeds via Karma and Meditation abilities can only be used after being a part of a village for at least 24 hours as well as other small changes. The beta update will be out early this week!

New Rendering Engine update


Work continues on the new client renderer, with many bugs being interrogated and squished. We haven't forgotten about a WU release for this, but we do aim to ensure that the major stability bugs are ironed out before any testing on WU. so stay tuned!

Cooking sneak peaks


We've shown some teasers about the new cooking update, including new bushes and trees (Oranges!) and the addition of beer and other alcohol, we've also announced that this cooking update will also include the ability to store liquids decay free via sealing them, and also the removal of decay on decorational items on deed! That's a big one for me, and I'm super keen to be able to decorate my deed without worrying about decaying statues and the like!
The larder will slow decay on meals Another interesting feature will be the recipe system! [quote]Players who create a meal, can write down that recipe on papyrus using a reed pen filled with ink or dye, and then they are able to trade, mail or sell the recipe card, and allow other players to use them to learn new recipes. Rumour has it that certain humanoid creatures in the wild also have their own unique recipes, ones that cannot be cooked without knowing how to make them... [/quote] Another WU specific teaser is that we are working on the ability to have server owners create their own recipes to go into the game! This means that if you run your own server, you can create your own meals for players to make! That's it for this months review, we'll have more on the upcoming update next month, with a key giveaway in the works too, so make sure to keey your eyes peeled! Retrograde & the Wurm team. Like us on Facebook https://www.facebook.com/wurmunlimited Follow us on Twitter https://twitter.com/wurmunlimited


[ 2016-10-03 14:58:10 CET ] [ Original post ]


Patch Notes 1.1.1.2 Live

  • New Clothing


    • Plain white cloth pants
    • Plain white cloth sleeves
    • These items require a needle and cloth square to create.
    • green cloth tunic
    • red cloth tunic
    • black belted vest
    • Each item requires a plain cloth shirt and water to start, and coloring components with a leather belt to finish.
    • Black cloth sleeves
    • green cloth sleeve
    • red cloth sleeve
    • These items require a plain cloth sleeve and water to start, with colouring components to finish.
    • brown striped breeches
    • black cloth pants
    • green cloth pants
    • Each item requires a needle and cloth square to start, with coloring components to finish. Recommended Cloth Tailoring skill is ~ 15-20 as well
    • patchwork pants
    • Requires needle + wool square, skill is trivial
  • Small copper braziers can be planted and turned now.
  • Candelabras can be planted.
  • Hauling stuff up/down is now affected by deed speed bonus for item movement actions.
  • Pillars can be rotated.
  • The capital deed of a kingdom can no longer convert to another PMK until it is no longer the capital.
  • Attempting to convert someone to your kingdom will now give error messages if it fails
  • Corrected an issue with off deed gates not being lockable.
  • Source crystal drop rate from cave walls was increased.
  • Permissions change: Attaching a lock to an on deed gate used to automatically give citizens of that deed May Pass permission, even of the deed role did not allow citizens to pass gates. It will now only give the person placing the lock permission to pass, and sets the controlled by deed flag.
  • If you restrict access to gates to citizens, please check individual gates to ensure the correct permissions are set.
  • Bugfix: You can no longer lock an unlocked gate for which you have no permissions.
  • Bugfix: You should now be able to become champ of a WL deity if it favours your kingdom, correcting issues that stopped it before.
  • Bugfix: Fix to cap affinities properly at 5.
  • Bugfix: Mayors (or those with pick up planted permission) can now pick up planted lamps on bridges on their deed.
  • Bugfix: Village invite via the right click method is no longer blocked if inviter is standing in another village.
  • Bugfix: Corrected new clothing having too high of a creation quality.
  • Bugfix: Text fix when creating new unfinished items, no more extra space and capital U.
  • Bugfix: Corrected a few references to Wurm Online
  • Bugfix: Corrected some syntax causing frozen items to be deleted crossing servers.


[ 2016-09-20 12:34:47 CET ] [ Original post ]


BETA Update 1.1.1.2(b)

  • New Clothing


    • Plain white cloth pants
    • Plain white cloth sleeves
    • These items require a needle and cloth square to create.
    • green cloth tunic
    • red cloth tunic
    • black belted vest
    • Each item requires a plain cloth shirt and water to start, and coloring components with a leather belt to finish.
    • Black cloth sleeves
    • green cloth sleeve
    • red cloth sleeve
    • These items require a plain cloth sleeve and water to start, with colouring components to finish.
    • brown striped breeches
    • black cloth pants
    • green cloth pants
    • Each item requires a needle and cloth square to start, with coloring components to finish. Recommended Cloth Tailoring skill is ~ 15-20 as well
    • patchwork pants
    • Requires needle + wool square, skill is trivial
  • Small copper braziers can be planted and turned now.
  • Candelabras can be planted.
  • Hauling stuff up/down is now affected by deed speed bonus for item movement actions.
  • Pillars can be rotated.
  • The capital deed of a kingdom can no longer convert to another PMK until it is no longer the capital.
  • Attempting to convert someone to your kingdom will now give error messages if it fails
  • Corrected an issue with off deed gates not being lockable.
  • Source crystal drop rate from cave walls was increased.
  • Permissions change: Attaching a lock to an on deed gate used to automatically give citizens of that deed May Pass permission, even of the deed role did not allow citizens to pass gates. It will now only give the person placing the lock permission to pass, and sets the controlled by deed flag.
  • If you restrict access to gates to citizens, please check individual gates to ensure the correct permissions are set.
  • Bugfix: You can no longer lock an unlocked gate for which you have no permissions.
  • Bugfix: You should now be able to become champ of a WL deity if it favours your kingdom, correcting issues that stopped it before.
  • Bugfix: Fix to cap affinities properly at 5.
  • Bugfix: Mayors (or those with pick up planted permission) can now pick up planted lamps on bridges on their deed.
  • Bugfix: Village invite via the right click method is no longer blocked if inviter is standing in another village.
  • Bugfix: Corrected new clothing having too high of a creation quality.
  • Bugfix: Text fix when creating new unfinished items, no more extra space and capital U.
  • Bugfix: Corrected a few references to Wurm Online
  • Bugfix: Corrected some syntax causing frozen items to be deleted crossing servers.


[ 2016-09-07 00:40:28 CET ] [ Original post ]


August Devblog

Hi Everyone! August has been another busy month for the Wurm dev team, with armour balances as well as addressing soome PvP related bugs, the introduction of some new clothing, and one of the next big updates, cooking!

Cooking


Cooking and nutrition have always been a bit lacking in Wurm, dozens of ingredients, but so few options! This will change in our next bug update planned for later in the year. Tich has been working on overhauling the entire cooking system, with hundreds of new recipies, ingredients, crops, and that's not including beverages and bees! I managed to ask a few questions while she was waiting for some pies to cool on the windowsill [quote] A lot of people have theorized that the new system will be aimed at improving food via spices and tools before cooking, is this close? No, food will be prepared and then cooked, not improved prior to to cooking. How will cooking change? Will it be meat + crops in a frypan still? Cooking will be done with recipes, and there are recipes to be able to make meals like in the current method. There will also be new cooking utensils and containers. A lot of suggestions in the past have been about alcohol, will there be new methods of brewing? There will be more alcoholic drinks, e.g. mead, beer.
A copper still Mead? Does this mean there will there be honey? Yes, there will be wild hives that appear during spring, and vanish in winter. These will slowly get honey and beeswax. But beware bees sting. Will there be new crops to farm? Yes, e.g. carrots and tomatoes. Herbs are currently found via botanizing, a popular suggestion has been for the implementation of herb gardens, will herbs play an important part in cooking and will it be possible to farm them? Not able to be farmed, but there will be planters that they can be planted in, which will produce herbs over time (for a while). These pots will also be able to be used to grow spices (well most of them). How will we cook these foods? There are different types of recipes, ones that require using an item on an item, (e.g. making flour) ones that require using an item on a container, (e.g. making pastry) ones that require a container to be heated (e.g. making bread) and ones that take time (e.g. making wine) Recipes that use a container, require a match of what is in the container to a recipe, and at the end of the action (whatever type that is), the contents of the container are replaced by the result item. How will different foods benefit? Each meal will have an associated Calories, Carbs, Fats and Proteins, these will give a bonus to various things. Also there is another bonus associated with meals that will give a timed affinity, this affinity can be different per person, and will depend on what cooker, container, and ingredients that are used. Will skilling cooking be different in the future? Only in the fact that you will not be able use nails... Will this be any different in Wurm Unlimited? For WU, they will be able to add their own recipes if they want to. What is your favourite food? Roast pork and all the trimmings. [/quote]

Clothing


Looking stylish is always important, and coming next update to Wurm Unlimited is some new cloth clothing! we teased the coloured sets last month, but along with these will come plain white clothes, which will be the base items to create the coloured items. [img=http://content.wurmunlimited.com/News/Devblog/August16/white.png] We also have the new textures for adamantine and glimmersteel chain armour! [img=http://content.wurmunlimited.com/News/2016/w33/chaina.png] adamantine [img=http://content.wurmunlimited.com/News/2016/w33/chaing.png] glimmersteel Expect to see those new clothing items in the next update! Work continues on the new client renderer, with hopefully a beta line coming to Wurm Unlimited soon focusing on optimising it for you all, until then, continue to drool at just how improved it is! [img=http://content.wurmunlimited.com/News/Devblog/August16/Shadowforest.png] That's it for this month folks, be sure to keep up to date with us by: Liking us on Facebook https://www.facebook.com/wurmunlimited Following us on Twitter https://twitter.com/wurmunlimited Until next month, keep on Wurming! Retrograde & The Wurm Unlimted team


[ 2016-08-31 16:46:09 CET ] [ Original post ]


Patch Notes 1.1.1.1 LIVE

New versioning system!


Version number: a.b.c.d a = Major release version. (Required to be equal) b = Compatibility version (Required to be equal) c = Client version (Not required to be equal) d = Server version (Not required to be equal) In order to be able to connect to a server, both client and server must have matching version numbers for a and b, the latter two do not have to be equal. This allows us to push out hotfixes without forcing the need for servers to upgrade prior to connecting again, and will greatly improve how smoothly updates go

New Domain system added


  • Altars will now extend their domain depending on quality.
  • Underground and above ground zones are no longer separate, instead domains will have a 50% reduction in their power in the opposing layer.
  • Metal and wood altars may now be pushed/pulled.
  • Altar creation restrictions were removed.

Creature spawn counts altered


  • Bison, dogs, roosters, pheasants and hens will be a smaller amount of the total population
  • Spawn cap for horses has been increased
  • Bred creatures now have a 1 in 20 chance of giving a rare coin when killed, as opposed to the former 1 in 50 chance.

Updates


  • Removed small axe Combat Rating nerf.
  • A minimum cool down period of one hour was added to the meditation ability Final Breath.
  • Path of Insanity followers can change path one time with no penalty via an option on the meditation rug.
  • Tile borders will now show slope information again when examined.
  • Enchanted grass chance of reverting to grass on deeds with good ratio has been halved to have a 1 in 240 chance when an animal grazes. If the deed has a bad ratio (less than 15 tiles per animal) it has the usual 1 in 120 chance of reverting to grass. Off deed enchanted grass now has a 1 in 80 chance to revert to grass when an animal grazes.
  • Source crystals can no longer be mined from veins. This is to prevent excess crystals being mined in a short timeframe.
  • New settings window has been updated, keybindings and more added.

    Bugfixes


    • Bugfix: Boulders from volcanoes will no longer become part of an item pile.
    • Bugfix: Fixed text error for brass brass ribbon on unfinished birdcage examine.
    • Bugfix: Fixed a permission bug which allowed some paving without permissions set.
    • Bugfix: Corrected the fix for source crystals being removed from veins.
    • Bugfix: Focus icon mouseover text will now update properly when focus is lost during combat.
    • Bugfix: Text error for examine of rift beast heart was fixed.
    • Bugfix: You can no longer cast dirt on a smelter.
    • Bugfix: Pick up items and pick up planted permission are no longer needed in order to fill a lamp inside a building.
    • Bugfix: Plugged a few loopholes for trading new player tents.
    • Bugfix: Fixed a text error with socketed rings.
    • Bugfix: Traders and Merchants will once again stay on the the same story where placed instead of falling to the ground level.
    • Bugfix: Fixed a text error when burying a body at sea.
    • Bugfix: Attempting to send mail to a server that is offline will no longer attempt to send and then destroy your mail.
    • Bugfix: Fixed a bug with no drop items remaining in locked chests upon death.
    • Bugfix: Fix for cakes not cooling down when removed from a heat source.
    • Bugfix: Increased the tolerance for lag when moving on vehicles, random dismounts when riding on a horse or other vehicle should occur less often.
    • Bugfix: Fixed a bug to prevent rejected mail being auto-sent back to the person who rejected it if not picked up by the original sender. If the original sender does not retrieve the rejected mail, it will be deleted after 2 weeks.
    • Bugfix: Fixed a respawn issue on servers. If a spawn point does not satisfy requirements (above water, not too steep, empty) It will not show.
    • Bugfix: Can no longer cast dirt in a tent while in inventory.
    • Bugfix: Converting to HOTS only sets you to Libila and faith to 1 if you are coming from Fo, Magranon or Vynora.
    • Bugfix Text fix when creating new unfinished items, no more extra space and capital U.
    • Bugfix: Fixed a few capitalization issues.
    • Bugfix: Fixed a bug where higher nutrition was not properly giving the healing bonus to wounds.
    • Bugfix: Fixed a bug with Village Healing bonus which could have increased damage instead of heal damage.
    • Bugfix: Fixed a bug with the dirt spell sometimes giving 7 dirt.
    • Bugfix: Fixed an issue with planning/building an inner wall in a cave dwelling if there was a wall or fence on the same tile border above ground.
    • Bugfix: Tools should no longer take massive damage when destroying unfinished fences.
    • Bugfix: Fixed adamantine weapon bonus to actually be +10%.
    • Bugfix: Fix for randomized tunnel height calculations so that the distribution is now symmetrical.
    • Bugfix: Possible fix for lost items when mailing across servers.
    • Bugfix: Fix for shoulder items not displaying.
    • Bugfix: Settings window fixes for the launcher, your profiles should now work.

    Server Notes


    • Bugfix: Fix for hell creatures and other non-newbie creatures from spawning. (Hell creatures, Worg, Valrei, anaconda, Lava creatures, Fog spiders, Spiders, Kingdom animals, Trolls, Scorps, Unicorn, Bears, Crocs = All NON_NEWBIE)
    • Added a new setting under Advanced for "Newbie Friendly". When enabled, this will prevent non-newbie creatures from spawning on that server.
    • Bugfix: Fix for TIMETRANSFER errors in logs.
    • Bugfix: Fix for PvP Travel Blocking option not showing in player profile.
    • Bugfix: Fix for achievement timestamps bugging out when crossing servers.
    • Changed the default internal server port due to nVidia reserving it.
    • Internal IP will now default to localhost. This should help with some servers not being able to bind properly.
    • Creative will no longer start in winter when rebuilding the database.
    • Adventure will reset properly when rebuilding the database.
    • Fixed an issue that could cause inventories to be lost on server transfer.
    • Fixed an issue with the new Steam versioning schema.

    Class Changes


    Wurm Server


    • com/wurmonline/BatchEncrypter
    • com/wurmonline/server/Constants
    • com/wurmonline/server/DbConnector
    • com/wurmonline/server/Features
    • com/wurmonline/server/Items
    • com/wurmonline/server/LoginHandler
    • com/wurmonline/server/LoginServerWebConnection
    • com/wurmonline/server/MiscConstants
    • com/wurmonline/server/Players
    • com/wurmonline/server/Server
    • com/wurmonline/server/ServerLauncher
    • com/wurmonline/server/ServerProperties
    • com/wurmonline/server/batchjobs/ItemBatchJob
    • com/wurmonline/server/batchjobs/StructureBatchJob
    • com/wurmonline/server/behaviours/Action
    • com/wurmonline/server/behaviours/Actions
    • com/wurmonline/server/behaviours/ArtifactBehaviour
    • com/wurmonline/server/behaviours/AutoEquipMethods
    • com/wurmonline/server/behaviours/Behaviour
    • com/wurmonline/server/behaviours/BodyPartBehaviour
    • com/wurmonline/server/behaviours/CargoTransportationMethods
    • com/wurmonline/server/behaviours/CaveTileBehaviour
    • com/wurmonline/server/behaviours/CorpseBehaviour
    • com/wurmonline/server/behaviours/CreatureBehaviour
    • com/wurmonline/server/behaviours/Emotes
    • com/wurmonline/server/behaviours/ExamineBehaviour
    • com/wurmonline/server/behaviours/FenceBehaviour
    • com/wurmonline/server/behaviours/Flattening
    • com/wurmonline/server/behaviours/FloorBehaviour
    • com/wurmonline/server/behaviours/Forage
    • com/wurmonline/server/behaviours/Herb
    • com/wurmonline/server/behaviours/ItemBehaviour
    • com/wurmonline/server/behaviours/ManageMenu
    • com/wurmonline/server/behaviours/MenuRequestBehaviour
    • com/wurmonline/server/behaviours/Methods
    • com/wurmonline/server/behaviours/MethodsCreatures
    • com/wurmonline/server/behaviours/MethodsItems
    • com/wurmonline/server/behaviours/MethodsStructure
    • com/wurmonline/server/behaviours/MethodsSurveying
    • com/wurmonline/server/behaviours/PlanetBehaviour
    • com/wurmonline/server/behaviours/ShardBehaviour
    • com/wurmonline/server/behaviours/Terraforming
    • com/wurmonline/server/behaviours/TileBehaviour
    • com/wurmonline/server/behaviours/TileBorderBehaviour
    • com/wurmonline/server/behaviours/TileCornerBehaviour
    • com/wurmonline/server/behaviours/TileRockBehaviour
    • com/wurmonline/server/behaviours/TileTreeBehaviour
    • com/wurmonline/server/behaviours/Vehicle
    • com/wurmonline/server/behaviours/VillageDeedBehaviour
    • com/wurmonline/server/behaviours/VillageTokenBehaviour
    • com/wurmonline/server/behaviours/WallBehaviour
    • com/wurmonline/server/bodys/BodyTemplate
    • com/wurmonline/server/bodys/Wound
    • com/wurmonline/server/combat/Archery
    • com/wurmonline/server/combat/Armour
    • com/wurmonline/server/combat/Arrows
    • com/wurmonline/server/combat/combatEngine
    • com/wurmonline/server/combat/combatMove
    • com/wurmonline/server/combat/ServerProjectile
    • com/wurmonline/server/combat/SpecialMove
    • com/wurmonline/server/combat/Weapon
    • com/wurmonline/server/combat/WeaponCreator
    • com/wurmonline/server/creatures/AnimalSettings
    • com/wurmonline/server/creatures/Brand
    • com/wurmonline/server/creatures/combatHandler
    • com/wurmonline/server/creatures/communicator
    • com/wurmonline/server/creatures/Creature
    • com/wurmonline/server/creatures/Creaturecommunicator
    • com/wurmonline/server/creatures/CreatureStatus
    • com/wurmonline/server/creatures/CreatureTemplate
    • com/wurmonline/server/creatures/CreatureTemplateCreator
    • com/wurmonline/server/creatures/CreatureTemplateIds
    • com/wurmonline/server/creatures/CreatureTypes
    • com/wurmonline/server/creatures/Creatures
    • com/wurmonline/server/creatures/MineDoorPermission
    • com/wurmonline/server/creatures/MineDoorSettings
    • com/wurmonline/server/creatures/MountAction
    • com/wurmonline/server/creatures/MovementScheme
    • com/wurmonline/server/creatures/SpellEffects
    • com/wurmonline/server/creatures/SpellEffectsEnum
    • com/wurmonline/server/creatures/VisionArea
    • com/wurmonline/server/database/MysqlConnectionBuilder
    • com/wurmonline/server/database/SqliteConnectionBuilder
    • com/wurmonline/server/effects/Effect
    • com/wurmonline/server/effects/EffectFactory
    • com/wurmonline/server/epic/CollectedValreiItem
    • com/wurmonline/server/epic/EpicEntity
    • com/wurmonline/server/epic/EpicServerStatus
    • com/wurmonline/server/epic/EpicTargetItems
    • com/wurmonline/server/epic/HexMap
    • com/wurmonline/server/epic/Hota
    • com/wurmonline/server/epic/Valrei
    • com/wurmonline/server/epic/ValreiMapData
    • com/wurmonline/server/gui/WurmServerGuiController
    • com/wurmonline/server/gui/propertysheet/ServerPropertySheet
    • com/wurmonline/server/intra/IntraServerConnection
    • com/wurmonline/server/items/AdvancedCreationEntry
    • com/wurmonline/server/items/CreationEntryCreator
    • com/wurmonline/server/items/CreationWindowMethods
    • com/wurmonline/server/items/DbItem
    • com/wurmonline/server/items/Item
    • com/wurmonline/server/items/ItemFactory
    • com/wurmonline/server/items/ItemSettings
    • com/wurmonline/server/items/ItemTemplate
    • com/wurmonline/server/items/ItemTemplateCreator
    • com/wurmonline/server/items/ItemTemplateCreatorContinued
    • com/wurmonline/server/items/ItemTemplateCreatorThird
    • com/wurmonline/server/items/ItemTemplateFactory
    • com/wurmonline/server/items/Itempool
    • com/wurmonline/server/items/Possessions
    • com/wurmonline/server/items/TradingWindow
    • com/wurmonline/server/items/WurmMail
    • com/wurmonline/server/players/Achievement
    • com/wurmonline/server/players/Achievements
    • com/wurmonline/server/players/Cultist
    • com/wurmonline/server/players/DbPlayerInfo
    • com/wurmonline/server/players/ItemBonus
    • com/wurmonline/server/players/PermissionsByPlayer
    • com/wurmonline/server/players/Player
    • com/wurmonline/server/players/PlayerInfoFactory
    • com/wurmonline/server/players/Titles
    • com/wurmonline/server/questions/ChangeMedPathQuestion
    • com/wurmonline/server/questions/DemolishCheckQuestion
    • com/wurmonline/server/questions/GmSetMedPath
    • com/wurmonline/server/questions/GmTool
    • com/wurmonline/server/questions/LCMManagementQuestion
    • com/wurmonline/server/questions/MailSendConfirmQuestion
    • com/wurmonline/server/questions/MailSendQuestion
    • com/wurmonline/server/questions/ManagePermissions
    • com/wurmonline/server/questions/PlanBridgeQuestion
    • com/wurmonline/server/questions/PlayerProfileQuestion
    • com/wurmonline/server/questions/QuestionParser
    • com/wurmonline/server/questions/SwapDeityQuestion
    • com/wurmonline/server/questions/TerrainQuestion
    • com/wurmonline/server/questions/TwitSetupQuestion
    • com/wurmonline/server/questions/VillageFoundationQuestion
    • com/wurmonline/server/questions/VillageSettingsManageQuestion
    • com/wurmonline/server/skills/Skill
    • com/wurmonline/server/spells/Dirt
    • com/wurmonline/server/spells/DrainHealth
    • com/wurmonline/server/spells/Fungus
    • com/wurmonline/server/spells/Heal
    • com/wurmonline/server/spells/HolyCrop
    • com/wurmonline/server/spells/Rebirth
    • com/wurmonline/server/spells/RiteDeath
    • com/wurmonline/server/spells/RitualSun
    • com/wurmonline/server/spells/ScornOfLibila
    • com/wurmonline/server/spells/Spell
    • com/wurmonline/server/spells/SpellEffect
    • com/wurmonline/server/spells/SpellGenerator
    • com/wurmonline/server/spells/Summon
    • com/wurmonline/server/spells/WildGrowth
    • com/wurmonline/server/steam/SteamHandler
    • com/wurmonline/server/structures/Fence
    • com/wurmonline/server/tutorial/MissionPerformer
    • com/wurmonline/server/utils/DbUtilities
    • com/wurmonline/server/villages/Village
    • com/wurmonline/server/villages/Villages
    • com/wurmonline/server/webinterface/WebInterface
    • com/wurmonline/server/webinterface/WebInterfaceImpl
    • com/wurmonline/server/zones/FaithZone
    • com/wurmonline/server/zones/Rift
    • com/wurmonline/server/zones/Trap
    • com/wurmonline/server/zones/VirtualZone
    • com/wurmonline/server/zones/VolaTile
    • com/wurmonline/server/zones/Zone
    • com/wurmonline/server/zones/Zones
    • com/wurmonline/website/StatsXMLWriter

    Wurm common


    • com/wurmonline/math/Quaternion
    • com/wurmonline/math/TilePos
    • com/wurmonline/mesh/BushData
    • com/wurmonline/mesh/CaveMesh
    • com/wurmonline/mesh/Mesh
    • com/wurmonline/mesh/MeshIO
    • com/wurmonline/shared/constants/BridgeConstants
    • com/wurmonline/shared/constants/
    • commonConstantsUtility
    • com/wurmonline/shared/constants/Enchants
    • com/wurmonline/shared/constants/ProtoConstants
    • com/wurmonline/shared/constants/SoundNames
    • com/wurmonline/shared/constants/SteamVersion
    • com/wurmonline/shared/util/MovementChecker
    • com/wurmonline/shared/util/StringUtilities

    Wurm Client


    • com/wurmonline/client/
    • comm/ServerConnectionListenerClass
    • com/wurmonline/client/
    • comm/SimpleServerConnectionClass
    • com/wurmonline/client/console/WurmConsole
    • com/wurmonline/client/game/SpellEffect
    • com/wurmonline/client/game/SpellEffectSet
    • com/wurmonline/client/launcherfx/LauncherConstants
    • com/wurmonline/client/launcherfx/WurmLauncherFX
    • com/wurmonline/client/launcherfx/WurmMain
    • com/wurmonline/client/launcherfx/WurmSettingsFX
    • com/wurmonline/client/launcherfx/controls/ColorOptionControl
    • com/wurmonline/client/launcherfx/controls/DisplayOptionControl
    • com/wurmonline/client/launcherfx/controls/KeybindOptionControl
    • com/wurmonline/client/launcherfx/controls/OptionControl
    • com/wurmonline/client/options/keybinding/KeybindButtons
    • com/wurmonline/client/renderer/PlayerBodyRenderable
    • com/wurmonline/client/renderer/cell/CreatureCellRenderable
    • com/wurmonline/client/renderer/cell/MobileModelRenderable
    • com/wurmonline/client/renderer/cell/PlayerCellRenderable
    • com/wurmonline/client/renderer/gui/HeadsUpDisplay
    • com/wurmonline/client/renderer/gui/MissionBar
    • com/wurmonline/client/renderer/gui/SpellEffectWindow
    • com/wurmonline/client/renderer/gui/ToolBeltcomponent
    • com/wurmonline/client/settings/Profile
    • com/wurmonline/client/startup/ServerBrowserFX
    • com/wurmonline/client/startup/TabbedLoginFrame
    • com/wurmonline/client/steam/SteamServerFX
    • com/wurmonline/client/util/ServerStatus
    • com/wurmonline/client/util/WurmStats
    • com/wurmonline/client/util/WurmXMLStats


  • [ 2016-08-08 12:20:58 CET ] [ Original post ]


    BETA update 1.1.0.1

    • Fixed an issue that could cause inventories to be lost on server transfer.


    [ 2016-08-05 02:59:11 CET ] [ Original post ]


    Patch Notes 1.1.0.0 (beta)

    New versioning system!


    Version number: a.b.c.d a = Major release version. (Required to be equal) b = Compatibility version (Required to be equal) c = Client version (Not required to be equal) d = Server version (Not required to be equal) In order to be able to connect to a server, both client and server must have matching version numbers for a and b, the latter two do not have to be equal. This allows us to push out hotfixes without forcing the need for servers to upgrade prior to connecting again, and will greatly improve how smoothly updates go

    New Domain system added


    • Altars will now extend their domain depending on quality.
    • Underground and above ground zones are no longer separate, instead domains will have a 50% reduction in their power in the opposing layer.
    • Metal and wood altars may now be pushed/pulled.
    • Altar creation restrictions were removed.

    Creature spawn counts altered


    • Bison, dogs, roosters, pheasants and hens will be a smaller amount of the total population
    • Spawn cap for horses has been increased
    • Bred creatures now have a 1 in 20 chance of giving a rare coin when killed, as opposed to the former 1 in 50 chance.

    Updates


  • Removed small axe Combat Rating nerf.
  • A minimum cool down period of one hour was added to the meditation ability Final Breath.
  • Path of Insanity followers can change path one time with no penalty via an option on the meditation rug.
  • Tile borders will now show slope information again when examined.
  • Enchanted grass chance of reverting to grass on deeds with good ratio has been halved to have a 1 in 240 chance when an animal grazes. If the deed has a bad ratio (less than 15 tiles per animal) it has the usual 1 in 120 chance of reverting to grass. Off deed enchanted grass now has a 1 in 80 chance to revert to grass when an animal grazes.
  • Source crystals can no longer be mined from veins. This is to prevent excess crystals being mined in a short timeframe.
  • New settings window has been updated, keybindings and more added.

    Bugfixes


    • Bugfix: Boulders from volcanoes will no longer become part of an item pile.
    • Bugfix: Fixed text error for brass brass ribbon on unfinished birdcage examine.
    • Bugfix: Fixed a permission bug which allowed some paving without permissions set.
    • Bugfix: Corrected the fix for source crystals being removed from veins.
    • Bugfix: Focus icon mouseover text will now update properly when focus is lost during combat.
    • Bugfix: Text error for examine of rift beast heart was fixed.
    • Bugfix: You can no longer cast dirt on a smelter.
    • Bugfix: Pick up items and pick up planted permission are no longer needed in order to fill a lamp inside a building.
    • Bugfix: Plugged a few loopholes for trading new player tents.
    • Bugfix: Fixed a text error with socketed rings.
    • Bugfix: Traders and Merchants will once again stay on the the same story where placed instead of falling to the ground level.
    • Bugfix: Fixed a text error when burying a body at sea.
    • Bugfix: Attempting to send mail to a server that is offline will no longer attempt to send and then destroy your mail.
    • Bugfix: Fixed a bug with no drop items remaining in locked chests upon death.
    • Bugfix: Fix for cakes not cooling down when removed from a heat source.
    • Bugfix: Increased the tolerance for lag when moving on vehicles, random dismounts when riding on a horse or other vehicle should occur less often.
    • Bugfix: Fixed a bug to prevent rejected mail being auto-sent back to the person who rejected it if not picked up by the original sender. If the original sender does not retrieve the rejected mail, it will be deleted after 2 weeks.
    • Bugfix: Fixed a respawn issue on servers. If a spawn point does not satisfy requirements (above water, not too steep, empty) It will not show.
    • Bugfix: Can no longer cast dirt in a tent while in inventory.
    • Bugfix: Converting to HOTS only sets you to Libila and faith to 1 if you are coming from Fo, Magranon or Vynora.
    • Bugfix Text fix when creating new unfinished items, no more extra space and capital U.
    • Bugfix: Fixed a few capitalization issues.
    • Bugfix: Fixed a bug where higher nutrition was not properly giving the healing bonus to wounds.
    • Bugfix: Fixed a bug with Village Healing bonus which could have increased damage instead of heal damage.
    • Bugfix: Fixed a bug with the dirt spell sometimes giving 7 dirt.
    • Bugfix: Fixed an issue with planning/building an inner wall in a cave dwelling if there was a wall or fence on the same tile border above ground.
    • Bugfix: Tools should no longer take massive damage when destroying unfinished fences.
    • Bugfix: Fixed adamantine weapon bonus to actually be +10%.
    • Bugfix: Fix for randomized tunnel height calculations so that the distribution is now symmetrical.
    • Bugfix: Possible fix for lost items when mailing across servers.
    • Bugfix: Fix for shoulder items not displaying.
    • Bugfix: Settings window fixes for the launcher, your profiles should now work.

    Server Notes


    • Bugfix: Fix for hell creatures and other non-newbie creatures from spawning. (Hell creatures, Worg, Valrei, anaconda, Lava creatures, Fog spiders, Spiders, Kingdom animals, Trolls, Scorps, Unicorn, Bears, Crocs = All NON_NEWBIE)
    • Added a new setting under Advanced for "Newbie Friendly". When enabled, this will prevent non-newbie creatures from spawning on that server.
    • Bugfix: Fix for TIMETRANSFER errors in logs.
    • Bugfix: Fix for PvP Travel Blocking option not showing in player profile.
    • Bugfix: Fix for achievement timestamps bugging out when crossing servers.
    • Changed the default internal server port due to nVidia reserving it.
    • Internal IP will now default to localhost. This should help with some servers not being able to bind properly.
    • Creative will no longer start in winter when rebuilding the database.
    • Adventure will reset properly when rebuilding the database.


  • [ 2016-07-26 00:08:44 CET ] [ Original post ]


    Wurm Unlimited July Devblog

    July DevBlog


    Hi Everyone! Retrograde here with the first of our monthly Wurm Unlimited Devblogs! Giving you insight into our current projects, as well as reviewing what’s happened over the past month. Being the first of these there’s a bit to cover, so stick with us. New social media! As many of you might know, we used our Wurm Online social media pages for Wurm Unlimited news and info, but that’s no longer the case. We now have official Facebook and Twitter pages for Wurm Unlimited, where we can keep you all up to date with the latest happenings in Wurm Unlimited as well as showcase events and of course, give away free Steam keys from time to time! Like us on Facebook https://www.facebook.com/wurmunlimited Follow us on Twitter https://twitter.com/wurmunlimited June Updates June saw the addition of cave dwellings, and powerful rift creatures from Jackal added to the list of features in Wurm Unlimited, and it’s been incredible seeing what people have designed with their underground homes, from small workshops, to castles under mountains!

    Works In Progress


    New client rendering engine Testing continues for the new client rendering engine, currently available on Wurm Online and the test server. With improved performance, lighting, shadows and shading, your world will never be the same again. We’ll be pushing a beta version to run testing with the client in Wurm Unlimited closer to its release. [img=http://content.wurmunlimited.com/News/Devblog/July16/renderer.png] Domain System A new domain system is on its way, currently live on most Wurm Online servers, this system allows crossing of domains from underground, as well as improves portability of altars, allowing all altar types to be pushed and pulled! Combat balancing Currently on the Wurm Online test server are adjustments to armour types, healing spells, and some boat travel. The current changes are still in the testing phase, and will continue to change until we're happy with how they work, full changes will be listed with a beta update or next months devblog. New Cloth Armour Types We also have some cloth armour types coming, allowing better customisation and showing off your style! The new clothing additions are green tunic, green cloth sleeves, green cloth pants. Red tunic, red cloth sleeves, patchwork pants. Black belted vest and black cloth pants. [img=http://content.wurmunlimited.com/News/Devblog/July16/outfits.png] Events, show off your server! Admins, hosting an event and want to show off? Email us at events@wurmonline.com and we’ll share it on social media! Simply send us details of your server, what’s going on and we’ll do our bit to spread the word. That’s it for this month! I’ll be back in August to show off what else is coming in Wurm, but until then, don’t forget to follow us on social media and keep up with all the news! Retrograde & the Wurm Unlimited team. Like us on Facebook https://www.facebook.com/wurmunlimited Follow us on Twitter https://twitter.com/wurmunlimited


    [ 2016-07-15 14:12:10 CET ] [ Original post ]


    Patch Notes 22 June 2016 Cave Dwellings are live!

    General Changes

    • Removed the check preventing gift items from being created (these now require a GM account)
    • Fixed an issue that could sometimes allow for corpses to be looted on PvE
    • Added generic templates for rift items and creatures.
    • Note: These were added so that Wurm Unlimited users can have fun with the rift feature assets without needing to mod them in.
    • Fixed issues with graphics.jar containing older .dae models and missing the rift assets.
    • Source Crystals can now be mined from any tile type.
    • Silver Mirrors can no longer be traded in containers.
    • Cave dwellings!
      • Due to their effect with PvP servers they default to off but can be turned on via features.
      • They require reinforced flat floors.
      • Can be built up to 8 stories.
      • Plain stone building types only.
      • Can be built against walls on deed only.
      • Take fast decay when off deed.
      • Merchants may be placed underground, traders may not.
    • Bugfix - Fixed a few grammatical and text errors.
    • Bugfix - Destroying altars now checks the 'destroy items' permission for allies and non-citizens
    • Bugfix - Scythes no longer take damage when harvesting non grain fields.
    • Bugfix - Movement speed on bridges corrected.
    • Bugfix - Attaching a lock to a group of items now only locks the first unlocked item.
    • Bugfix - Fences in arched walls have improved permission checks for destroying.
    • Bugfix - Unlocked and unmoored boats on PvP servers can now be dragged by anyone with the appropriate strength.
    • Bugfix - Keyholders can now take items from locked containers even if they lack permissions.
    • Bugfix - Corrected an issue which allowed some priests to pray at any altar.
    • Bugfix - Life transfer now correctly heals based off the resulting damage dealt to opponents. This may result in reduced healing affect against opponents with higher armor protection.


    [ 2016-06-22 13:45:58 CET ] [ Original post ]


    20/JUNE/2016 - BETA - 1.0.0.7 Update

    Patch Information


    We are pushing an update out to the beta branch to address issues regarding that branch before it moves to live. We apologize for the short notice, but as some of these changes are fixes for the much anticipated Cave Dwellings feature, we felt they needed to be included. Due to the pack issues mentioned before, this will be another large download. There are no breaking changes between client and server, so there is no version bump for this beta update. The version number will remain 1.0.0.7 as to not prevent clients from connecting to servers already running at 1.0.0.7. See the "Going forward" section below for an important note on future versioning. While there are no breaking changes, it is strongly recommended that all servers update to 1.0.0.7 due to the bugs fixed by this update. Edit Beta has been updated to address the issue with the settings window not opening. It will also now be an always on top window to assist users when it would open behind the main game window. Cave Dwelling fixes
    • Layer check for tile border actions.
    • Fix so merchants will appear in caves when used there.
    • Restricted traders to surface only.
    General Changes
    • Removed the check preventing gift items from being created (these now require a GM account)
    • Fixed an issue that could sometimes allow for corpses to be looted on PvE
    • Added generic templates for rift items and creatures. Note: These were added so that Wurm Unlimited users can have fun with the rift feature assets without needing to mod them in.
    • Fixed issues with graphics.jar containing older .dae models and missing the rift assets.

    Going forward


    We realize that adding code changes without much lead time may make things difficult for server administrators. We will be moving to a new versioning system that will only force same version when there are breaking changes or if the administrator has strict versioning enabled. More information on this system will be made available after the next update to live.

    File Change Log


    Common com/wurmonline/shared/constants/IconConstants.java com/wurmonline/shared/constants/ModelConstants.java Server com/wurmonline/server/behaviours/Action.java com/wurmonline/server/behaviours/MethodsItems.java com/wurmonline/server/behaviours/TraderBookBehaviour.java com/wurmonline/server/creatures/CreatureTemplateCreator.java com/wurmonline/server/creatures/CreatureTemplateIds.java com/wurmonline/server/items/ItemList.java com/wurmonline/server/items/ItemTemplateCreatorContinued.java com/wurmonline/server/items/ItemTemplateCreatorThird.java com/wurmonline/server/items/ItemTypes.java com/wurmonline/server/questions/ItemCreationQuestion.java com/wurmonline/server/questions/QuestionParser.java Client WurmClient/src/com/wurmonline/client/renderer/gui/HeadsUpDisplay.java WurmClient/src/com/wurmonline/client/renderer/gui/OptionsWindow.java


    [ 2016-06-21 00:20:20 CET ] [ Original post ]


    Patch Notes - BETA - 30/MAY/2016

    BETA PATCH NOTES


    • Cave dwellings!
      • They require reinforced flat floors.
      • Can be built up to 8 stories.
      • Plain stone building types only.
      • Can be built against walls on deed only.
      • Take fast decay when off deed
    • Source Crystals can now be mined from any tile type.
    • Silver Mirrors can no longer be traded in containers.
    • Bugfix - Fixed a few grammatical and text errors.
    • Bugfix - Destroying altars now checks the 'destroy items' permission for allies and non-citizens
    • Bugfix - Scythes no longer take damage when harvesting non grain fields.
    • Bugfix - Movement speed on bridges corrected.
    • Bugfix - Attaching a lock to a group of items now only locks the first unlocked item.
    • Bugfix - Fences in arched walls have improved permission checks for destroying.
    • Bugfix - Unlocked and unmoored boats on PvP servers can now be dragged by anyone with the appropriate strength.
    • Bugfix - Keyholders can now take items from locked containers even if they lack permissions.
    • Bugfix - Corrected an issue which allowed some priests to pray at any altar.
    • Bugfix - Life transfer now correctly heals based off the resulting damage dealt to opponents. This may result in reduced healing affect against opponents with higher armor protection.

    FILE CHANGES


    CLIENT No changes COMMON WurmCommon/src/com/wurmonline/shared/constants/PlayerAction.java WurmCommon/src/com/wurmonline/shared/constants/ProtoConstants.java WurmCommon/src/com/wurmonline/shared/constants/SteamVersion.java WurmCommon/src/com/wurmonline/shared/util/MovementChecker.java WurmCommon/src/com/wurmonline/shared/util/StringUtilities.java SERVER Wurm/src/com/wurmonline/server/Features.java Wurm/src/com/wurmonline/server/LoginHandler.java Wurm/src/com/wurmonline/server/MiscConstants.java Wurm/src/com/wurmonline/server/Players.java Wurm/src/com/wurmonline/server/Server.java Wurm/src/com/wurmonline/server/behaviours/Action.java Wurm/src/com/wurmonline/server/behaviours/ActionEntry.java Wurm/src/com/wurmonline/server/behaviours/ActionTypes.java Wurm/src/com/wurmonline/server/behaviours/Actions.java Wurm/src/com/wurmonline/server/behaviours/ArtifactBehaviour.java Wurm/src/com/wurmonline/server/behaviours/AutoEquipMethods.java Wurm/src/com/wurmonline/server/behaviours/Behaviour.java Wurm/src/com/wurmonline/server/behaviours/BodyPartBehaviour.java Wurm/src/com/wurmonline/server/behaviours/CaveWallBehaviour.java Wurm/src/com/wurmonline/server/behaviours/CaveWallBehaviour.java.orig Wurm/src/com/wurmonline/server/behaviours/CorpseBehaviour.java Wurm/src/com/wurmonline/server/behaviours/CreatureBehaviour.java Wurm/src/com/wurmonline/server/behaviours/Emotes.java Wurm/src/com/wurmonline/server/behaviours/ExamineBehaviour.java Wurm/src/com/wurmonline/server/behaviours/FenceBehaviour.java Wurm/src/com/wurmonline/server/behaviours/ItemBehaviour.java Wurm/src/com/wurmonline/server/behaviours/ItemBehaviour.java.orig Wurm/src/com/wurmonline/server/behaviours/MethodsItems.java Wurm/src/com/wurmonline/server/behaviours/MethodsReligion.java Wurm/src/com/wurmonline/server/behaviours/MethodsStructure.java Wurm/src/com/wurmonline/server/behaviours/Terraforming.java Wurm/src/com/wurmonline/server/behaviours/TileBehaviour.java Wurm/src/com/wurmonline/server/behaviours/TileRockBehaviour.java Wurm/src/com/wurmonline/server/behaviours/WallBehaviour.java Wurm/src/com/wurmonline/server/combat/Archery.java Wurm/src/com/wurmonline/server/combat/Arrows.java Wurm/src/com/wurmonline/server/combat/Arrows.java.orig Wurm/src/com/wurmonline/server/combat/CombatEngine.java Wurm/src/com/wurmonline/server/combat/CombatEngine.java.orig Wurm/src/com/wurmonline/server/combat/CombatMove.java Wurm/src/com/wurmonline/server/combat/ServerProjectile.java Wurm/src/com/wurmonline/server/combat/SpecialMove.java Wurm/src/com/wurmonline/server/console/CommandReader.java.orig Wurm/src/com/wurmonline/server/creatures/CombatHandler.java Wurm/src/com/wurmonline/server/creatures/Communicator.java Wurm/src/com/wurmonline/server/creatures/Creature.java Wurm/src/com/wurmonline/server/creatures/CreatureStatus.java Wurm/src/com/wurmonline/server/creatures/MovementScheme.java Wurm/src/com/wurmonline/server/creatures/TradeHandler.java Wurm/src/com/wurmonline/server/items/DbItem.java Wurm/src/com/wurmonline/server/items/Item.java Wurm/src/com/wurmonline/server/items/ItemFactory.java Wurm/src/com/wurmonline/server/items/ItemList.java Wurm/src/com/wurmonline/server/items/ItemTemplateCreatorContinued.java Wurm/src/com/wurmonline/server/items/TradingWindow.java Wurm/src/com/wurmonline/server/players/DbPlayerInfo.java Wurm/src/com/wurmonline/server/players/Player.java Wurm/src/com/wurmonline/server/questions/GmSetMedPath.java Wurm/src/com/wurmonline/server/questions/ManageObjectList.java Wurm/src/com/wurmonline/server/questions/ManageObjectList.java.orig Wurm/src/com/wurmonline/server/questions/MissionManager.java Wurm/src/com/wurmonline/server/questions/PlayerPaymentQuestion.java Wurm/src/com/wurmonline/server/questions/SetDestinationQuestion.java.orig Wurm/src/com/wurmonline/server/questions/VillageRolesManageQuestion.java Wurm/src/com/wurmonline/server/questions/VillageRolesManageQuestion.java.orig Wurm/src/com/wurmonline/server/skills/Affinities.java Wurm/src/com/wurmonline/server/skills/Skill.java Wurm/src/com/wurmonline/server/skills/SkillSystem.java Wurm/src/com/wurmonline/server/skills/SkillTemplate.java Wurm/src/com/wurmonline/server/skills/Skills.java Wurm/src/com/wurmonline/server/spells/Bless.java Wurm/src/com/wurmonline/server/spells/BlessingDark.java Wurm/src/com/wurmonline/server/spells/CharmAnimal.java Wurm/src/com/wurmonline/server/spells/Continuum.java Wurm/src/com/wurmonline/server/spells/CreatureEnchantment.java Wurm/src/com/wurmonline/server/spells/Disease.java Wurm/src/com/wurmonline/server/spells/Dispel.java Wurm/src/com/wurmonline/server/spells/Dominate.java Wurm/src/com/wurmonline/server/spells/DrainHealth.java Wurm/src/com/wurmonline/server/spells/DrainStamina.java Wurm/src/com/wurmonline/server/spells/FireHeart.java Wurm/src/com/wurmonline/server/spells/Fireball.java Wurm/src/com/wurmonline/server/spells/Forecast.java Wurm/src/com/wurmonline/server/spells/Heal.java Wurm/src/com/wurmonline/server/spells/HumidDrizzle.java Wurm/src/com/wurmonline/server/spells/Incinerate.java Wurm/src/com/wurmonline/server/spells/Spell.java Wurm/src/com/wurmonline/server/structures/Blocker.java Wurm/src/com/wurmonline/server/structures/Blocking.java Wurm/src/com/wurmonline/server/structures/Fence.java Wurm/src/com/wurmonline/server/structures/Structure.java Wurm/src/com/wurmonline/server/structures/Wall.java Wurm/src/com/wurmonline/server/utils/CoordUtils.java Wurm/src/com/wurmonline/server/villages/Villages.java Wurm/src/com/wurmonline/server/webinterface/WebInterfaceImpl.java Wurm/src/com/wurmonline/server/webinterface/WebInterfaceTest.java Wurm/src/com/wurmonline/server/zones/Rift.java Wurm/src/com/wurmonline/server/zones/VirtualZone.java Wurm/src/com/wurmonline/server/zones/VolaTile.java Wurm/src/com/wurmonline/server/zones/Zone.java Wurm/src/com/wurmonline/server/zones/Zones.java


    [ 2016-05-30 18:17:36 CET ] [ Original post ]


    Patch Notes - LIVE - 19/MAY/2016

    First off, sorry for the weirdness with the announcements. The old patch notes were somehow hidden after being announced. With these patch notes, beta now moves to Live status. As some of you may note, we do not have a beta update at this time but we expect to have one for you next week. Here are the patch notes for this live update:

    Updates


    • Updated deed permissions. “Destroy any building” is now a permission that can be set for any role other than ‘non citizen’.
    • Only players with “Modify Building” will be able to catapult a friendly house
    • Archery penalty is no longer affected by helms.
    • Changed archery penalty for heavier armours from a flat fail % to added difficulty depending on armour.
    • Combat tab now shows offensive, karma and healing spells (+ creature targeted dispel) Meditation messages are yet to come.
    • Throw has been removed from valrei mobs, uniques will still throw.
    • Shield of the Gone has been reduced to a 30% Damage reduction. An option to transfer one time from Path of Insanity will come in a future update.
    • Information Minister territory messages have been removed.
    • Branches, Rock Iron and slate/marble shards can now be discarded from inventory.

    Text Fixes


    • Fixed example cost when mailing (1c rather than 10c).
    • Corrected instances of “alot” to “a lot”.
    • Corrected capitalisation on some titles.
    • Many grammar and spelling issues corrected.
      • “After breeding you will start stop leading.” is now “After you finish breeding you will stop leading.
      • “Rumours of The Unique Name is starting to spread.” is now “Rumours of The Unique Name are starting to spread.”
    • Corrected double period text with ‘Get Info’ Skill.

    Bug fixes.


    • PvP Enemies will can now properly take from any structure they gain access to.
    • Casting dirt in loaded crates is now possible again.
    • Corrected Worm Brains precondition check.
    • Only one unit weight will be used when levelling with concrete (1 3kg unit per individual raising action).
    • Changing the contents of the mailbox while sending will now abort the sending process.
    • You are no longer able to cast ‘Dirt’ on Bulk Storage Bins in your inventory.
    • Salt, flint and gems will now land in the same pile as shards.
    • Floor reinforcements can now be removed even when the tile is at maximum mining depth.
    • During some actions checks for errors should now occur before giving skill gain.
    • Allowed the ability to always lead animals on a PvP server.
    • Expelling kingdom members has been improved, with feedback given upon failures.
    • Combat Rating calculation for Player Vs Player has been corrected to 1 CR point per 5 fight skill.
    • Some reported height problems with creating bridges have been resolved.

    Class Changelog


    In an effort to help those who mod, these are the files that changed between the beta releases.

    Server


    com/wurmonline/server/behaviours/ActionEntry.java com/wurmonline/server/behaviours/ActionStack.java com/wurmonline/server/behaviours/Actions.java com/wurmonline/server/behaviours/CaveTileBehaviour.java com/wurmonline/server/behaviours/CaveWallBehaviour.java com/wurmonline/server/behaviours/CreatureBehaviour.java com/wurmonline/server/behaviours/ItemBehaviour.java com/wurmonline/server/behaviours/Methods.java com/wurmonline/server/behaviours/MethodsItems.java com/wurmonline/server/behaviours/MethodsReligion.java com/wurmonline/server/behaviours/MethodsStructure.java com/wurmonline/server/behaviours/TileBehaviour.java com/wurmonline/server/behaviours/TileRockBehaviour.java com/wurmonline/server/combat/Archery.java com/wurmonline/server/combat/Arrows.java com/wurmonline/server/combat/ServerProjectile.java com/wurmonline/server/creatures/CombatHandler.java com/wurmonline/server/creatures/Communicator.java com/wurmonline/server/creatures/Creature.java com/wurmonline/server/creatures/CreatureTemplate.java com/wurmonline/server/creatures/CreatureTemplateCreator.java com/wurmonline/server/creatures/ai/PathTile.java com/wurmonline/server/deities/Deities.java com/wurmonline/server/intra/IntraServerConnection.java com/wurmonline/server/items/AdvancedCreationEntry.java com/wurmonline/server/items/DbItem.java com/wurmonline/server/items/Item.java com/wurmonline/server/items/ItemTemplate.java com/wurmonline/server/items/ItemTemplateCreator.java com/wurmonline/server/items/ItemTemplateCreatorContinued.java com/wurmonline/server/kingdom/Kingdom.java com/wurmonline/server/players/AchievementGenerator.java com/wurmonline/server/players/Cultist.java com/wurmonline/server/players/Player.java com/wurmonline/server/players/Titles.java com/wurmonline/server/questions/EntityMoveQuestion.java com/wurmonline/server/questions/GmSetMedPath.java com/wurmonline/server/questions/GmTool.java com/wurmonline/server/questions/MailSendConfirmQuestion.java com/wurmonline/server/questions/MailSendQuestion.java com/wurmonline/server/questions/PlayerProfileQuestion.java com/wurmonline/server/questions/PortalQuestion.java com/wurmonline/server/questions/QuestionTypes.java com/wurmonline/server/questions/QuestionTypes.java.orig com/wurmonline/server/questions/VillageRolesManageQuestion.java com/wurmonline/server/questions/VillageUpkeep.java com/wurmonline/server/spells/CureLight.java com/wurmonline/server/spells/CureMedium.java com/wurmonline/server/spells/CureSerious.java com/wurmonline/server/spells/Dirt.java com/wurmonline/server/spells/DrainHealth.java com/wurmonline/server/spells/Heal.java com/wurmonline/server/spells/LightOfFo.java com/wurmonline/server/spells/MirroredSelf.java com/wurmonline/server/spells/ScornOfLibila.java com/wurmonline/server/spells/Spell.java com/wurmonline/server/spells/StrongWall.java com/wurmonline/server/spells/WormBrains.java com/wurmonline/server/structures/Blocker.java com/wurmonline/server/structures/DbBridgePart.java com/wurmonline/server/structures/DbFloor.java com/wurmonline/server/structures/Fence.java com/wurmonline/server/structures/Floor.java com/wurmonline/server/structures/Structure.java com/wurmonline/server/structures/Wall.java com/wurmonline/server/villages/Village.java com/wurmonline/server/zones/VirtualZone.java

    Client


    com/wurmonline/client/console/ActionClass.java com/wurmonline/client/game/PlayerObj.java com/wurmonline/client/game/SkillLogic.java com/wurmonline/client/launcherfx/WurmSettingsFX.java com/wurmonline/client/options/keybinding/PlayerKeybind.java com/wurmonline/client/renderer/effects/TorchFlame.java com/wurmonline/client/renderer/gui/HeadsUpDisplay.java com/wurmonline/client/renderer/gui/ToolBelt.java com/wurmonline/client/renderer/gui/text/FontTexture.java com/wurmonline/client/renderer/gui/text/SimpleTextFont.java

    Common


    com/wurmonline/shared/constants/FightConstants.java com/wurmonline/shared/constants/IconConstants.java com/wurmonline/shared/constants/SteamVersion.java com/wurmonline/shared/util/StringUtilities.java


    [ 2016-05-19 11:54:12 CET ] [ Original post ]


    Class Changelog BETA 04/MAY/16

    In an effort to help those who mod, these are the files that changed between the beta releases.

    Server


    com/wurmonline/server/behaviours/ActionEntry.java com/wurmonline/server/behaviours/ActionStack.java com/wurmonline/server/behaviours/Actions.java com/wurmonline/server/behaviours/CaveTileBehaviour.java com/wurmonline/server/behaviours/CaveWallBehaviour.java com/wurmonline/server/behaviours/CreatureBehaviour.java com/wurmonline/server/behaviours/ItemBehaviour.java com/wurmonline/server/behaviours/Methods.java com/wurmonline/server/behaviours/MethodsItems.java com/wurmonline/server/behaviours/MethodsReligion.java com/wurmonline/server/behaviours/MethodsStructure.java com/wurmonline/server/behaviours/TileBehaviour.java com/wurmonline/server/behaviours/TileRockBehaviour.java com/wurmonline/server/combat/Archery.java com/wurmonline/server/combat/Arrows.java com/wurmonline/server/combat/ServerProjectile.java com/wurmonline/server/creatures/CombatHandler.java com/wurmonline/server/creatures/Communicator.java com/wurmonline/server/creatures/Creature.java com/wurmonline/server/creatures/CreatureTemplate.java com/wurmonline/server/creatures/CreatureTemplateCreator.java com/wurmonline/server/creatures/ai/PathTile.java com/wurmonline/server/deities/Deities.java com/wurmonline/server/intra/IntraServerConnection.java com/wurmonline/server/items/AdvancedCreationEntry.java com/wurmonline/server/items/DbItem.java com/wurmonline/server/items/Item.java com/wurmonline/server/items/ItemTemplate.java com/wurmonline/server/items/ItemTemplateCreator.java com/wurmonline/server/items/ItemTemplateCreatorContinued.java com/wurmonline/server/kingdom/Kingdom.java com/wurmonline/server/players/AchievementGenerator.java com/wurmonline/server/players/Cultist.java com/wurmonline/server/players/Player.java com/wurmonline/server/players/Titles.java com/wurmonline/server/questions/EntityMoveQuestion.java com/wurmonline/server/questions/GmSetMedPath.java com/wurmonline/server/questions/GmTool.java com/wurmonline/server/questions/MailSendConfirmQuestion.java com/wurmonline/server/questions/MailSendQuestion.java com/wurmonline/server/questions/PlayerProfileQuestion.java com/wurmonline/server/questions/PortalQuestion.java com/wurmonline/server/questions/QuestionTypes.java com/wurmonline/server/questions/QuestionTypes.java.orig com/wurmonline/server/questions/VillageRolesManageQuestion.java com/wurmonline/server/questions/VillageUpkeep.java com/wurmonline/server/spells/CureLight.java com/wurmonline/server/spells/CureMedium.java com/wurmonline/server/spells/CureSerious.java com/wurmonline/server/spells/Dirt.java com/wurmonline/server/spells/DrainHealth.java com/wurmonline/server/spells/Heal.java com/wurmonline/server/spells/LightOfFo.java com/wurmonline/server/spells/MirroredSelf.java com/wurmonline/server/spells/ScornOfLibila.java com/wurmonline/server/spells/Spell.java com/wurmonline/server/spells/StrongWall.java com/wurmonline/server/spells/WormBrains.java com/wurmonline/server/structures/Blocker.java com/wurmonline/server/structures/DbBridgePart.java com/wurmonline/server/structures/DbFloor.java com/wurmonline/server/structures/Fence.java com/wurmonline/server/structures/Floor.java com/wurmonline/server/structures/Structure.java com/wurmonline/server/structures/Wall.java com/wurmonline/server/villages/Village.java com/wurmonline/server/zones/VirtualZone.java

    Client


    com/wurmonline/client/console/ActionClass.java com/wurmonline/client/game/PlayerObj.java com/wurmonline/client/game/SkillLogic.java com/wurmonline/client/launcherfx/WurmSettingsFX.java com/wurmonline/client/options/keybinding/PlayerKeybind.java com/wurmonline/client/renderer/effects/TorchFlame.java com/wurmonline/client/renderer/gui/HeadsUpDisplay.java com/wurmonline/client/renderer/gui/ToolBelt.java com/wurmonline/client/renderer/gui/text/FontTexture.java com/wurmonline/client/renderer/gui/text/SimpleTextFont.java

    Common


    com/wurmonline/shared/constants/FightConstants.java com/wurmonline/shared/constants/IconConstants.java com/wurmonline/shared/constants/SteamVersion.java com/wurmonline/shared/util/StringUtilities.java


    [ 2016-05-04 12:30:22 CET ] [ Original post ]


    Patch Notes LIVE 04/MAY/16

    Updates


    • Passengers on vehicles are blocked from trading with npcs.
    • Animals bred in captivity will no longer flee from players.
    • Overly aggressive creatures are now able to express their feelings, they will randomly bite on emotes as intended.
    • Kings may now expel members that are offline or off-server with both the old method and the new member list feature.
    • Added /mykingdoms so players can see their kingdom affiliations on any server.
    • Made chance on getting rock when foraging depend on inverse skill. e.g. more likely to get it on low skill.
    • Added flatten and level actions to ceilings.
    • Removed the one-per-tile limitation on FSBs and BSBs.
    • Added strength requirement of 23 in order to cast Break Altar on the White light and Black light huge altars.
    • Change for harvest times so more likely to be in default week.
    • Status Effect icon for Resurrection Stone added.
    • Items enchanted with Circle of Cunning, Wind of Ages, or Blessings of the Dark can no longer be stored in a bulk container.

    Kingdom Member List


    • Available on the royal scepter/staff of office/claw when activated and right-clicked.
    • Provides a detailed list of members within a player-made kingdom
    • Shows last on, current village, and when joined.
    • Action buttons allow for appointing and expelling members by selecting them.
    • New Appoint window interface for the member list
    • Allows for filtering of the resulting list by player name using wildcards.
    • Legacy management options will remain intact.

    Bugfixes


    • Dispel now uses the correct enchantment ID, demise enchantments can now be dispelled.
    • Old appointment window now sets offices correctly.
    • Mining now puts shards on the tile you’re standing at in order to properly calculate max number of items.
    • Item piles now close correctly when there is insufficient items to make a pile.
    • You may no longer put more than 100 coins and items in a container except your inventory. Note – You will also no longer receive coins in inventory while praying if it has more than 100 items.
    • Fences will now display RGB if dyed.
    • Unfinished walls will now take regular decay, continuing to build the wall will reset damage.
    • Failed skill rolls when woodcutting will no longer give high quality trees.
    • Changing the contents of the mailbox while sending will now abort the sending process.
    • Corrected double period text with ‘Get Info’ Skill.
    • You are no longer able to cast ‘Dirt’ on Bulk Storage Bins in your inventory.
    • Items dropped when on a bridge should no longer exceed the 100 limit.
    • Kingdom offices can now be set when the current holder is offline.
    • Non-citizens or allies with appropriate permissions now get the faster timers when moving and loading items on a deed on Freedom.
    • Fire vulnerability power now correctly displayed in spell status window.
    • Damage imbues will now dispel properly.
    • Hedges will now show dye RGB values.
    • Multi part items now have a correct chance of rarity when starting with rare components or having a moment of inspiration. They will now have a 1/(total items required +1) chance of turning rare+.


    [ 2016-05-04 12:28:29 CET ] [ Original post ]


    Patch notes BETA 04/MAY/16

    Updates


    • Updated deed permissions. “Destroy any building” is now a permission that can be set for any role other than ‘non citizen’.
    • Only players with “Modify Building” will be able to catapult a friendly house
    • Archery penalty is no longer affected by helms.
    • Changed archery penalty for heavier armours from a flat fail % to added difficulty depending on armour.
    • Combat tab now shows offensive, karma and healing spells (+ creature targeted dispel) Meditation messages are yet to come.
    • Throw has been removed from valrei mobs, uniques will still throw.
    • Shield of the Gone has been reduced to a 30% Damage reduction. An option to transfer one time from Path of Insanity will come in a future update.
    • Information Minister territory messages have been removed.
    • Branches, Rock Iron and slate/marble shards can now be discarded from inventory.

    Text Fixes


    • Fixed example cost when mailing (1c rather than 10c).
    • Corrected instances of “alot” to “a lot”.
    • Corrected capitalisation on some titles.
    • Many grammar and spelling issues corrected.
      • “After breeding you will start stop leading.” is now “After you finish breeding you will stop leading.
      • “Rumours of The Unique Name is starting to spread.” is now “Rumours of The Unique Name are starting to spread.”
    • Corrected double period text with ‘Get Info’ Skill.

    Bug fixes.


    • PvP Enemies will can now properly take from any structure they gain access to.
    • Casting dirt in loaded crates is now possible again.
    • Corrected Worm Brains precondition check.
    • Only one unit weight will be used when levelling with concrete (1 3kg unit per individual raising action).
    • Changing the contents of the mailbox while sending will now abort the sending process.
    • You are no longer able to cast ‘Dirt’ on Bulk Storage Bins in your inventory.
    • Salt, flint and gems will now land in the same pile as shards.
    • Floor reinforcements can now be removed even when the tile is at maximum mining depth.
    • During some actions checks for errors should now occur before giving skill gain.
    • Allowed the ability to always lead animals on a PvP server.
    • Expelling kingdom members has been improved, with feedback given upon failures.
    • Combat Rating calculation for Player Vs Player has been corrected to 1 CR point per 5 fight skill.
    • Some reported height problems with creating bridges have been resolved.

    Class Changelog


    In an effort to help those who mod, these are the files that changed between the beta releases.

    Server


    com/wurmonline/server/behaviours/ActionEntry.java com/wurmonline/server/behaviours/ActionStack.java com/wurmonline/server/behaviours/Actions.java com/wurmonline/server/behaviours/CaveTileBehaviour.java com/wurmonline/server/behaviours/CaveWallBehaviour.java com/wurmonline/server/behaviours/CreatureBehaviour.java com/wurmonline/server/behaviours/ItemBehaviour.java com/wurmonline/server/behaviours/Methods.java com/wurmonline/server/behaviours/MethodsItems.java com/wurmonline/server/behaviours/MethodsReligion.java com/wurmonline/server/behaviours/MethodsStructure.java com/wurmonline/server/behaviours/TileBehaviour.java com/wurmonline/server/behaviours/TileRockBehaviour.java com/wurmonline/server/combat/Archery.java com/wurmonline/server/combat/Arrows.java com/wurmonline/server/combat/ServerProjectile.java com/wurmonline/server/creatures/CombatHandler.java com/wurmonline/server/creatures/Communicator.java com/wurmonline/server/creatures/Creature.java com/wurmonline/server/creatures/CreatureTemplate.java com/wurmonline/server/creatures/CreatureTemplateCreator.java com/wurmonline/server/creatures/ai/PathTile.java com/wurmonline/server/deities/Deities.java com/wurmonline/server/intra/IntraServerConnection.java com/wurmonline/server/items/AdvancedCreationEntry.java com/wurmonline/server/items/DbItem.java com/wurmonline/server/items/Item.java com/wurmonline/server/items/ItemTemplate.java com/wurmonline/server/items/ItemTemplateCreator.java com/wurmonline/server/items/ItemTemplateCreatorContinued.java com/wurmonline/server/kingdom/Kingdom.java com/wurmonline/server/players/AchievementGenerator.java com/wurmonline/server/players/Cultist.java com/wurmonline/server/players/Player.java com/wurmonline/server/players/Titles.java com/wurmonline/server/questions/EntityMoveQuestion.java com/wurmonline/server/questions/GmSetMedPath.java com/wurmonline/server/questions/GmTool.java com/wurmonline/server/questions/MailSendConfirmQuestion.java com/wurmonline/server/questions/MailSendQuestion.java com/wurmonline/server/questions/PlayerProfileQuestion.java com/wurmonline/server/questions/PortalQuestion.java com/wurmonline/server/questions/QuestionTypes.java com/wurmonline/server/questions/QuestionTypes.java.orig com/wurmonline/server/questions/VillageRolesManageQuestion.java com/wurmonline/server/questions/VillageUpkeep.java com/wurmonline/server/spells/CureLight.java com/wurmonline/server/spells/CureMedium.java com/wurmonline/server/spells/CureSerious.java com/wurmonline/server/spells/Dirt.java com/wurmonline/server/spells/DrainHealth.java com/wurmonline/server/spells/Heal.java com/wurmonline/server/spells/LightOfFo.java com/wurmonline/server/spells/MirroredSelf.java com/wurmonline/server/spells/ScornOfLibila.java com/wurmonline/server/spells/Spell.java com/wurmonline/server/spells/StrongWall.java com/wurmonline/server/spells/WormBrains.java com/wurmonline/server/structures/Blocker.java com/wurmonline/server/structures/DbBridgePart.java com/wurmonline/server/structures/DbFloor.java com/wurmonline/server/structures/Fence.java com/wurmonline/server/structures/Floor.java com/wurmonline/server/structures/Structure.java com/wurmonline/server/structures/Wall.java com/wurmonline/server/villages/Village.java com/wurmonline/server/zones/VirtualZone.java

    Client


    com/wurmonline/client/console/ActionClass.java com/wurmonline/client/game/PlayerObj.java com/wurmonline/client/game/SkillLogic.java com/wurmonline/client/launcherfx/WurmSettingsFX.java com/wurmonline/client/options/keybinding/PlayerKeybind.java com/wurmonline/client/renderer/effects/TorchFlame.java com/wurmonline/client/renderer/gui/HeadsUpDisplay.java com/wurmonline/client/renderer/gui/ToolBelt.java com/wurmonline/client/renderer/gui/text/FontTexture.java com/wurmonline/client/renderer/gui/text/SimpleTextFont.java

    Common


    com/wurmonline/shared/constants/FightConstants.java com/wurmonline/shared/constants/IconConstants.java com/wurmonline/shared/constants/SteamVersion.java com/wurmonline/shared/util/StringUtilities.java


    [ 2016-05-04 12:28:15 CET ] [ Original post ]


    Patch Notes 2016-04-12 (beta)

    Fixes & Changes


    • Fix for Dispel not dispelling enchantments on targeted item.
    • Domesticated creatures should no longer flee from players.
    • The bite of animals with the biter trait now takes armor into consideration.
    • The server admin / commands that disappeared are now back.
    • Improvements have been made to the kingdom member list.
    • Fixed some issues that would cause piles and player inventory to exceed the max item limit.
    • The placement of items produced while mining have been changed.
    • Made reinforced floors reduce cave-ins with 80%.
    • Removed the possibility of putting CoC, WoA and BOTD items into bulk containers.
    • Fences should now also get color info and quality sent when examining.
    • Unfinished walls should no longer last forever.
    • Fix for woodcutting failures resulting in way to high quality.
    • Null pointer fix for praying in caves.
    • Added a server-side check to prevent followers of a god to turn others into priests.
    • The fire vulnerability debuff should now have the correct value sent to the effects window.
    • Removed the 1 per tile limit on Food storage bins and Bulk storage bins.
    • Rarity was not passed on correctly during advanced creations (multi part item creation).
    • Fix for weapon speed enchants being reversed.
    • Added strength requirement(23) for breaking huge altars.
    • Removed transition rendering from gravel tiles so that it looks better when diagonal.
    • The orbit of Haven was changed.


    [ 2016-04-12 12:30:04 CET ] [ Original post ]


    Patch Notes 2016-03-23

    Fixes & Changes


    • Fixed several models and textures.
    From beta 2016-03-11
    • The unload keybinding should no longer be able to unload items that are not unload-able (for instance bulk items inside crates).
    • 'Nolocate' spell description was changed to "protection from being located".
    • It should now be possible to build walls above a fence.
    • Potential fix for creature id duplication bug.
    • Fixed an issue with unloading unfinished boats.
    • Skeletons and Worgs should be summoned as members of the same kingdom as the caster.
    • Fix for grow trees command creating legacy trees (GM command).
    • Old legacy trees & bushes should no longer crash the client (Error code <14>).
    • Potential fix for summoned skeletons attacking each other.
    • Two memory leaks fixed in the client.
    • The sky is the same as it has always been, nothing to see here move along.
    • Fixes for some issues that would cause duplicated authentication errors.


    [ 2016-03-23 12:57:36 CET ] [ Original post ]


    Steam key giveaway winners!

    Over the past two weeks we've had a giveaway for Wurm Unlimited keys to celebrate offline mode. The number of applications has been amazing, and I'm pleased to announce the five winners are:

    • Don S.
    • Mirka T.
    • Bruce H.
    • Erik B.
    • Sylvia F.
    If you didn't win (which according to the maths is well over 99% of you) Wurm Unlimited is currently 40% off, it ends soon so get in quick!


    [ 2016-03-18 15:07:29 CET ] [ Original post ]


    Daily Deal - Wurm Unlimited, 40% Off

    Today's Deal: Save 40% on Wurm Unlimited!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Friday at 10AM Pacific Time


    [ 2016-03-16 17:00:00 CET ] [ Original post ]


    Patch Notes 2016-03-11 (beta)

    Fixes & Changes


    • The unload keybinding should no longer be able to unload items that are not unload-able (for instance bulk items inside crates).
    • 'Nolocate' spell description was changed to "protection from being located".
    • It should now be possible to build walls above a fence.
    • Potential fix for creature id duplication bug.
    • Fixed an issue with unloading unfinished boats.
    • Skeletons and Worgs should be summoned as members of the same kingdom as the caster.
    • Fix for grow trees command creating legacy trees (GM command).
    • Old legacy trees & bushes should no longer crash the client.
    • Potential fix for summoned skeletons attacking each other.
    • Two memory leaks was fixed in the client.
    • The sky is the same as it has always been, nothing to see here move along (new moon, but no graphics yet).
    • Fixes for some issues that would cause duplicated authentication errors.


    [ 2016-03-11 11:42:16 CET ] [ Original post ]


    Wurm Unlimited Giveaway!

    To celebrate offline (single player) mode coming to Wurm Unlimited, we're giving away FIVE Steam keys. So if you want a key for yourself, or for a friend, make sure to enter here! http://wurmunlimited.hscampaigns.com/ Tell your friends and share the Wurm!


    [ 2016-03-02 18:55:24 CET ] [ Original post ]


    Hotfix 2016-03-02

    • The features for crop polling and the skill system should now default to enabled again.


    [ 2016-03-02 09:02:53 CET ] [ Original post ]


    Hotfix 2016-03-01

    • The single player bridge feature should no longer default to disabled.
    • The feature management window for GM characters should now be able to override features again.


    [ 2016-03-01 16:08:42 CET ] [ Original post ]


    Patch Notes 2016-03-01

    Reminder about offline mode


    Server To start the server in offline mode, start the server using the "start offline server" button, it will use your local ip, and the ports and password you have configured if any, if you have not configured ports or password it will use default settings. Client To connect to an offline server you have to use the "connect by ip" button in the launcher. If you are connecting to a server running on the same machine and have not configured any ports or password you can just use the default values to connect, otherwise you need to edit the values to match what you have configured. If you are connecting from another machine then you need to also add local ip of the machine the server is running on.

    Fixes & Changes


    • Two security issues that allowed players to login without authenticating and verifying if they are the same steam user as the account they are trying to login with was fixed.
    • An issue where you could not login because there was an old socket connection lingering from a previous attempt was fixed.

    Fixes brought in from beta


    • Fixed an issue with smelting.
    • Updated movement code, trying to make it smoother.
    • The server shutdown message have been split in two parts, time and reason. Only the time part will show as an on screen message.
    • Spell messages can now show as on screen messages.
    • The "You got mail" on screen message is now of the info type and can be disabled.
    • A fix for village destroy permission to work on structures.
    • Fixed an issue where deeds could get disbanded due to upkeep when the upkeep was disabled.
    • Finding bones should now be more likely when digging.
    • Increased the amount of iron you get from smelting rock iron, that you rummage from the ground.
    • Added new rare colors for horses.
    • Creatures should now unhitch from a tent when the tent is destroyed.
    • Commanders of vehicles should now continue to lead any animals when they embark.
    • Lowered the volume of wooden beams to better match the volume of a log.
    • Fix so that you cannot surface mine next to a fence.
    • Fix for archery killing animals regardless of deed permissions.
    • Fixed the message for when you dig up a bone.
    • Changed the size of trellises, will only affect new ones. (code size, not visual)
    • Limited take event broadcast to 10 tiles.
    • Added a check ensuring that you are on the surface when conquering towers.
    • Added a check when trying to change alliance capital to make sure they are still in the alliance.
    • Made unstringing bows part of the 'take' family for deed permissions.
    • Fix so that you cannot create a campfire if there is already a lit one on the same tile.
    • Fixed an issue that cause newly made lanterns never cool down unless you put fuel in them first.
    • Changed it so that you can't to a confession on an invulnerable player.
    • Changed it so that players can only have their religion changed if they are not invulnerable.
    • Fix so that examining unfinished items now include the rarity description.
    • Fixed an issue where skill gained was not displayed properly when the 'always' option was on.
    • Fixed is so that the contribution culling will remove the torch flame effects when the item is culled.
    • Removed the xsi model loading thread, all old xsi models should now be converted.
    • Limited the number of collada model loading threads that the game can start to 1, most models should have been converted now.
    • Proper checks were added to make sure altars can only be used on ground.
    • Reduced the internal size of markers (deed, perimeter, construction).
    • Changed it so destroy floors act as walls for Vynora.
    • The take option should no longer be visible on items in the bank.
    • You should no longer get smithing sounds when making common hats.
    • It should now be possible to play the game offline.
    • Fix for incorrect height combat modifier when the opponent is mounted.
    • Fix for creation of common wool hats incorrectly depleting the weight of the needle instead of the wool.
    • The damage on a deed stake should no longer transfer to the deed papers when setting up a deed.
    • The Dirt spell should no longer work on containers with liquids inside.
    • Move actions (push/pull) should now be 5 times faster.
    • Load/Unload is now faster as well.
    • Planting off deed is now slightly faster, and on deed much faster.
    • The max allowed depth you can build fences at was changed to -15.
    • Rock iron can now be foraged.
    • Added a strength check for stealing kingdom flags.
    • Tile transformation liquids have been added.
    • Fixed an issue that prevented enemies to attack anything on deed (archery).
    • Fix so that enemies can take planted items.
    • Fixed some lingering issues with village invites.
    • It should now be possible to equip tower guards with shields.
    • Changed the creature pregnancy message to show that it's days remaining.
    • Fix for fences blocking surface mining when they are not supposed to.
    • Fix for double pray options in the menu when the deity is both mountain god and water god.
    • Killing a fog spider will now start reducing the fog across the server.
    • An issue that made it possible to get a fence inside a wall was fixed.
    • Crude axes and rock iron, should no longer be requested by missions.


    [ 2016-03-01 10:25:50 CET ] [ Original post ]


    Patch Notes 2016-02-22 (Beta)

    Fixes & Changes


    • It should now be possible to play the game offline.
    • Fix for incorrect height combat modifier when the opponent is mounted.
    • Fix for creation of common wool hats incorrectly depleting the weight of the needle instead of the wool.
    • The damage on a deed stake should no longer transfer to the deed papers when setting up a deed.
    • The Dirt spell should no longer work on containers with liquids inside.
    • Move actions (push/pull) should now be 5 times faster.
    • Load/Unload is now faster as well.
    • Planting off deed is now slightly faster, and on deed much faster.
    • The max allowed depth you can build fences at was changed to -15.
    • Rock iron can now be foraged.
    • Added a strength check for stealing kingdom flags.
    • Tile transformation liquids have been added.
    • Fixed an issue that prevented enemies to attack anything on deed (archery).
    • Fix so that enemies can take planted items.
    • Fixed some lingering issues with village invites.
    • It should now be possible to equip tower guards with shields.
    • Changed the creature pregnancy message to show that it's days remaining.
    • Fix for fences blocking surface mining when they are not supposed to.
    • Fix for double pray options in the menu when the deity is both mountain god and water god.
    • Killing a fog spider will now start reducing the fog across the server.
    • An issue that made it possible to get a fence inside a wall was fixed.
    • Crude axes and rock iron, should no longer be requested by missions.

    Offline mode


    Server To start the server in offline mode, start the server using the "start offline server" button, it will use your local ip, and the ports and password you have configured if any, if you have not configured ports or password it will use default settings. Client To connect to an offline server you have to use the "connect by ip" button in the launcher. If you are connecting to a server running on the same machine and have not configured any ports or password you can just use the default values to connect, otherwise you need to edit the values to match what you have configured. If you are connecting from another machine then you need to also add local ip of the machine the server is running on.


    [ 2016-02-22 15:26:23 CET ] [ Original post ]


    Patch Notes 2016-02-12 (mostly beta stuff)

    Fixes & Changes


    Live
    • Several broken models was fixed.
    Beta
    • Several broken models was fixed.
    • Most creature textures have been converted to dds.
    • Fixed an issue with smelting.
    • Updated movement code, trying to make it smoother.
    • The server shutdown message have been split in two parts, time and reason. Only the time part will show as an on screen message.
    • Spell messages can now show as on screen messages.
    • The "You got mail" on screen message is now of the info type and can be disabled.
    • A fix for village destroy permission to work on structures.
    • Fixed an issue where deeds could get disbanded due to upkeep when the upkeep was disabled.
    • Finding bones should now be more likely when digging.
    • Increased the amount of iron you get from smelting rock iron, that you rummage from the ground.
    • Added new rare colors for horses.
    • Creatures should now unhitch from a tent when the tent is destroyed.
    • Commanders of vehicles should now continue to lead any animals when they embark.
    • Lowered the volume of wooden beams to better match the volume of a log.
    • Fix so that you cannot surface mine next to a fence.
    • Fix for archery killing animals regardless of deed permissions.
    • Fixed the message for when you dig up a bone.
    • Changed the size of trellises, will only affect new ones. (code size, not visual)
    • Limited take event broadcast to 10 tiles.
    • Added a check ensuring that you are on the surface when conquering towers.
    • Added a check when trying to change alliance capital to make sure they are still in the alliance.
    • Made unstringing bows part of the 'take' family for deed permissions.
    • Fix so that you cannot create a campfire if there is already a lit one on the same tile.
    • Fixed an issue that cause newly made lanterns never cool down unless you put fuel in them first.
    • Changed it so that you can't to a confession on an invulnerable player.
    • Changed it so that players can only have their religion changed if they are not invulnerable.
    • Fix so that examining unfinished items now include the rarity description.
    • Fixed an issue where skill gained was not displayed properly when the 'always' option was on.
    • Fixed is so that the contribution culling will remove the torch flame effects when the item is culled.
    • Removed the xsi model loading thread, all old xsi models should now be converted.
    • Limited the number of collada model loading threads that the game can start to 1, most models should have been converted now.
    • Proper checks were added to make sure altars can only be used on ground.
    • Reduced the internal size of markers (deed, perimeter, construction).
    • Changed it so destroy floors act as walls for Vynora.
    • The take option should no longer be visible on items in the bank.
    • You should no longer get smithing sounds when making common hats.


    [ 2016-02-12 13:05:02 CET ] [ Original post ]


    Patch Notes 2016-02-04

    Information


    For this update we have decided to update both the beta and live version to run the same code, with the only change compared to the last weeks beta update being the addition of version checking. With the version checking in place you will be able to tell at a glance what servers you can connect to with your client and which you can't connect to. We have also added another "beta" branch on Steam: previous_version, pointing to the previous live version of the client, this is so that you can if needed swap back to the older version while you are waiting for servers to update to the newer version. We aim to update the beta branch again next week with fixes, leaving the live version unchanged for at least another week.

    Fixes & Changes


    Fixes for both beta and live
    • Client - Server version checking.
    • Added filter to remove servers running a different version then the client from the list.
    From Beta to live
    • Most models in the graphics.jar have been converted to our own format. If you see models with incorrect UV/textures please let us know.
    • Fix so that when a fire place runs out of fuel the flames vanish.
    • Allow flags and banners to just show their description.
    • Fix so that items that will be created on ground don't check for parent container size before being placed on ground.
    • Fix so that action sounds can start playing earlier for a lot of actions.
    • Removed the low nutrition penalty.
    • Preventing players from unloading catapults if the unloaded item weighs too much.
    • Added default terraforming action and keybind.
    • Planted items off deed will now unplant if they go over 70 damage or under 10 quality.
    • A banner for Wurm Online was added to the launcher.


    [ 2016-02-04 12:59:17 CET ] [ Original post ]


    Patch Notes 2016-01-28

    Fixes & Changes


    Fixes for both beta and live
    • Fixed an issue that made it possible for a modified client to crash the server when logging in.
    • Duplicated messages in global chats should now be fixed.
    From Beta to live
    • Fading on screen messages have been added for system messages and different types of events. Event messages of different types can be turned off in the settings menu.
    • A fix for the take option not showing for unplanted items off deed.
    • Flames should now disappear when the fire goes out in fireplaces.
    • Fireplaces should now auto-fill and auto-light on deed, taking from the deeds oil barrel.
    • If you have permission to pickup planted items on deed you should now also be able to turn/move said items.
    • Loading catapults will now check all the items inside containers for prohibited items, to prevent bypassing the restrictions.
    • Changed the height restrictions for building bridges to 0.
    • Fixed a null pointer exception that could happen while moving vehicles.
    Beta Update
    • Most models in the graphics.jar have been converted to our own format. If you see models with incorrect UV/textures please let us know.
    • Fix so that when a fire place runs out of fuel the flames vanish.
    • Allow flags and banners to just show their description.
    • Fix so that items that will be created on ground don't check for parent container size before being placed on ground.
    • Fix so that action sounds can start playing earlier for a lot of actions.
    • Removed the low nutrition penalty.
    • Preventing players from unloading catapults if the unloaded item weighs too much.
    • Added default terraforming action and keybind.
    • Planted items off deed will now unplant if they go over 70 damage or under 10 quality.
    • A banner for Wurm Online was added to the launcher.


    [ 2016-01-28 12:20:53 CET ] [ Original post ]



    Wurm Unlimited
    Code Club AB
  • Developer

  • Plug In Digital
  • Publisher

  • 2015-10-21
  • Release

  • Indie RPG Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 75  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (1827 reviews)


  • Review Score

  • http://www.wurmonline.com/
  • Website

  • https://store.steampowered.com/app/366220 
  • Steam Store

  • The Game includes VR Support



    Wurm Unlimited Depot Linux64 [188.65 M]Wurm Unlimited Depot Linux32 [189.07 M]

  • Public Linux depots

  • What is Wurm Unlimited?


    Wurm Unlimited is your full standalone version of the fantasy sandbox world Wurm Online, the MMORPG where the players are in charge!

    A pioneer in the ideas of player influence, crafting and adventure, it is now one of the most deep and feature packed sandbox experiences available.
    Whether you enjoy building your home, conquering kingdoms or hunting dragons, Wurm will let you.

    Explore the world and make your mark!

    In Wurm Unlimited, players can explore an elaborate fantasy sandbox world in the predefined Creative or Adventure modes as well as set up their own game server and invite friends to live and experience the Wurm universe.

    What can I do in Wurm Unlimited?

    • Host your own Virtual World! The Server Management GUI hels you change settings such as skillrate gains, action timers, creature count ...
    • Explore huge, diverse landmasses with creatures and mysteries!
    • Modify the terrain; dig, raise, flatten and sculpt the land around you!
    • Craft and use thousands of unique items.
    • Wage war on other kingdoms, and lead yours to victory.
    • Discover and fight over religious artifacts on a PvP server.
    • Capture and breed animals from the environment.
    • Train 133 Skills, 10 Player Characteristics, and 3 Religion Characteristics.
    • Follow one of four unique deities and religions. Or attempt to become a Deity yourself and join the existing ones on the moon of Valrei!
    • Hunt creatures such as the unique red dragon, forest giant, kyklops, troll king and others!
    • Become a priest or champion of your religion and learn powerful spells and enchantments.
    • Choose one of five meditation paths and take advantage of special meditation abilities.
    • Earn as many of our 200+ skill and achievement titles as you have time for!
    • Mount various creatures, from horses and carts to unicorns, bears and even dragons!
    • Construct, crew or even captain six different ship types with other players, from small rowing boats to impressive caravels.
    • Build a variety of structures, from guard towers to stone houses to fences, bridges and statues.
    • Found your own settlement wherever you desire; own land, build a farm, a castle, or perhaps an entire village!
    • Pave roads to connect settlements and plant signs to improve local infrastructure.
    • Live off the land by creating fields to farm a variety of crops including potatoes, garlic, cotton, wheat, strawberries, pumpkins and more!
    • Cook nutrious food using a huge range of ingredients.
    • … and much more!
    MINIMAL SETUP
    • Processor: 2.6 GHZ Intel Core 2 DUO or equivalent AMD CPUMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GT 4xx . Radeon HD 5xxx
    • Storage: 3000 MB available spaceAdditional Notes: Java Version 8
    RECOMMENDED SETUP
    • OS: Ubuntu 14+
    • Processor: Intel Core i7 or equivalent AMD CPUMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 760
    • Storage: 3000 MB available spaceAdditional Notes: Java Version 8
    GAMEBILLET

    [ 5949 ]

    13.49$ (25%)
    5.03$ (16%)
    12.26$ (73%)
    2.65$ (82%)
    16.96$ (15%)
    12.89$ (14%)
    1.50$ (90%)
    7.95$ (20%)
    1.15$ (81%)
    4.09$ (18%)
    4.14$ (17%)
    3.90$ (70%)
    2.00$ (90%)
    5.00$ (75%)
    7.19$ (40%)
    4.14$ (17%)
    10.39$ (31%)
    42.46$ (15%)
    17.98$ (28%)
    4.12$ (17%)
    8.29$ (17%)
    22.99$ (8%)
    20.65$ (17%)
    8.00$ (60%)
    12.74$ (15%)
    22.50$ (55%)
    5.99$ (65%)
    16.52$ (17%)
    11.77$ (61%)
    2.00$ (90%)
    GAMERSGATE

    [ 1903 ]

    4.5$ (70%)
    1.5$ (62%)
    1.14$ (91%)
    5.63$ (62%)
    0.56$ (81%)
    1.69$ (89%)
    0.6$ (85%)
    27.99$ (30%)
    0.53$ (92%)
    3.75$ (62%)
    0.23$ (92%)
    2.25$ (91%)
    1.25$ (75%)
    1.84$ (74%)
    1.84$ (74%)
    0.23$ (77%)
    0.53$ (92%)
    3.4$ (83%)
    1.05$ (92%)
    1.84$ (74%)
    4.05$ (73%)
    1.13$ (89%)
    4.5$ (85%)
    0.9$ (92%)
    0.64$ (87%)
    2.25$ (85%)
    0.9$ (77%)
    0.75$ (92%)
    2.25$ (89%)
    1.05$ (85%)

    FANATICAL BUNDLES

    Time left:

    3 days, 11 hours, 18 minutes


    Time left:

    26 days, 11 hours, 18 minutes


    Time left:

    8 days, 11 hours, 18 minutes


    Time left:

    39 days, 11 hours, 18 minutes


    Time left:

    45 days, 11 hours, 18 minutes


    HUMBLE BUNDLES

    Time left:

    6 days, 5 hours, 18 minutes


    Time left:

    6 days, 5 hours, 18 minutes


    Time left:

    15 days, 5 hours, 18 minutes

    by buying games/dlcs from affiliate links you are supporting tuxDB
    🔴 LIVE