Client Changelog
- Bugfix: Fixed brightness setting not always affecting the entire screen when using legacy renderer.
- Bugfix: Fixed a rare issue where many of the UI windows containing check boxes would have their layout broken.
- Bugfix: Player list and action queue will no longer be removed from the Event tab on server transfers or reconnecting.
- Bugfix: Quick bar slots will now save correctly, fixing the issue where slots with items reverted back to buttons.
Server Changelog
- New: Added mine door permissions to role management settings on deeds.
- Change: Improvements to messages
- Drop/Take messages that involve multiple items are now always condensed to single lines in most cases.
- Cooked foods now use their actual names, fixing problems such as pancakes being called "omelettes" under certain circumstances.
- Many drop/take messages have been made more clear and now list the items they refer to. For example, dropping dirt or sand to raise the ground now produces a different message than if you drop it to a pile.
- When placing an item puts it in your inventory first, the standard "You get" message from taking the item is now sent, to make it clear you have picked up the item.
- Formatting of these messages has had its grammar improved slightly, and has been made much more consistent in general.
- Bugfix: The "2g" and "5g" volume options for measuring jugs and measuring flasks are now available again.
- Bugfix: Fixed various issues when making floats from moss. Some messages have been corrected for grammar, the action now aborts if you have no space in your inventory or the moss is too light, and it will now use the correct amount of moss in all cases.
- Bugfix: Fixed an issue with some items popping out of their containers when leaving Guidance.
- Bugfix: Fixed an issue causing newly created torch lamps to be called "medium torch lamps" and renamed any offending items.
- Bugfix: Fixed meditation sometimes considering a position "too wet" when at the exact minimum height required.
- Bugfix: Fixed being unable to build a wooden parapet under an arched wall.
- Bugfix: Fixed issues with Halloween 2024 items
- The new 2024 Halloween items (figurine of Grimbleat, arachnid necklace, and goat head necklace) can now be improved using Jewelry Smithing skill.
- References to silver have been removed from the descriptions of the figurine of Grimbleat and goat head necklace, since they are sometimes made of other metals.
- Bugfix: Fixed issues with lockable containers
- Pavilions no longer show "Open" and "Close" in the right-click menu, since they are not containers.
- Crude canoes now show lock-related actions in the right-click menu properly.
- Bugfix: Fixed a rare issue with some characters loading wrong data and getting stuck on portal usage.
The witching hour is upon us again!
Hircine smells have spread through the world of Wurm, and the bearded spirits (some evil, some less) have taken residence at your homes and smithies.
Some say that a knock on the door, an odd custom from a distant realm, is just what the ghosts are waiting for to reveal themselves...
The Halloween event starts on October 27th 2024 (00:00 CEST) and lasts until November 5th 2024 (23:59 CET).
This event features:
- 20% skill gain rate bonus
- 20% affinity gain rate bonus
- New Halloween specific activity and rewards
- Rewards from previous Halloween events available through hunting and archaeology
- Discounts on sleep powder packages in the shop
- Figurine of Grimbleat - A silver figurine portraying a frightful goat demon.
- Arachnid Necklace - A spooky necklace in the shape of an eight-legged horror.
- Goat Head Necklace - A gleaming necklace featuring a sturdy goat head. It is made of cast silver.
You can now knock on doors to get ghosts to appear - most of them are peaceful enough, but defeating the aggressive ones will give you the desired rewards. The structure you knocked on gets a 24 hour cooldown until you can summon the ghost again (other players can still do it), and you cannot knock on your own structures, so you may need to travel around to find the haunted structures. You will also be able to get the new items as fragments by doing archaeology during the event, and as usual, you can still get fragments for old items, as well as gain some old event rewards by hunting creatures. Below is a list of other items that you can find during this event:
- "Skjaldi the Scarecrow" (archeology item)
- "Autumn wreath" (archeology item)
- "Black-winged shoulderpads" (creature drop)
- "Sigvard the Skeleton" (archeology item)
- "Flaming skull candle" (archeology item)
- "Pet bat cage" (archeology item)
- "Statue of Pumpkin Terror" (archeology item)
- "Pumpkin shoulder pad" (creature drop)
- "Troll mask" (creature drop)
- "Skull mask" (creature drop)
- "Deception mask" (creature drop)
- "Plague mask" (creature drop)
- "Faceless mask" (creature drop)
- "Minion mask" (creature drop)
- "Witch hat" (creature drop)
- "Black bear helm" (creature drop)
Client Changelog
- Change: The modern renderer is now available on MacOS.
- Change: The action queue will now display minutes and seconds for long actions instead of just total seconds.
- Change: Moved the emote list popup to a more convenient location, below the Emotes button.
- Change: Various changes to the journal window
- You can now redeem adventure rewards (previously journal rewards) with a button below the listed adventures rewards.
- Added a warning popup when redeeming rewards about some of the rewards not transferring to other servers after claiming them.
- Active quest stage will now be highlighted with a different text colour.
- Quest goals that are no longer needed to complete the quest stage will now be greyed out and have the checkbox removed to indicate theyre no longer relevant.
- Journal window will now scale down properly on small game windows.
- Journal window will now properly show in the center of the screen when first opened.
- Bugfix: Fixed firepillar effect not changing tile type to lava on the new terrain renderer.
- Bugfix: Fixed the black mesh appearing randomly over terrain after traveling for some distance.
- Bugfix: Blood hit effect should no longer show on the screen randomly without actually taking damage.
- Bugfix: Swimming in caves should no longer force switch to first person camera
- Bugfix: Swap mouse buttons setting should work properly again. (To swap actions performed by left and right mouse buttons.)
- Bugfix: Camera fixes
- Fixed the camera jittering up and down randomly.
- Fixed the player character jumping up for a frame randomly.
- Fixed player shadows flickering.
Server Changelog
- Change: Kingdom regalia item changes
- All new kingdom regalia items will now have exactly 90 QL.
- All existing kingdom regalia items below 90 QL are now set to exactly 90 QL.
- All existing kingdom regalia items above 90 QL will retain their original QL.
- Bugfix: Fixed the new Flatten and Level actions not properly triggering achievements or Journal goals when the action only requires adjusting the ground a single time.
- Bugfix: Fixed the new Flatten and Level actions sometimes trying to achieve the wrong target height when some or all of the terrain involved is underwater.
Server Changelog
- Change: Drinking Horn skin changes
- The Drinking Horn skin can now be applied to the blessed water skin as well as the standard variety.
- The examine text for item skin tokens has been improved, now mentioning both the skin name as well as the item type(s) to which the skin can be applied.
- Bugfix: Using a portal to return to Chaos to a kingdom that no longer exists will no longer crash the client.
- Bugfix: Using a portal to return to Chaos from Guidance will properly send you to a valid location for your kingdom on Chaos.
- Bugfix: Items received from scenario rewards will no longer disappear when returning to the server from being elsewhere.
- [strike]Bugfix: Tunneling a mine entrance is no longer possible if doing so would create a slope in the rock greater than what could be achieved through surface mining.[/strike]
Server Changelog
- New: Monthly skin for September 2024 has been added. The Drinking Horn is a skin for the water skin item.
- Change: Water skins and blessed water skins can now be equipped on the hip slot.
- Change: Adjustments to portals leaving Guidance.
- Using a portal to leave Guidance will now only take you to the server you entered Guidance from.
- Portal usage cooldown after leaving Guidance reduced from 10 minutes to 1 minute.
- Bugfix: Fixed difficulty for combining some fragments being higher than it was previously.
- Bugfix: Fixed action timer for combining fragments.
- Bugfix: Settlement deeds, merchant contracts, and wagoner contracts should no longer go missing on portal usage. Any existing missing deeds or contracts should reappear in your inventory on login.
- Bugfix: Removed duplicate Plant Flowerbed and Repair Fence/Wall actions from the right-click menu, and fixed some cases where the old actions might have been used instead of the new actions.
- Bugfix: Fixed a problem where certain actions were allowed on village borders at or near the east and south edges of the village, even when permissions should have prevented them. Affected actions include planting hedges and flower beds, pruning hedges, chopping down hedges, flattening, leveling, and repairing fences.
Client Changelog
- Bugfix: The ignore feature now works properly in the Spanish, Portuguese, Russian, German, and Non-English GL chat channels.
Server Changelog
- Change: Players can no longer bandage with equipped items. (Royal robes and master cape excluded)
- Change: Newbie buff spell effects adjustments
- The aggression range, healing, and food/water newbie buff effects have been consolidated into a single effect instead, to reduce clutter in the spell effect bar.
- The newbie light is now a part of the newbie buff spell effect, so it should now be permanent for players on Guidance.
- The general newbie buff effect and newbie death protection buff effect now have proper text descriptions when examining a player.
- Change: Quality of life improvements for village founding and expansion
- When appearing on underwater tiles, border and perimeter markers now appear on top of the water instead of on the sea floor.
- When founding a new village, a settlement token marker will now appear on the tile where the settlement token will be placed. This should reduce the possibility of confusion, especially in cases where the village founding process is started when your position isnt synchronized with the server. Some text has also been added to the settlement foundation window mentioning the token marker and explaining that the settlement token can never be moved.
- Examine descriptions for border and perimeter markers have been improved for the sake of clarity.
- Bugfix: Cartography and treasure hunting related Journal tiers are no longer available on servers without those features enabled. This should stop the problem of claiming non-functional treasure map caskets on Guidance. Any existing treasure map caskets claimed on Guidance will need to be replaced by a GM via support ticket.
- Bugfix: Chopping down a tree or bush now has a chance to give skill on every action, not just the action that finishes cutting it down.
- Bugfix: Fixed spelling in the settlement management prompt text.
- Bugfix: Items should no longer be disappearing from piles.
- Bugfix: Placing items on walls or fences will no longer allow flat placement (instead of allowing that and the item disappearing inside the wall/fence).
- Bugfix: Removed redundant messages saying that the player has gone below and then back above an encumbrance limit due to the weight of an inventory item changing.
Server Changelog
- New: Portuguese language global chat has been added (Portuguese GL). This will open by default for players with their system language set to Portuguese, and can be added and removed manually in your player profile (right click the inventory, then navigate to Manage -> Profile).
- New: Added temple model.
- Temples now have a proper icon and model.
- Temples now act as light sources, and are always lit. The color of the lighting can be changed like that of a lamp (this requires 5 liters of dye).
- Change: Mission structures may now be moved and rotated on-deed by anyone with permission to do so.
- Bugfix: Fixed a potential cause of friends going missing from friends lists.
- Bugfix: Fixed cases of creatures not having their branding status properly loaded when the creature is brought from another server in a creature cage, or when it is not online at server start due to being tamed. Creatures that were affected by this bug should now have their brands load properly, as no information should have been lost.
- Bugfix: The /playtime command should now show the correct starting date after transferring once to the cluster your character started on.
- Bugfix: Fixed items not being removed from tiles properly when their item pile is dragged to another pile or container.
- Bugfix: Server optimizations to hopefully prevent lag on Harmony.
- Bugfix: Fixed a server crash cause that took down Guidance recently
Client Changelog
- Bugfix: Fixed keybinds not using all of the items in a targeted item stack, for example when using the add to creation window keybind.
Server Changelog
- Bugfix: Using the portal to Chaos should work again now.
Beautify your garden with the "Lindwyrm Bench", a true work of craftsmanship, almost too beautiful to sit on. Almost...
This skin for the wooden bench is now available in the Marks Shop at any settlement token through August/September.
"Lindwyrm Bench - A wooden bench featuring intricate carvings, inviting you to rest for a while."
Client Changelog
- Change: Quick keybinding setting can now be changed from inside the game, instead of only in the launcher.
- Change: Reflective items will now show more of the original material and texture by tinting the reflections.
- Bugfix: Fixed a rare client crash that could happen when performing various actions.
- Bugfix: Fixed movement speed while walking inside some fence plans.
- Bugfix: Fixed several issues with the Action Queue showing actions it shouldnt.
- Bugfix: Tutorial will now again recognize the journal window being opened
- Bugfix: Tutorial notification window will automatically close when a player is moved to Guidance
- Bugfix: Dragging multiple stacks of items should properly move all of them again.
Server Changelog
- New: Added Lindwyrm Bench monthly skin to Marks Shop.
- New: A title has been added for 100 skill in Trebuchets. Congrats Zekezor!
- Change: Drifting of unmanned boats has been removed, even if they are not moored with a mooring anchor. Drifting has rarely ever occurred in practice due to bugs, and rather than cause significant inconvenience for players by fixing that, weve made the decision to officially remove it. Mooring anchors will still prevent players from dragging or pushing boats without permission.
- Change: New tree growth will now destroy any tree stump that already exists on the tile.
- Change: Dig to pile is now enabled by default for new accounts.
- Change: Fight skill will now transfer between Defiance and Northern Freedom Isles.
- The first transfer will take the higher skill value from both sides, replacing the lower one. Afterwards it will transfer as usual just like the other skills.
- Change: Various changes for portals on servers with player made kingdoms.
- Village tokens in PMK capitals can be used as portals for kingdom members.
- When using a portal to get to Chaos, youll only see options for locations of your Chaos kingdom.
- If after using a portal you arrive on Chaos to find that youve been removed from your kingdom, youll be redirected to a Freedom kingdom starter deed.
- Changing PMK capitals now has a one week cooldown instead of 6 hours.
- Village tokens in PMK capitals can be used as portals for kingdom members.
- Bugfix: Various changes and bug fixes for the new Flatten and Level actions to improve usability and better match the old actions.
- When a tile like grass is destroyed by the action, it now always turns into dirt, never to sand.
- Flattening a tile border is now 5 seconds per tick instead of 10 seconds, like the old action.
- Libila and Magranon priests are once again blocked from flattening or leveling surface tiles.
- Flattening and leveling near clay, tar, or peat once again has a much longer timer.
- You can no longer flatten or level while standing on a bridge.
- Flatten and Level now work under bridges, using the same rules for whether or not youd be able to dig or drop dirt in that location. For example, you cant flatten a tile with a bridge support.
- Action timers for Flatten and Level should now be correct across the board, except in cases where the action is canceled prematurely due to an error (such as hitting the rock layer).
- The order in which tile corners are modified by a Flatten or Level action is randomized on each tick of the action, similar to how the old action worked. For example, when lowering a tile with Level, it will no longer lower the same corner every single time until its flat before moving on to the other corner.
- Raising unchangeable tiles like clay, tar, peat, and trees using Flatten or Level is no longer possible.
- To prevent wasted time, a Flatten or Level action will cancel immediately and send the error if the first tick would result in no change, instead of waiting for that first tick to finish.
- Bugfix: The new Feed and Tame actions have been improved, and some bugs have been fixed.
- Sleep powder and other no-drop items can no longer be fed to anything other than yourself.
- Source seeds have been given lower priority, so feeding or taming from a container with other items the creature can eat should prioritize using those items to prevent unhappy accidents.
- Error messages have been improved. When right-clicking a creature or using a Feed or Tame keybind, a more specific error message is given if the item is edible but not by that creature, such as trying to feed onions to a carnivore. If a completely inedible item is used by performing the action with a keybind, the error message is more clear about the item being completely inedible.
- Taming with source seeds is now only possible if the creature would benefit from their effects, as was already the case with the Feed action.
- Seals can now eat source seeds, for all your seal husbandry needs.
- The old Tame and Feed actions should no longer appear in right-click menus accidentally.
- Source seeds may once again be fed to female creatures regardless of whether they are hungry or not.
- Bugfix: Several changes and bug fixes for bashing floors, roofs and bridges to make the system more convenient and consistent with destroying house walls.
- Bashing a floor, roof, or bridge section is now much more similar to bashing a wall in terms of which types of weapons do the most amount of damage. This also means that bashing them with items that are not weapons (for example, liquids or handfuls of pumpkin seeds) is no longer possible.
- Bashing an unfinished floor, roof, or bridge section now grants a bonus to the amount of damage done scaling with how unfinished it is, similarly to walls.
- Bashing a ladder opening does significantly more damage than it would to a normal floor of the same material, much like arched walls compared to other walls.
- Bashing a bridge section now gets a large bonus to damage if another bridge section adjacent to it is only a planned section with nothing built (due to being destroyed or simply not being started yet). This should make destroying an entire bridge much easier once the first section is destroyed through decay or player action. This bonus gives 6 times normal damage for most types of bridge sections, and 3 times normal damage for supports, since missing a nearby section would not destabilize them as much.
- Bugfix: Various tweaks to quests on Guidance.
- The Mallets & Sickles quest no longer requires you to have the hatchet in your toolbelt when cutting down a tree. Instead, a new quest stage has been introduced at the beginning of the quest requiring you to put a hatchet inside a toolbelt and to equip the toolbelt.
- The Mallets & Sickles quest no longer gives a free large anvil in the middle of the quest. Instead, a new quest stage has been introduced requiring the player to create one.
- The A Place to Call Home quest will now retroactively award progress for planning and finishing a building if the player has already done those tasks. For example, a player who has already fully constructed a house on Guidance will be awarded that quest progress when they accept the quest, or upon logging in if they already have the quest active.
- Players will not lose progress in this quest as the result of these changes. If you have already completed the quest, it will stay completed, and a new stage will only need to be done if you have not progressed to that point in the quest yet.
- When earning rewards from quests, the message sent will now be displayed as on-screen text.
- Bugfix: Find route action optimizations.
- The find route action will no longer take a long time to show the village list.
- The selected route should no longer randomly reset when following it.
- Bugfix: Last held sermon info should now properly transfer servers when crossing via boat.
- Bugfix: Possible fix for creatures moving through fences and walls during server restarts
- Bugfix: Fixed items harvested from trellises and Wishing Trees having damage when they should not have.
- Bugfix: Fixed some tile effects not occurring if a fence is on the north or west side of the tile, including new trees spawning, Investigate being made possible on the tile again, mycelium growing, and grubs spawning.
- Bugfix: Checks for fences surrounding a tile were failing in certain circumstances, and have been corrected. This corrects Investigate difficulty near fences as well as Wrath of Magranon not always damaging fences properly.
- Bugfix: Custom skin information is now displayed when examining plantable items such as chairs and torch lamps.
- Bugfix: New actions will now be stopped by empty fatigue.
- Bugfix: New actions now properly trigger the actions performed achievement.
- Bugfix: New actions now properly trigger enchantment decay the same as old actions.
- Bugfix: Using a portal to travel via another server should no longer fail when it cant find an expected portal location.
- Bugfix: Ornate puzzle boxes will no longer be used as ritual mission items
- Bugfix: Creation of large sleds should no longer be required for missions.
- Bugfix: When chopping felled trees, the resulting logs should now fall to the ground more consistently, as they did prior to the actions update. This should also fix the action creating piles of more than 100 items.
- Bugfix: Tempering once again uses data from the improved item for the action timer instead of the water, and no longer uses the water in the related skill checks.
- Bugfix: Mining cave floors and ceilings is no longer blocked if you have solid cave tiles to both the south and east of you.
- Bugfix: Maximum action queue length is now calculated immediately when logging in or when a players Mind Logic value is modified for any reason, instead of having up to a minute of delay.
- Bugfix: Unloading an item from a container inside another container, such as unloading a felled tree from a raft inside a wagon, will no longer put the unloaded items container into a buggy state.
- Bugfix: Removed all cases of duplicate Mine or Remove Reinforcement action in right-click menu when targeting a cave floor.
- Bugfix: Fixed glow runed items taking decay damage inside magical chests.
- Bugfix: General server performance improvements.
Server Changelog
- Bugfix: Fixed an issue in the last patch which caused untarred wooden plank pavement to possibly decay on-deed under certain circumstances.
Server Changelog
- New: Added "Dragon Lamp" monthly skin to Marks Shop
- Bugfix: Fixed some issues related to dredging.
- Dredging now properly fills the dredge when flattening or leveling.
- Dredging will no longer cause the dredged item to vanish mysteriously or overfill the dredge if dredging from a canoe.
- Dredging will now properly dredge the tile corner closest to you when targeting the boat.
- Bugfix: Fixed some issues related to gathering rift resources.
- New actions for gathering rift resources should now work properly.
- Duplicate old actions for gathering rift resources are no longer available.
- Bugfix: Fixed some issues related to cave reinforcements.
- Removing cave floor reinforcements once again works outside of a village.
- Trying to remove cave floor reinforcements now shows an error if the floor is prepared or paved.
- Distance checks when removing cave floor reinforcements have been fixed and should be similar to other tile-based actions now.
- Attempting to remove reinforcement from a clad wall now shows a more detailed error message.
-
Bugfix: Fixed some issues related to bare wooden plank pavements. (plank pavements without tar applied to them)
- Highway markers can no longer be placed on bare wooden plank pavement; tar needs to be applied first.
- Bare wooden plank pavement will not decay if there is a highway on the tile, to prevent disruption of existing highways.
- Bare wooden planks now decay even on tiles that have no items or creatures on them.
-
Bugfix: Various changes have been made to a certain recipe utilizing golden pepper, which is possible to cook now.
- The options for possible heat sources have been expanded.
- A cake tin is no longer considered a valid cooking container for this recipe.
- Bugfix: New actions will now properly break stealth when they should.
- Bugfix: Players on Guidance who already own a building are no longer blocked from receiving ownership of vehicles and other non-building objects.
- Bugfix: Fixed portal description for Independence incorrectly calling it a Northern Freedom Isles server.
- Bugfix: Harvesting trellises should work properly again.
- Bugfix: Harvesting at Fo holy sites should work properly again.
- Bugfix: Corrected stamina usage for the new above-ground Level action.
- Bugfix: Level and Flatten should once again allow you to get up to 300 slope.
- Bugfix: Fixed the previous fix for building fences on deed borders underground. You should now be able to build fences on tile borders along all edges of the village.
- Bugfix: The height of a vehicle seat should no longer put you out of range of items you're holding during certain actions.
- Bugfix: Fixed some causes of items vanishing from piles when taken.
- Bugfix: Removed unintended behavior when using a surface mining action on a tile border through keybinds. You must now target a tile or tile corner specifically.
- Bugfix: Wild hives should no longer let a tree be cut down multiple times.
Real dragons are dangerous pets. Luckily, there is an alternative now. Meet the "Dragon Lamp", a fire spitting lamp made from your own metal of choice! (Wallmounts included!)
This skin for the torch lamp is now available in the Marks Shop at any settlement token through July/August.
"Dragon Lamp - Let the mystical glow of dragon fire light up your surroundings."
Server Changelog
- Change: Hedges and non-blocking fences (such as woven fences, low rope fences, and flowerbeds) are no longer considered valid protection for yard enclosures.
- Change: Added "ladder" as a valid target category for default actions.
- Bugfix: Harvesting grain from large planters using a scythe will now provide tool skill in the same manner as harvesting from a crop tile.
- Bugfix: Large planters will no longer use a tool for timer calculations or in any other manner unless it is a scythe being used to harvest grain.
- Bugfix: Mining depth fixes.
- Depth checks when mining cave walls, floors, and ceilings have been fixed. The lowest you can mine a cave floor is now always 25 below sea level.
- Cave walls may be mined as long as none of the corners of the cave wall tile have a floor below this depth.
- Cave ceilings may be mined regardless of the depth of the floor, as long as the ceiling is not too high.
- Bugfix: Ornate puzzle boxes may now transfer freely between all servers, including Guidance.
- Bugfix: Level and Flatten skill gain size now matches what it was in the old actions system.
- Bugfix: Leveling or Flattening a tile border should now more reliably check for which surrounding tiles can't be modified.
- Bugfix: Leveling and Flattening now only give skill when the skill actually modifies a tile.
- Bugfix: Fixed damage calculations for chopping down shriveled trees and bushes.
- Bugfix: Duplicate "tar" action has been removed from the right-click menu.
- Bugfix: Tarring floor boards and replacing highway pavement should now work properly.
- Bugfix: Fixed being able to open a cave tunnel with an open cave directly to the side of the cave entrance.
- Bugfix: Action range checks have been corrected when targeting tile borders and corners with new actions, such as Dig, Flatten, and Level.
- Bugfix: Targeting a tile corner with the Dig action will now work properly, both when using the right-click menu and when using a keybind.
- Bugfix: New actions on bridge parts should now show up in the right-click menu properly.
- Bugfix: Flatten and Level using a dredge now works properly while on a boat.
- Bugfix: Flatten and Level using a dredge now has dirt correctly go into the boat and dredge container.
- Bugfix: Fixed invalid actions being added to the queue in some cases via default action use.
- Bugfix: Fixed some issues resulting in default actions showing for targets they shouldn't have - such as climbing crude fences.
Server Changelog
- Bugfix: Bashing fences inside a building you own now works properly with less than 21 Body Strength.
- Bugfix: Fixed sleep bonus inactivity timer not being reset by new actions.
- Bugfix: New actions with short action timers should once again have similar skillgain to before.
- Bugfix: New actions will now consume fatigue properly.
- Bugfix: Fixed work music start not being triggered by new actions.
- Bugfix: Planting hedges and flowerbeds will now search containers inside the inventory for the required items, not just the inventory itself.
- Bugfix: Tending crops with new new actions system will now do the same amount of damage to the rake as the old actions system.
- Bugfix: Fires will no longer burn out faster if they are underground when its raining.
- Bugfix: Fixed another cause of flattening and leveling not changing tiles to or from rock when it should.
- Bugfix: Fixed restlessness value being updated erroneously after using a portal.
- Bugfix: Item temperature will now be saved more reliably instead of sometimes rolling back to a previous value.
Server Changelog
- Change: Item creation time on Epic has been significantly shortened to better match their previous lengths.
- Due to the complexity of the code and bugs in the old timer calculations, these may still be faster than they used to be in some circumstances, and slightly slower in other circumstances, compared to before the launch of the action system rework.
- Change: Actions in the new action system have had their timer lengths reduced further in order to better match the behavior of the old action system.
- Bugfix: Fixed the hand not being automatically selected for actions in the new action system, such as pottery improvement.
- Bugfix: Finishing a fence on any side of a yard tile should now properly try to validate the yard as protected.
- Planting hedges and flowerbeds will now also inform the player about changes to yard protection as a result.
- Bugfix: Removing a building or yard tile should no longer be blocked due to lack of skill even when your Carpentry skill is high enough.
- Bugfix: Fixed an issue causing house packing with a puzzle box to end the action before renaming the item or fully destroying the structure.
- Bugfix: Reeds can once again be planted on tiles where only one corner is underwater, instead of requiring all of them to be.
- Bugfix: Fixed water depth checks when planting rice and reeds as field crops.
- Bugfix: Creatures should no longer let you interact with their body parts to manage your settlement.
- Bugfix: Hedges that have already been chopped down should no longer allow you to chop them down.
- Bugfix: Removing reinforcements is once again limited to while on deed.
- Bugfix: Corrected tool belt item limits to be the intended (2+(ql/10)+rarity). Toolbelts over 99.5ql will count as being 100ql.
- Bugfix: Dredges should once again hold both dirts properly while dredging.
- Bugfix: Surface mining on cliffs should now work again.
- Bugfix: Level and Flatten should work with a dredge while on a boat again.
- Bugfix: Deities should once again frown upon improving fences and mine doors.
- Bugfix: You should no longer be able to complete actions (such as lead) on dead creatures.
- Bugfix: "Stop leading" should no longer be interrupted by things such as walls or fences.
- Bugfix: Tame should no longer use the active item in the skill check.
Changelog for previous updates:
(these went live last week but did not receive a changelog post)
Server changelog
- Bugfix: Settlement management actions should work again from the settlement deed.
- Bugfix: Copying a house plan, deploying a house plan, and repairing will now properly stop the action if the player moves.
- Bugfix: Thatch can now be planted inside buildings again.
- Bugfix: Fixed players being able to mine cave floors 1 unit of height deeper than intended.
- Bugfix: Fixed being able to plant hedges and flower beds underwater if the other end of the border is above water.
- Bugfix: Fixed being unable to plant hedges and flower beds next to certain tile types when you should be able to.
- Bugfix: Fixed not being able to repair while moving while on a vehicle.
Changelog for today's update:
Server changelog
- Bugfix: Taming actions will now take priority over combat again.
- Bugfix: Fixed leading not being properly queued.
- Bugfix: Default actions on items inside containers should now work properly.
- Bugfix: Mining down a reinforced cave exit is no longer possible.
- Bugfix: Mining down a cave exit border is no longer possible.
- Bugfix: It is once again possible to mine ceilings near reinforced floors and walls.
- Bugfix: It is once again possible to mine walls near reinforced floors, and floors near reinforced walls.
- Bugfix: Digging a tile down to rock should now convert the tile to rock more reliably when it should.
- Bugfix: Fixed a bug preventing mining a wall next to a cave floor of maximum depth.
- Bugfix: Magranon players will once again receive alignment from mining cave walls.
- Bugfix: Fixed a problem with farming that resulted in erroneous crop quantities after failed tending actions.
- Bugfix: Harvesting a field should no longer damage items that aren't being actively used to harvest.
- Bugfix: A toolbelt with items inside should now fit properly inside a container if that container could hold all the items individually.
- Bugfix: Planting non-sprouts should no longer sound like planting sprouts.
- Bugfix: Fixed mining animation.
- Bugfix: Dredges should now hold the same amount of dirt when dredging as previously.
- Bugfix: Dredging on a boat will no longer fill the boat with more than 100 dirt.
- Bugfix: Fixed new Flatten and Level actions not changing affected tiles to the appropriate tile type.
- Bugfix: Fixed treasure hunt caskets not properly triggering on new actions.
- Bugfix: Fixed some cases of multiple "Level", "Flatten", and "Tame" entries appearing in right-click menus, or appearing when they shouldn't.
- Bugfix: New actions will fall back to using the current active item when there are no valid items in the toolbelt, instead of picking one randomly.
- Bugfix: Fixed new Tame action giving feedback about the edibility of seemingly-random items in your toolbelt when neither the activated item nor any toolbelt items were edible to the creature.
- Bugfix: Harvesting grains or hay with a scythe or pitchfork will now give skill for those items again.
- Bugfix: Fog spiders will no longer spawn on Guidance.
- Bugfix: Fixed some combat actions not cancelling properly when the player moved.
- Bugfix: Default actions on field should now work properly on all field types.
- Bugfix: Setting default actions on items in the world will now use their proper type name, instead of their hover information (e.g. "On any corpse" instead of "On any corpse of aged brown bear".
- Bugfix: When using a portal to leave Epic or Defiance, artifacts should once again drop to the ground instead of becoming hidden.
- Bugfix: Actions being interrupted by wounds will no longer sometimes put the action queue into a bugged state.
Clientchanges
- New: Added new tab switching keybinds for the quickbar. Toolbelt keybinds will now also work for the quickbar, to maintain compatibility with previously created settings.
- Keybind list: SWITCH_QUICKBAR1, SWITCH_QUICKBAR2, SWITCH_QUICKBAR3, SWITCH_QUICKBAR4, SWITCH_QUICKBAR5, SWITCH_QUICKBAR6, SWITCH_QUICKBAR7, SWITCH_QUICKBAR8, SWITCH_QUICKBAR9, SWITCH_QUICKBAR10, NEXT_QUICKBAR, PREV_QUICKBAR,
- Change: The Quests tab of the journal is now disabled by default on servers other than Guidance
- Change: Added temperature display to inventory container windows, such as toolbelts
- Bugfix: Minimizing the character window will no longer cause a client crash
- Bugfix: Quickbar's action buttons won't erronously appear if a quickbar with the action part closed, is near the screen edge
- Bugfix: Fixed ADD_TO_CRAFTING_WINDOW keybind and made it work with quickbar items
- Bugfix: Fixed inconsistently shiny walls on modern renderer. Note: We're aware that some walls and other objects still are too shiny, this bug is about walls next to each other having different visuals.
- Bugfix: Reduced large memory allocations, leading to reduced overall memory (RAM) used by the process
- Bugfix: Adventures (old journal tiers) will now update properly in the new journal and show the progress percentage
- Bugfix: Console commands "quickbar" and "toggle quickbar" will now open the new quickbar
- Bugfix: Permanent spell effects and status effects will no longer display an erroneous amount of time remaining in the spell effects window or status effects bar
Hotfix:
- Change: You can now shift-drag items directly to container objects in the world
- Bugfix: Creation window should properly use stacks of items again
- Bugfix: Fixed moving stacks of items causing a crash or a client connection loss
- Bugfix: Friends list should no longer randomly break or lose friends on server transfers
- Bugfix: Fixed buff images displaying odd remaining times
- Bugfix: Fixed harvesting requiring an activated item and damaging the used item
- Bugfix: Fixed repair action taking longer than before and doing more damage to the item
- Bugfix: Remove reinforcement actions should be available again
- Bugfix: Digging should now continue to put dirt into your inventory (if there is room) after the pile you're digging to is full
Update post-mortem
Now that weve caught your attention with the event (extra skillgain, sleep bonus and free premium time!), we can talk about some boring stuff. Or you can just scroll down! As you may have seen, the recent update launch went about as expected, for that many months of work to go in all at once. There have been fair questions about why we released all of it at the same time. Heres the answer - as we were starting work on many of these projects, and we ended up in a situation where it made most sense to base some projects off work already done in other ones, such as the quest implementation (only available on Guidance, so far) depending on the large action rework, and the entire project of Guidance being dependent on portals, so that players can actually enter and leave it. Those are some huge projects that we knew would have a hard launch, as not even public testing managed to catch most of the issues, and our limited resources dont let us duplicate the live server setup, which wouldve been the only thing that could let us avoid some of the portal issues. Portal related bugs in general have had a tendency to happen only to some characters, which also makes for scenarios often impossible to find in pre-release testing. Weve resolved most of the urgent issues and were preparing an update to be released on Tuesday, to address more of the problems that youve been reporting. Many of those are still high priority for us, and you can be sure were completely focused on squashing bugs, and we'll switch later to some QoL improvements to polish the freshly added features. There will be a server restart on Friday, to enable the event, so more fixes may make it into the game that day as well. Other than that, well be aiming to get back to a weekly maintenance restart schedule, with bugfix updates released at the same days, if we have any fixes pending. Finally, Id like to give a huge thank you to other developers for managing the issues with this update so quickly, and to our staff thats been very patient with us and eager to help with the massively increased workload while handling the launch and its aftermath.
Post-Launch Event
From Friday, July 5, 15:00 CEST until Monday, July 8, 15:00 CEST, all players will receive a 15% bonus to skill gain and a 15% higher chance to gain affinities. In addition to that, all players with an already active premium account at the start of the event will receive 3 additional days of premium for free. The exact conditions are:
- You already must have an active premium account at the time of the event start, when the servers will be down for maintenance right before that. You cannot purchase premium during maintenance, so you should make sure your account will be premium at that point well before the event starts.
- Purchasing premium time while the event is already running doesn't count
- Your premium account is extended by 72 hours at the time of the event start if you meet these requirements
Server Changelog
- Bugfix: Picking sprouts from trellises is now working again.
- Bugfix: Sheared wool quality is now calculated correctly again.
- Bugfix: Items harvested from trees and bushes are no longer damaged incorrectly when harvesting.
- Bugfix: Bracelets of Inspiration now work properly even when you might have otherwise failed the improve action.
- Bugfix: Mining meteorites should now work again.
- Bugfix: Action timers for actions that don't care about the active item (some harvesting actions for example) have been fixed.
- Bugfix: Skill checks for actions that don't care about the active item (some harvesting actions for example) have been fixed.
- Bugfix: Harvesting trellises and Wishing Trees should now work again.
- Bugfix: Queueing actions on a stack of items now properly uses your full queue again instead of one less.
- Bugfix: Reduced the amount of stamina used in shearing to bring it in line with milking.
The update finally arrived! It includes a new tutorial server, portals, a reworked action system, client rendering improvements, quality of life changes and so much more.
All major changes have been grouped into their own lists below for easier reading.
New Server: Guidance
- Added a special tutorial server for new players to learn the game named Guidance
- Web shop items can't be bought while on Guidance
- Mail can't be sent between Guidance and other servers
- Treasure hunts, rifts, holy sites and the highway system are disabled
- Many stronger/high-difficulty creatures are prevented from spawning
- Unique creatures are prevented from spawning
- Becoming priest is not possible on Guidance, priests travelling there from other servers can't cast spells
- All skills are limited to 30 while on Guidance
- Player-owned villages/deeds are disabled on Guidance, use building permissions and the new yard system to protect your property instead
- Players can only own one building at a time
- Newbie buffs, including the new item protection buff, have their timer frozen while playing on Guidance, making them effectively permanent until you are leaving the server
- Wells and fountains are always refilled, no matter what tile they are on
- Quests given by NPCs have been added to Guidance, to help introducing new players to the gameplay
- NPCs with quests available have a "!" icon above their head
- The "Talk" option in the right-click menu of such NPCs opens a dialogue window with all the details
- An improved "Journal" window was added to the quick bar where you can always track your quest progress
- Quests can have multiple stages with multiple goals
- Quests can have rewards for completing or starting them, reward details are displayed in the NPC dialogue or Journal window
- Added a yard system to Guidance which lets you protect small areas surrounded by fences
- The "Expand yard" and "Remove yard" options are available in the right-click menu for tiles when a mallet, hammer or trowel is activated
- Yard tile sections are only protected if connected to a building at some point
- The building which owns the yard must be entirely surrounded by walls or fences
- The "View protection" option in the right-click menu lets you view currently protected tiles and tiles which need additional fences for protection to apply
- Yard tiles can be invalid if not surrounded by fencing, making them removable by any player
- Yard tiles require the same amount of carpentry skill as adding tiles to a building, minus the skill required for the walls as yard tiles don't have those
- The total number of yard tiles is limited to the number of actual building tiles, so a 2x2 building for example would allow 4 yard tiles
- Yard tiles have the same placement restrictions as actual building tiles, which means they can't touch other buildings
- Items that are not allowed inside buildings are also not allowed inside yard tiles (such as mission structures or guard towers)
- Yard tiles can protect mine entrances as long as a mine door is present, removing the mine door will also remove the yard tile
- Yards prevent actions that would invalidate the yard, such as tunneling a cave entrance, unless the player has permission to modify the structure
- Added a building packing mechanic to transfer buildings from Guidance
- Added "ornate puzzle box" item as quest reward which lets you pack a building into it
- You must stand outside of a building owned by you on Guidance and activate the ornate puzzle box to get the "Copy building plan" option in the right-click menu
- This stores the entire building (excluding yard tiles) inside the ornate puzzle box and destroys the structure
- After moving to another server, the "Preview building" and "Deploy building" options will appear for the filled ornate puzzle box
- The area needs to be prepared (flat) and you need permissions for it in order to deploy the building from the box
- After the building is deployed, the ornate puzzle box is destroyed
- The ornate puzzle box cannot be dropped, traded or lost on death
- Deploying a packed building is not possible on PvP servers
- Fences within buildings (or their yards on Guidance) are now protected against destruction, lock picking or locking/unlocking using the building permissions
- Iron rocks now yield 2.0kg of iron lump instead of 0.8kg
- Bashing a fence, bridge or part of a building now always uses the same damage bonus you would get from having the deed permission to destroy structures as long as you are the owner of the structure
- In other words, bashing your own structures is now as fast as bashing structures as a village mayor
- Bashing a fence, bridge or part of a building no longer requires 21 body strength if you are the owner of the structure it is part of or if you are the mayor of the village it is in
- In other circumstances you now require 21 body strength in all cases
- "Reimbursements" action on settlement tokens is no longer shown when it's irrelevant/doesn't do anything anyway
- "Manage player payments" action on settlement tokens has been renamed to "Purchase premium time" and was moved out of the "Bank" submenu
- A new newbie buff has been added, granting item protection on death
- Changes have been made to action timers:
- Penalties to action speed caused by hunger, thirst or low stamina have been decreased, with the maximum penalty staying the same but partial penalties being substantially lower
- Having the water bar above 85% prevents thirst from affecting your action timers at all
- Most actions have had their maximum timer lengths shortened significantly
- These changes have the general effect of faster action timers at low skill, low stamina or low tool quality, with far less impact in cases where the timers were close to the fastest possible times already
- The whole system handling Actions is now more robust and has a lower impact on server performance
- Actions converted to the new system can always be bound to keys, be set as default action or are able to use the new toolbelt mechanic
- Converted actions: Dig, Flatten, Level, Dredge, Mine, Tunnel, Cultivate, Pack, Pave, Sow, Farm, Harvest, Cut down, Chop up, Prune, Pick sprout, Plant sprout, Shear, Tame, Brand, Unbrand, Milk, Groom, Feed, Lead, Stop leading, Climb up/down, Improve, Repair, Create map, Settlement related actions (Add to upkeep, Settlement management, ...)
- Some converted actions may have minor changes made to their functionality to fix various bugs or to improve their usage
- Invalid actions are now visible in the right-click menu and show more informationabout what is needed in order to complete them
- These invalid actions can be enabled and disabled by clicking the [?] icon in the top right-hand corner of the right-click menu
- This should help new players to understand what to do how, the "Dig" option for example shows up and hints that you need a shovel set as active item
- Some actions now have embedded options in the right-click menu, indicated by a triple-dot icon on the right edge
- Right-clicking the triple-dot icon allows you to toggle or select more options related to that action
- The "Dig to pile" option can be toggled for the "Dig" action that way for example
- Not all actions are converted to the new system yet, but will slowly be updated over time
- Converted actions are usually placed on top in the right-click menu, with icons showing their required active item
- If you run into any issues with actions not performing as they previously did, please create a bug report
- The action queue is now visible in its own UI element inside the event window
- Actions in the queue can now be reordered or canceled in their UI window
- Holding alt while hovering an action in your queue shows more information about that action
- The action queue window can be undocked from the event window and moved around on the screen
- The action queue window can be hidden entirely by right-clicking the top right corner of the event window
- The existing toolbelt UI element has been removed, including all its functionality
- Toolbelts are now containers, holding up to 15 items (2 base, 1 additional for each 10 quality, 1 additional for each rarity level)
- While a toolbelt is equipped, all items inside are considered activated for actions which have been converted to the new actions system
- If your actual activated item is not valid for a given action, items inside your toolbelt are checked by the system to see if something from them will work
- If your actual activated item is valid, it will be used instead and the toolbelt items are ignored
- Actions which work with multiple items have their own preference list for items, "Cut down" will prefer a hatchet over axes, weapons or a saw for example
- If multiple items inside your toolbelt have the same preference level, the item with higher quality will be used
- An icon on the left in the right-click menu indicates what item will be used for the action
- More details about the action and the used item is available when hovering over the action in the action queue
- Added a new quickbar which combines functionality from the existing quickbar, select bar and toolbelt
- The quickbar consists of two rows for slots, each slot able to hold an item or a quick bar button
- You can drag items from your inventory onto quickbar slots
- You can remove buttons by dragging them off the quickbar
- Clicking the [+] icon at the top right of the quick bar opens a menu with more buttons which can be dragged onto the quickbar
- The top row of the quickbar changes its contents based on the selected tab on the quickbar, making large amounts of items and buttons available for it
- You can create up to 10 tabs by clicking the [+] next to an existing tab
- The bottom row of the quickbar will not change when selecting a different tab, allowing a static list of commonly used items or buttons
- Clicking an item on a quickbar slot will activate it
- Quickbar slots can be bound to a key by hovering the slot with your mouse pointer and holding the key you want to bind it to
- You can scroll with your mouse wheel to activate items in the top row when hovering your mouse pointer over the quick bar
- The arrow on the far right corner of the quickbar allows you to toggle the select bar
- The lock icon on the quick bar locks all slots to prevent accidental changes to them
- The size of the quickbar can be adjusted by right-clicking it
- Default actions have been changed from a static list of action combinations to a dynamic, customizable system
- Default actions must be enabled in the user interface tab in the client settings in order to work
- When hovering something that has a valid default action, the default action keybind and the name of the action that will be performed are shown
- If "Repeat action" is bound to a key, the last action performed on that target type is also shown so you can repeat the action with that key
- The new star button in the top right of the right-click menu can be used to edit your default action configuration for the currently active item and target type
- When hovering the star button with your mouse, you can hold down a key to change the default action keybind
- The currently set default action for the given combination is highlighted in the right-click menu
- Clicking the star button lets you edit your default action for the current combination of the active item and target type
- Clicking the star button will start the "edit mode", making valid options for the default action begin to flash
- Clicking a highlighted action (the current default) in edit mode will remove that default rule from your settings
- Clicking a non-highlighted action while in edit mode will set that as new default for the current combination of active item type and target type
- Advanced customization for default action rules is available when right-clicking a valid action while in "edit mode"
- The first option is the rules related to the active item, letting you select any item of the current item type (e.g. any hatchet), just the current item (e.g. a specific hatchet), any item, or any item that match any of the selected categories
-
After selecting the active item rules, you can select the rules relating to the current target of the action
- Similar to the active item options, these let you choose any of the target type (e.g. any birch tree), just the current target (e.g. a specific birch tree), a broad "any" category (e.g. any tile), or any target that matches any of the selected categories
- These advanced rules can differentiate between being mounted, not mounted, or both, which can be toggled between by clicking the very bottom option of the target rules before selecting the target rule
- Once a new default action has been set for the current active item and target pairing, if any other default actions that exist have a higher priority than the newly set rule, they may be removed from your configuration to ensure the new default works
-
The new default action settings are saved in their own configuration file alongside any other settings files the game client creates (e.g. the keybindings file)
- The client is shipped with a preset file of default actions, allowing you to use many of the new default actions immediately without having to customise anything
- Added a new portal system, allowing access to all servers with a single character
- The new portals (big blue crystals) will soon become available in starter towns on PvE servers and Chaos, allowing you to select another starter town on your current server or on another server to teleport to
- Your current server and the destination server combination will determine what will transfer together with you
- Travelling between Southern Freedom Isles (SFI) and Nothern Freedom Isles (NFI) transfers everything but items
- Travelling to a server which is also reachable with a boat transfers everything that would also transfer when you would be travelling with a boat
- Existing transfer rules between Northern Freedom Isles and Defiance are unchanged, use the PvP portal like before to travel between these servers
- Existing transfer rules between Southern Freedom Isles and Epic are unchanged, use an Epic portal like before to travel between these servers
- All servers have a direct link to Guidance, where everything except items will transfer to
- When leaving Guidance, all items you have will transfer together with you (away from Guidance)
- When travelling to Guidance from another server, you must return to that server first before you can continue travelling to another server
- The master cape is exempt from item transfer rules and will always follow you to any server
- There is a 10 minute cooldown for using the portals
- The terrain renderer has been completely rewritten
- Added support for mesh tessellation, which adds fine geometric details to tiles depending on their texture
- Remastered all terrain textures to higher resolution for more details
- The video memory usage (VRAM/GPU memory) should be lower by a few hundred megabytes now
- Only available when the modern renderer is selected in the graphics settings
- The total brightness of displayed objects on screen now affects the scene exposure, preventing overly bright scenes
- This prevents light sources making snow tiles blindingly white and reduces overall light intensity when many light sources are around
- Only available when the modern renderer is selected in the graphics settings
- Added moonlight and moon shadows
- Fixed sun shining through objects after sunset
- Updated light rendering formulars to more modern calculations, better incorporating the specular light component
- Updated ambient lighting (base light independent of light sources) to use hemispheric lighting, which makes objects in low light scenes more detailed
- Added environment reflections to metallic objects
- Only available when the modern renderer is selected in the graphics settings
- Implemented multiple major performance improvements
- Some new rendering features might negate these improvements, please report situations with worse performance than before so we can investigate
- The modern renderer is still disabled on Mac until we can fix the remaining issues on MacOS which emerged during testing
- Change: Pushing, placing and dragging other peoples items onto lava is possible again on PvP servers
- Change: Added the ability for alliance capitols to enable/disable sending alliance messages to Discord
- Change: Offdeed fences on PvP servers are now 5x easier to bash (with a 5 second bash timer)
- Bugfix: Vehicles and mounts can now be commanded once reaching the exact required skill instead of requiring skill higher than that value
- This allows new players to ride donkeys without the need to raise their body control skill at least once
- Bugfix: Updated text for achievements related to foraging and botanizing
- Bugfix: Fences can now be constructed on all edges of a village underground
- Bugfix: "Lore" should work more consistently now on containers with recipe ingredients inside
- Bugfix: Fixed rare cause of a server crash due to meditating
- Bugfix: Added creator name to items purchased from the rift store
- Bugfix: Containers with glow runes applied to them will no longer give a false warning that items placed in or on them might be burned
- Bugfix: Fixed wrong names of some vehicles in the vehicle management window
- Bugfix: "Seal" action should now appear properly in the right-click menu for the basins inside alchemist's cupboards
The release date is set! A big update with the previously announced features is coming on Monday, June 24th, 2024. As it includes multiple new features and the launch of the new tutorial server, the update process might take longer than usual. The servers will go down at around 16:00 CET on that day and will be unavailable for a few hours. While the update will ship all new features onto the live servers at once, not all of them will be available instantly. We need some time to set up and verify the new portals and the new tutorial server, and might even have to delay their launch a bit if something unexpected happens during testing. Everything else will be available right after the servers come back up however. We are doing it this way to keep the server downtime for you as low as possible. Below you can find a preview of some of the biggest changes. The linked topics are test server announcements or feedback threads, so don't take them as final. We are still tweaking things according to your feedback, and will continue to do so after release. The full patch notes will only be available on launch day.
New tutorial server: "Guidance"
We are launching a new server aimed at new players together with this update. It has some special features and restrictions, and should make learning how to play Wurm a lot easier. It will feature a new quest system and some other special changes such as no deeds, a skill limit of 30, no strong dangerous creatures, and infinite newbie buffs. Please check out its announcement post for more details: https://store.steampowered.com/news/app/1179680/view/5998312279131303318
New portal system
We are finally linking Southern Freedom Isles and Norther Freedom Isles together through a portal system, allowing you to play with any of your characters on any server, including the new tutorial server. While there are some restrictions for item transfers and such between some clusters, you'll finally be able to move your character to any server. Please check out its announcement post for more details: https://store.steampowered.com/news/app/1179680/view/5998312279131231252
Rework of the action system
The whole action system has been reworked, and a few changes to existing features were made. Your action queue will be visible in the user interface now, the way toolbelts work was changed and a quick bar was added to the UI. You'll also be able to set default action behaviours for specific item combinations and keybinds for almost any action. For more details about these changes, please check out the public testing announcement of this feature: https://store.steampowered.com/news/app/1179680/view/4196868529812485777
Client renderer improvements
The client received some major rendering changes, which are available on the test server for a while already. New features include a new terrain renderer with terrain tessellation, better lighting and environment reflections, eye adaptation, improved compatibility for MacOS and a better rendering performance in general. Fore more details about these changes, please check out the public testing announcement of this feature: https://store.steampowered.com/news/app/1179680/view/4156338308018336474
Guidance is a new 2048x2048 server, aimed to host more of a controlled learning experience for people first starting to play Wurm.
Playing on Guidance will differ significantly from the regular Wurm experience.
Here is a list of the more important differences:
- No deeds - players will instead use the new enclosure mechanics, which will allow them to protect a fenced area around their house, where the buildings permissions will be enforced. This will also prevent the fences that make the enclosure from being bashed by other players. To prevent abuse, the maximum size of the enclosure will depend on both the Carpentry skill and the size of the building
- Players will only be able to own a single house on the entire server
- House packing - players will be able to move their house to a regular server of their choice, packing it into an inventory item.
- Skill limit - players will only be able to reach 30 skill, and accounts that transfer there will be capped to 30 skill (non-premium accounts are still limited to 20 skill)
- No priests - players cannot become priests, and current priests will not have their priest abilities on this server
- Limited creature type spawns - more dangerous creatures will not spawn on Guidance, so therell be no trolls or hell hounds chasing newbies there
- No rifts, holy sites, uniques
- Quests - inside the starter village, you will be able to find an NPC giving introductory tasks to anyone that wishes to do it. These will touch on multiple subjects that you need to learn to get started in the game, with new, more complex quests unlocking when you finish the simpler ones. Players can get some small rewards by finishing the quests, to help them on their way and motivate them further
- Newbie buffs will not run out while the player is on Guidance
- New players that still have the newbie buff will no longer drop items on death - so on Guidance, new players will never lose items when dying
- Scavenged iron rocks will give more iron
- Players will be able to bash their own structures without 21 Body Strength (so also without premium)
- Bashing bonus normally applied only while bashing structures on deeds, will now apply to all situations where an owner is bashing a structure, both on or off deed
- Many actions will have their duration reduced, and low stamina will increase the action time less than before. This will affect low skill action timers the most.
We're also ready to unveil the details of the new portal system. For more information, see the separate post here: https://store.steampowered.com/news/app/1179680/view/5998312279131231252 We're not ready to give you a release date for Guidance and the other projects, but we intend to post a separate announcement with the release date in the upcoming days
Hey everyone!
The release of the previously announced server portals is just around the corner. Therefor we'd like to give you an overview of the details, so you can prepare yourself accordingly. (We will reveal the release date of this and other already shown off projects in the upcoming days)
In short: you will be able to play with any character on any server, as the portals will allow you to travel between Northern Freedom Isles (NFI) and Southern Freedom Isles (SFI), making them no longer separated.
How will it work?
- A blue portal crystal will appear in every starter town on PvE servers and on Chaos
- Using it allows you to teleport to any starter town that has a portal in place
- This also includes Guidance, the new starter/tutorial server
- The portals allow you to teleport between SFI and NFI servers/starter towns, no more separation
- You can use any Epic portal on SFI to play on Epic
- You can use any PvP portal on NFI to play on Defiance
- Skills, affinities and tome effects will transfer between NFI/SFI
- Your bank money and premium time will transfer between all servers
- Item transfer restrictions may apply
- Items won't transfer through the portals, unless it's on the same cluster and already transferable by boat (NFI/SFI)
- On Guidance (the new tutorial server) items will transfer, but only into one direction: off the server when leaving it
- No-drop items or other special items on the same cluster will transfer the same way they would when crossing the server border with a boat
- The master cape will always transfer between all servers
- Epic transfer mechanics stay unchanged
- You can use any epic portal on SFI servers to get there as usual
- If you are on NFI, teleport to SFI first using the new portal system, then use any Epic portal
- The current Home Server<->Elevation portal mechanic for starter towns stays in place
- Defiance transfer mechanics stay unchanged
- You can use any PvP portal on NFI servers to get there as usual
- If you are on SFI, teleport to NFI first using the new portal system, then use any PvP portal
- Freedom starter towns are connected to the portal network
- Player made kingdoms will receive a special mechanic which won't make it into initial release
After selecting a server, more details will appear. It shows all available portals on the destination server and lets you select one.
The UI clearly states what's tranferred and what's left behind, so there should be no surprises. The portals will launch together with the new tutorial server (Guidance), which is explained in detail in a separate announcement: https://store.steampowered.com/news/app/1179680/view/5998312279131303318
The previously announced client changes are now on the test client, and wed like to invite all of you to check it out and help us iron out the quirks.
All features and most optimization work mentioned here is limited to the modern (default) renderer, as thats where we focus our efforts with most of the improvements.
New terrain renderer
The terrain renderer was completely rewritten, mainly in order to make it use significantly less graphics card memory and to allow us to add more features there easily. You should encounter less pop-in as terrain gets less detailed in the distance, as thats handled in a way that should do it further away from you, and with some transition animations Terrain tile textures have been remastered to double the resolution, and we have added dynamic mesh tessellation, which adds small geometric details on every tile near you. This is currently limited to the high Terrain Detail setting, but so far, it didnt seem to affect performance that much, for how large of a visual improvement it is. For future improvements, this will also allow us to make distant terrain more detailed quite easily, but it isnt in scope for the initial release.
Eye adaptation
Right now, the level of light thats received by the players eyes remains a sum of the light in the scene, similar to having a real world camera set to a constant exposure, so at some point if the lighting is too intensive, it completely washes out the details as the intensity of the colors to be rendered goes beyond what your monitor can show you. In situations where theres a lot of light in the scene, white objects get washed out completely and turn into a white, blinding blob. Youve definitely seen this happen with snow, marble items and other bright colored objects, as those will reflect most light. Test client has a new feature that automatically adjusts the exposure, it's always enabled on the modern renderer. In simple terms, this reduces the overall brightness of the scene if it detects too much light, and increases it slightly if its too dark, just as your eyes do. This has a bottom limit so you will still need lamps and lanterns at night or in caves.
Lighting and environment reflections
Shaders that apply lighting to the world have been changed to use some more modern formulas, to a bit more closely resemble reality. It's now much closer to how most newer games do lighting. This mostly affected metallic objects, which will now show more complex specular highlights and reflect the environment around them. Those reflections include only terrain and the sky, to avoid impacting the client performance negatively, but thats enough for things to actually start looking like metal. Intensity of reflections may have to be tweaked on a case by case basis, as retrofitting such changes to existing assets means it wont look immediately perfect on everything. Expect some things looking too shiny, or too dull - please report it on the forum (here) so well know to tweak it.
World Lighting changes
You may have noticed sunlight still affecting the world during the Wurm night, hitting the objects from odd angles without casting any shadows, often giving everything around you a yellow hue at certain times of night. This was fixed, and in the phantom sunlights place, moons now emit light and cast shadows just like the sun does. Multiple moons cannot cast shadows simultaneously, as that would be very bad for performance, so the game decides which of the currently visible moons is active based on their size and how high up in the sky they currently are.
MacOS compatibility
Modern renderer will now finally be available on MacOS, along with all of the improvements mentioned here. So far, theres only one feature that isnt working the same as on other systems, and might not make it there any time soon - MacOS cannot use an OpenGL version higher than 4.1, and that blocks us from being able to enable our rendering depth precision improvements. That normally reduces or even completely removes Z-fighting in the distance, the issue where objects flicker as if unsure which one should be rendered first, due to computers not being great with large floating point numbers. Were unclear at this point about the performance of the modern renderer on newer Mac devices - it shouldnt differ much from Windows, but older Macbooks with weaker GPUs may struggle. I was only able to test it on a 2015 Macbook Pro so far, but its a rather slow machine by today's standards so the performance was poor as well. Id like to hear from any of you that play on Macs about the performance and whether you encounter any graphical glitches or crashes.
General performance
Other than the terrain changes improving the performance, the client update includes many smaller optimizations that should lead to overall better performance, and even less VRAM (graphics card memory) being used. We hope that allows you to either run the game with better settings, or just to run more clients at once without having to resort to the legacy renderer. Our ambient occlusion effect, generally a very demanding setting, should now have improved performance everywhere, but especially when combined with a high display resolution, where it used to kill the framerate the most.
Testing feedback
All of the changes mentioned above are now on the test server, and will soon also arrive on live servers. If you get a chance to test it, please let us know here if you encounter any issues, client crashes or poor performance compared to the regular client. The screenshots here are only a limited overview of the changes. When you post feedback, please base it on what you encounter on the test client. With any issues, the console.log file generated during the same client session is key to us working on fixing those. That means you have to copy it over before running the client the next time. You can find it in your Wurm data directory, named console.Username.log Don't only post the error part of the log, if you find one in there, as the log file also contains your client settings which are usually needed for us to reproduce the issue to be able to fix it sooner. If the reported issue is only regarding materials of certain items becoming too shiny, or too bland, please post it in the following thread: https://forum.wurmonline.com/index.php?/topic/202062-material-issues-after-client-rendering-update/
Coming soon after
There are certain things that wont make it to the launch of this client update, but will follow soon as a part of smaller updates.
- Java runtime upgrade - we arent able to proceed with this until we get a new code signing certificate, to sign an updated version of the launcher with, which we have had some issues with acquiring as the process for that has become more complicated in the last couple of years. We are in the middle of getting that certificate, but it may still take some time as a lot of verification is involved.
- Lamp shadows - this is something weve shown off a few months ago. Lamps and other small light sources will finally cast shadows, rather than lighting up areas behind obstacles like walls, however it needs more optimization work to limit the performance impact in scenarios where there are a lot of light sources around a small area.
Say hello to the "Regal Bed", the cozy answer to unrestful sleep! It is rumored that it helps against back pain too...
This bed skin is now available in the Marks Shop at any settlement token through May/June.
"Regal Bed - Snoozing the night away in this comfy bed - absolute bliss"
The new action system is available on the public test server now!
We invite all players to join the public test to provide feedback. Numerous changes to the action mechanics and the game UI have been implemented on the test server.
Changes include a visual component for your action queue, a new quickbar for easy access to various functions, a default action keybind system and a rework of the underlying action system in general.
You can find more information about the test (and a guide for joining the test server) on the official Wurm Online forums: https://forum.wurmonline.com/index.php?/topic/201776-actions-rework-public-testing/
Please also use that thread to provide your findings and feedback. It's closely monitored by our development team, so try to stay on topic when possible.
Meet your new feathered friends: 2 little birds, who set up their nest on top of your hat! Maybe you've spent too much time sitting still and watching flowers?
This skin for the green common wool hat is now available in the Marks Shop at any settlement token through April.
"Companion Bird Hat - Aah, spring is in the air! Some birdies seem to have found a new home and you certainly wouldn't want to disturb them."
Server Changelog
- New: Various banners can now be placed on walls.
- Change: Placing or resizing a deed is no longer possible within 40 tiles of a server border.
- Change: Boats should now only appear on water tiles after crossing a server border.
- Change: Added a warning messsage when placing burnable rare/supreme/fantastic items, non-bulk items or undiscardable bulk items into a furnace.
- Change: Added a warning message for the driver/commander when disembarking a vehicle that has no lock attached.
- Change: Added a warning message when removing a lock from a vehicle.
- Change: It now is no longer possible to push, pull, drag or place items onto lava tiles.
- This doesnt apply to items which are already on lava.
- This doesnt apply if you are the owner of the item, the last player who dropped it or if you have permission to bash the item.
- Bugfix: Unbinding arrow bundles will now ignore sleep powders and coins for the 100 items limit in inventory.
- Bugfix: Aggressive creatures will now no longer ignore passengers on mounts running past.
- Bugfix: Old copper needles created prior to the metal properties update can now be improved again.
Client Changelog
- Bugfix: Fixed client crashing when tabbing out while still in loading screen.
"A big orange Easter egg? Looks like I took a wrong turn..."
The Easter bunny is back, hiding eggs and other treasures in the lands of Wurm!
We invite you to participate in the Easter event from Sunday, March 31st 2024 10:00 CEST until Monday, April 8th 2024 10:00 CEST. Use your chance to find some unique rewards!
The process is simple:
- Forage or botanize through resource nodes to find a basket containing a treasure map
- Start your treasure hunt using the map
- Receive rewards for completing the treasure hunt
"A small woven basket with something inside it." Bouquet of Easter flowers These decorative flowers can be equipped in your backpack or hip/quiver slot.
"A refreshing assortment of spring flowers which can be worn merrily on the hip or back." We wish you an exciting treasure hunt. Happy Easter from the Wurm Online team!
Server Changelog
- Change: Brazier stands and brazier bowls can now be made from any metal type, not just copper.
Light up dark halls and create a pleasant atmosphere with the "Lapine Luminance Brazier", a new skin for the small brazier! The look changes depending on the metal type of the item you apply it to.
The skin is now available in the Marks Shop at any settlement token through April.
"Lapine Luminance Brazier - A flickering beacon of comfort and style, the Lapine Luminance Brazier shines bright."
Hi everyone,
Wed like to update you today on how and what weve been doing in the last few months, as well as showcase our current plan for the near future of Wurm Online.
First, we would like to brief you on how Wurm Online and Code Club AB have been doing.
As indicated in Game Chest Groups report (Link), our parent company has improved the quarterly revenue by +11,8% compared to Q4 2022. This means the company has finally turned a profit with new corporate leadership and the increased focus on Wurm Online. During the year the game has performed better, with more players and increased revenue due in large part to maintaining a stable premium player count and the newly introduced silver shop.
Were still learning how to use the shop to best provide you with extra cosmetic items, even if we, most definitely, missed the mark with pricing at times. Going forward we aim to get out more attractive offers as well as a release more craftable items, not limiting it to skins.
We have more active players than a year ago (close to 1000 more monthly unique logins), and that seems to be climbing steadily. That number is higher than you might think while playing the game, while we dont have exact data on it, it seems in large part to be new players, who at this point often dont stay in Wurm for long, which is something were actively trying to improve on.
We currently have around 4550 premium accounts, which we consider a healthy number. Still, for us to grow the development team, we need to attract more players, something we think our plans laid out below can accomplish.
Action rework
We are in the process of finishing multiple major projects. The largest, action rework, is nearing completion and will be released onto our test servers very soon. This feature is partly an internal refactor of the code that handles many of the player actions. It adds plenty of quality of life features that will make Wurm better to play, including new toolbelt mechanics, where every item there is activated at the same time, and adds a new quickbar that replaces the old toolbelt UI. The new quickbar also includes the functionality of the current select bar. Weve also added a visible action queue and new default action mechanics, where you can bind a lot of different actions to a single key easily. For pictures and examples of the changes youll encounter after the action rework goes live, see here: Public testing of this feature will follow shortly after we finish the UI part of the changes and we run it through some more intensive internal testing. Expect an announcement on this in the upcoming weeks.
Client work
Graphics rework and client optimization have both grown in scope and were looking at releasing that work on test servers sometime after the action rework goes live. Other than the previously announced lighting improvements, it now also includes a complete terrain overhaul. Terrain will not only look better, with all of the terrain textures being remastered in a higher resolution, but the performance should be drastically improved as well. These changes will reduce stuttering when walking around and will take up less memory, which, in turn, should allow you to run the game at higher quality settings without sacrificing performance - or you can just run a few more clients with alt accounts at once, if thats your jam.
New Haven
Finally, I want to reveal one of our biggest recent development projects, a total revamp of the new player experience. Codenamed New Haven, this will be a starting island on which you land right after you complete the tutorial. The game rules of that area will be adjusted so its less dangerous and faster for new players to start on, giving them a better environment to learn on, before they dive into the real lands of Wurm. This may remind you of what Golden Valley once was, except a lot more friendly and guided than starting on GV was, back in the day. Players will be guided through their first hours in the game by an entirely new quest system, at first unique to that new server, providing small rewards for players performing certain tasks that showcase various mechanics that they need to learn in order to survive Wurm. We hope this will help newbies avoid getting overwhelmed with everything they can do, and instead being able to better understand the game a small piece at a time. While quests as you may know them from other games may feel out of place for the sandbox of Wurm, we believe this is the way to go for us to reduce the amount of new players leaving the game early on. This server will use new land protection mechanics in place of deeds, instead linked to fenced areas around houses, to both make it simpler for new players to understand and to mitigate the possibility of claiming large areas of land. The goal is for players to be able to play close to other players, while still having enough wild areas to explore. We will most likely extend this mechanic to work on all servers, to make off-deed living just a bit more viable. A large challenge of this project that we are yet to finalize, are other limitations so that players will be motivated to eventually move onto the regular Wurm servers. We also need to make it so they dont feel like theyre leaving their hard work behind. We do have a few ideas for solving that, like being able to pack your house to move it to another location, but well share the details with you once they are more fleshed out. The aim for this project is to lessen the drop out rate of new players. We hope new players will also be able to join the community early, as we are going to allow everyone to visit that server.
Portals
Together with New Haven, well be introducing a new portal mechanic, allowing you to teleport from any server to any other server, as well as between starter deeds on the same server. We would like to not ever have to ask players to make new accounts if they want to change their playing server, as that often is what happens now, as well as allow everyone to play with their friends at any time, wherever their account is. Mind you, this does not mean a complete NFI-SFI merge, although we do intend on having almost everything, other than your items, transfer. That means your character, coins, skills, will now all cross between those two server clusters. Due to economic concerns, items are currently excluded from the transfers, but we have looked into skill statistics and found that at this point, the skill gap is not significant enough for us to have a reason to keep it separate. We hope this will make the new server transfers a more popular feature, since your skills will no longer be locked to the Freedom cluster you've been playing on, so it'll be easier for you to explore or move to any of the other islands.
Upcoming months
Shortly after we release all the previously mentioned work, we would like to focus on more content for all players to enjoy. A good bit of this will be things we already announced in the past, but priority changes came in the way. PvE content We plan on releasing this as an update soon after New Haven. Itll include goblin camps, a new feature focusing on exploration and combat, as well as a building expansion, currently planned to include ceilings, docks, and new wall types. Character customization rework Were in the initial planning phase of a character customization overhaul. This will address most of the complaints with the current player character visuals, while looking better and adding a lot more possible variations, including more detailed faces and new hairstyles. In-game auction house Another project being developed is an in-game auction house, which will handle both auction and WTS offers. Its meant to facilitate trade between players - youll be able to sell and purchase items through a new UI window, currently planned to be accessible through any mailbox in the game.
Longer term projects
Most of our plans for the future will depend strongly on the outcome of the releases of changes described above, so we would like to avoid creating a definite roadmap for the entire year here. Theres just not much point in that right now, as we historically havent been great at following our own roadmaps, so our aim is to only promise what were sure we can deliver, and to bring you the things youve long waited for. Among previously mentioned changes you might be wondering what happened with, is the new account system and PvP work. The account system is something that is not currently the priority, but we likely will focus on finishing it in the later part of the year. Our developers are actively looking into PvP tweaks and balancing, but we have no progress ready to share yet in either of those projects. I hope you can forgive me for this post being so text-heavy, as these arent things we can easily show off right now, but you can expect more posts from us to pop up over time with details about each of these works. Thank you everyone for your continued support, and we cant wait to have you try out what weve been working on! Happy Wurming! PS: This year's map dumps have just been released. Check them out here:
Hey everyone, the map dumps for 2024 are here!
As usual, you can find them together with the map dumps from previous years in the Google Drive folder: https://drive.google.com/drive/folders/0B6J_aGQ6URL8UURFN2VadWxtSWs
In case you don't know what map dumps are, let me explain:
A map dump is a full render of a server map, giving you a good overview of the topography and terrain. Every tile in the game world is represented by a single pixel in the final image. They come in 3 different versions: a classic one to give you a general overview of the server, a terrain version without any depth and a topographic version with contour lines.
We usually release them for all servers at once every year so you can track your own (or others) building progress or so you can use them in community projects, such as server deed maps or map tools.
You may also use them for navigation or to plan your next exploration trip to a landmark or terraforming project that looks interesting to you.
We hope this makes your traveling in Wurm safer and easier or helps you finding some inspiration!
Need a sturdy new friend? Say hello to the "Thunderforge Anvil", making every hammer strike feel like thunder echoing through your workshop!
This skin for the large anvil is now available in the Marks Shop at any settlement token through March.
"Thunderforge Anvil - A steadfast ally in the art of shaping metal."
In an ongoing effort to provide an enjoyable experience for everyone, the game rules have been updated. The Abandoned Vehicles section has been updated to the following: On Deed Vehicles and Tents All vehicles, boats and tents that deed owners are not able to move themselves (drag, push, pull..) will be moved to the perimeter at mayor request via support ticket. Please keep in mind that its your responsibility to be aware of the latest rules. You can find all game rules (and recent changes to them) here.
Valentine's Day is around the corner, and to make this day even more enchanting, we've prepared a special small chest skin for you!
The skin can be redeemed in the ingame silver store by any player with an active premium account for free from 14th February 2024, 00:00 CET until 21st February 2024, 23:59 CET.
Everlasting Love Chest
"A beautifully crafted wooden chest, symbolizing eternal love. Open its lid to reveal a felt-lined compartment, perfect for storing cherished mementos and love notes."
To all the lovebirds in our community, we wish you endless fun and joy as you adventure together!
- The Wurm Online Team
Server Changelog
- New: Added the kick action to Christmas parts to toggle their particle effects.
- Change: If a kingdom ruler is currently a citizen of a village that is creating a PMK, they must now be removed from the village first.
- Bugfix: Resource nodes are no longer destroyed instantly if the action is stopped prematurely.
- Instead, the next action that collects resources from that node will have a percentage penalty to the number of items they can get.
- If a player stops after collecting 3 of 4 possible items for example, the next collect action from that node will have a 75% reduction in the number of items found.
- To prevent possible abuse, the number of items found by the next player will always be rounded down to the closest whole number.
- Bugfix: Fixed empty equipped saddles showing the wrong model.
- Bugfix: Fixed some issues with leading creatures near water and bridges.
- Bugfix: Items placed on walls should no longer fall to the ground from shockwaves caused by the floor changing.
- Bugfix: Removed the twist that some items like lamps or carpets had gained when placed on the ground.
Client Changelog
- Bugfix: Slightly widened the Quantity column in the crafting recipe list window to prevent the column header and some material weight texts from getting cut off.
- Bugfix: Fixed console message spam and improved console messages related to keybinds.
Love is in the air, and we're turning up the romance dial for Valentine's Day! Whether you're a seasoned duo or a solo artist with a flair for love, it's time to showcase your creativity in the Valentine's Day Art Contest.
Create some screenshot or artwork fitting the Valentine's Day theme and share it with us for a chance to win a prize! All kinds of artworks are allowed, as long as they follow the game rules and are related to Wurm Online.
Click the image above or follow the link to learn more: https://forum.wurmonline.com/index.php?/topic/200656-valentines-day-art-contest/
Want to butcher in style? The "Grimshadow" might interest you then - an elegant looking skin for the butchering knife, available in the Marks Shop at any settlement token in January/February!
"Grimshadow - An elegant weapon of silent death, its gleaming edge infused with the essence of darkness."
Server Changelog
- Change: Server performance and stability improved. Big player gatherings should lag the server a lot less now.
Hey everyone!
We are currently working on a bigger update for the whole action system. One of the new features contained in that update is an easy way to bind multiple actions to a default key.
Today we want to give you a preview of its planned implementation and would love to hear your feedback about it.
The default action key
At the moment the actions which are available for the default action key bind are limited to a static list. This update will change that.
The default action can change based on the current context, enabling a range of actions to be started with a single key.
It is influenced by the circumstances, such as the currently active item, the target in the world, or whether you are currently embarked on a vehicle.
An example (while being grounded):
You are targeting a tile with a tree on the ground. Having a hatchet activated will make the default action key start a cut down action, while having a shovel activated will start a dig action.
Customization
The default action will be more customizable. In the right-click menu there is a new button for it, called "Edit default action".
When clicking the button, valid actions will begin to flash. When one is clicked, it will set that action as the new default action for your currently active item on the target you right-clicked. You can remove it again by repeating the same steps.
For example:
Choosing "Cut down" on a birch tree with an active hatchet will make the "Cut down" action the default action for all birch trees. The process can be repeated again to remove the default action.
Advanced combinations
As there are multiple possible actions for most targets (depending on the circumstances), we'll have to support complex combinations while keeping things for you as easy as possible.
The current default actions will have a separate color in the right-click menu so you can identify them more easily. While in edit mode, hovering a valid action will give you a tooltip that you can right-click it for further customization.
The advanced customization options will let you choose what active item the default action allows from the following list:
- Any of the same type as the active item (any hatchet for example)
- Only the active item
- Any (or none) active item
- Any item that matches any checked types of the currently active item (a hatchet has the "tool" and "weapon" types for example)
- Any of the same type (any birch tree for example)
- Only the current target
- Any target that matches any checked types of the current target (a birch tree has the "any surface tile", "tree tile" and "diggable tile" types for example)
Multiple defaults Multiple defaults for the same active item/target pair can be saved at the same time. Some sorting rules are applied to choose which action is used at the time. This will let you set a general default action for a pair, and then a different default action for a more specific pairing. When setting a new default action for a pair, any other actions with higher priority for that pair will be removed to make the newly set default the highest priority. For example: You have the "Embark" action set as default using any item on any vehicle and also have the "Open" action set as default for a single wagon that you use only for storage. These two default actions will be sorted so the action with the more specific details (the single wagon) has a higher priority, making "Open" the default action for your wagon in that case, while keeping the "Embark" action default for all other vehicles.
Please keep in mind that anything shown here is still in development and subject to change. We want to keep you updated on our latest development work and ideas so we can discuss them with you in advance. We are working on bringing this feature (along with more changes related to the Actions Update) to the test server soon. But for now, let us know what you think about the planned changes! Questions are also welcome. Related Questions & Answers Q: Where will the default actions be saved? A: In a separate file next to the keybinds.txt file. Q: Can the default actions be moved or shared between alt accounts? A: They share the "Keybindings Source" launcher setting, so you can either use the same default actions for all your accounts or use a different file for every account and copy/move it between them as you like. Q: Is there an easy way to reset them all to the default values? A: Deleting the default actions file will reset them all to the base values. Q: What actions are supported by the new system? A: All actions that are already bindable at this moment and all actions that already have been converted to the new actions system.
Server Changelog
- Change: Server performance and stability improved.
- Change: Large barrels, large amphoras and felled trees can now be loaded into vehicles and hauled with ropes.
- Change: Items that can be both loaded and picked up can now be moved from the players inventory into vehicles or other containers.
- Bugfix: Trade chat messages are no longer affected by player alcohol level.
- Bugfix: Fixed saddle sacks sometimes showing the wrong model when equipped.
- Bugfix: Fixed the increased sickle swing timer getting applied against all creatures on PvP servers instead of just players.
Server Changelog
- Bugfix: Fixed festive name for Christmas fragments.
- Bugfix: Paper Mask will now consume the paper sheet correctly.
- Bugfix: Fixed not being able to "Disable Resource Node Spawning" if the village doesn't have a spirit guard hired.
Happy Holidays! The Christmas event is now live. Help Santa find his missing toy factory parts and turn them in for gifts! More details here.
Server Changelog
- New: Christmas 2023 event has been added (click to learn more)
- New: Craftable large barrel rack item has been added to the game
- New: Craftable paper mask item has been added to the game
- Change: Resource Nodes Tweaks
- Villages can now use the setting to disable resource node spawning even when no spirit templar is hired.
- Snow pile resource nodes are now slightly more likely to spawn.
- Snowball item count from snow pile nodes has been significantly increased in winter. For instance, snow piles below the snow line will now yield 8 snowballs instead of 4.
- Snowball quality now drops significantly less than it did before with each successive snowball collected during the action, and should now be much higher on average.
- Items that decay in inventory, including snowballs and food items, now have a grace period after creation during which they will not decay. This is similar to the grace period items have outside of the inventory, but is shorter, at 12 real-life hours.
- Forage and botanize will no longer require you to be on solid ground.
- Change: Hanging lamps and torch lamps can now be placed on walls.
- Change: Dirty caskets and bottles will now show what server they are from.
- Change: World-map stamps on cartography maps will now be properly removed when an eraser is used on the map.
- Change: Rebalanced tool weapons and salves for PvP servers
- Added 1 second to swing timer of sickle and scythe if a player is attacking another player on PvP servers.
- Removed the effect of salves on weapons if a player is attacking another player on PvP servers.
Client Changelog
- Bugfix: Fixed a client crash when clicking on a world-map annotation that is linked to a cartography map that is no longer in an atlas.
Monthly Skin
Added Santa Beard, a skin for the new paper mask item. Available in the Marks Shop at any settlement token through December.
A luxurious Santa beard meticulously handcrafted from the finest sheeps wool, providing a cozy feel and gentle warmth to your face.
Silver Shop Changes
- Added Adorned Shovel, a new shovel skin
- Priced at 10 silver coins
- Available at a 50% discount, for 5 silver coins, until January 11th 2023
- Added a Busy Gnomes Pack with 3 new garden gnomes. The pack can be purchased for 20 silver coins, the individual garden gnomes are priced at 10 silver coins each. These offers are 50% off until January 11th 2023.
- Foraging Garden Gnome
- Fishing Garden Gnome
- Blacksmith Garden Gnome
- Soft cap: 5 silver coins
- Snow lantern: 3 silver coins
- Adorned Shovel: 5 silver coins (instead of 10)
- Busy Gnomes Pack: 10 silver coins (instead of 20)
- Foraging Garden Gnome: 5 silver coins (instead of 10)
- Fishing Garden Gnome: 5 silver coins (instead of 10)
- Blacksmith Garden Gnome: 5 silver coins (instead of 10)
- Merry Gnomes Pack: 10 silver coins (instead of 20)
- Axeman Garden Gnome: 5 silver coins (instead of 10)
- Miner Garden Gnome: 5 silver coins (instead of 10)
- Drunkard Garden Gnome: 5 silver coins (instead of 10)
- Sleep Powder: 2 silver coins (instead of 3)
- 5 Sleep Powder: 8 silver coins (instead of 12)
- 10 Sleep Powder: 15 silver coins (instead of 20)\
- 20 Sleep powder: 25 silver coins (instead of 35)
Ho! Ho! Ho!
Santa Claus is in a festive frenzy as the holiday season approaches, but disaster has struck his jolly abode - the North Pole's famed toy factory!
The once meticulously organized machinery has gone haywire, leaving pipes, gears, and valves scattered all over the lands of Wurm.
From 22nd December 2023 15:00 CET until 11th January 2024 12:00 CET, you can participate in the Christmas event.
Help Santa by returning his factory parts. The event is divided into mission stages for the main prizes:
- First mission: return 3 gears
- Second mission: return 6 valves
- Third mission: return 9 pipes
- Any additional stage: return any of the event items (gear, valve or pipe) in increasing numbers, repeatable infinitely
Works exactly as a large cart. It has the same crafting recipe, but can not be crafted. You will receive an unfinished large sled as mission reward, which you can finish building yourself. Statue of elf "An impish little creature wearing a funny hat. Is that... a gift in its gnarled hands?"
It's made randomly out of any metal type, with a lower chance to be made out of moon metals. Merry wreath "A ring-shaped wreath crafted from fir branches, thoughtfully decorated with candles and shiny crimson red baubles."
After the third mission, you will have a small chance to receive a gift from previous Christmas events instead: a yule goat, yule reindeer, lunchbox, saddle bags, snowman, bedroll, checker board or jewelry box skin. The mission items (gear, valve, pipe) are only collectable while the event is running and won't be removed at the end of the event. All three of them are made from unspecified metal and can be used for decoration afterwards. The pipe can also be equipped as a (rather useless) weapon and uses the clubs skill. In addition to the missions, you can also find gifts through archaeology again this year. There are 3 new items obtainable through archaeology during the event: a wooden bell, a wooden reindeer and a wooden comet.
The archaeology gifts from previous Christmas events can be found at a lower rate as well:
- candy canes
- wooden snowflake
- wooden fir tree
- wooden star
- ornamental baubles
- yule goat figurine
- yule reindeer figurine
Server Changelog
- New: Resource Nodes (Foraging/Botanizing Overhaul)
- The existing foraging, botanizing, and snow-collecting systems have been replaced by a new system where visible resource nodes spawn on tiles from which you can gather resources.
- Each type of resource node has its own appearance, set of possible items, and skill associated with it, and can be spotted visually while exploring the wilderness.
- All items previously available through foraging and botanizing are still available in the new system, along with many others, such as clay, ore/mineral shards, and a wider variety of plant products.
- Unlike the previous foraging and botanizing system, resource nodes are available on virtually every type of tile, including some exclusive to shallow water. Several tile types also have their own exclusive types of resource nodes that cannot appear anywhere else.
- Resource nodes spawn and disappear randomly over time, and also disappear when items are collected from them. Only one can exist on a tile at any given time. A resource node will also be removed if the type of the tile changes, such as grass being packed with a shovel.
- A new settlement management setting has been introduced to prevent resource nodes from appearing within your village. This requires at least one spirit templar to be hired as part of the village plan.
- The possibility, and probability, of a type of resource node spawning on a tile depends on factors including, but not limited to, tile type, altitude, season, and proximity to water.
- Similarly, the possibility and probability of getting specific items from a resource node can also depend on a variety of conditions. Some plants are more common in certain seasons, for example, and some very uncommon items might only be possible at high skill.
- Using Lore on a resource node will tell you what kinds of items you could collect from it, in order of how likely they are, as well as how difficult the action will be compared to your skill level, and the number of items you will receive. Using Lore on a tile will tell you what resource nodes might spawn there, also in order of likelihood.
- The number of items you can collect from a Foraging or Botanizing resource node depends on the type of resource node, some other factors (such as tile type or grass length), and your skill level. Unlike in the previous system, higher skill level simply adds a flat value to the number of items you will receive:
- * 20-50 skill: +1
- * 50-70 skill: +2
- * 70-90 skill: +3
- * 90+ skill: +4
- Snow pile resource nodes, the new source of snowballs, can now be found outside Winter at sufficient altitude. This snow line changes elevation throughout the in-game year, so some areas may get snow year-round, while others may only experience it closer to Winter. All snow piles, however, will provide more snowballs in Winter than in other seasons.
- Magical enchantments on equipped gloves can now be used when collecting from resource nodes, as well as when creating or improving clay items with the hand:
- Only magical effects such as runes and spell enchantments function for this purpose. For example, Wind of Ages will improve action speed and Circle of Cunning will improve skill gain.
- The glove is not being used as an actual tool, so it will not receive damage, and its quality, rarity, and material will have no impact on effectiveness. However, like a tool, enchantments will still decay from use.
- Enchantment/Rune effectiveness is averaged between both gloves. For example, having 100 Wind of Ages on one glove and 50 on the other will be equivalent to having 75 Wind of Ages on a tool, and having a rune on one glove but not the other will result in that rune being half as effective as usual.
- Bugfix: Black Claw will now spawn as steel.
- The material change will also be applied to already existing items.
- Bugfix: Animals hitched underground should no longer disappear on server restart.
- Bugfix: Ribboned shoulder pads should no longer be burnable.
- Bugfix: Fixed a situation where animals would teleport elsewhere after being led into water
Client Changelog
- New: The client now uses a new method for outlining objects, intended to look cleaner on complex objects with a lot of transparent parts. This feature is only available using the modern renderer.
- The default neutral outline color has been changed. The outline color can still be manually changed in the settings
- Launcher settings allow you to set the outline color by RGB values. Values for the old default outline color: (128, 128, 255)
- Change: Changed FoV (field of view) calculations to work better on widescreen setups. Note: If you run the game in a square or vertical window, you might need to tweak your FoV setting to have the same view angles as previously
- Change: Increased the visibility of snowfall on the modern renderer
- Change: Removed some unused options that have been causing an issue on graphics profile settings for some users.
- Change: Changed default setting for Cartography Indicator Fade-out Distance to 2 tiles from 8.
- Bugfix: Updated client runtime libraries with potential rare crash fixes.
A new community news post has been released. Click on the image above to learn more about the upcoming Resource Nodes update, our new content creator partner program and other things that are currently going on in the Wurm community!
(click)
The silver shop received an update today, in accordance with the Black Friday sale.
Besides the changes announced for Black Friday already, two new skins were added permanently to it, including a highly requested one: the uncovered wagon.
New Item: "Uncovered Wagon"
This new skin can be applied to a wagon. It's initial price is 10 silver coins, which will increase to 15 silver coins after the Black Friday sale. (December 2nd, 2023, 6:00 CET)
New Item: "Jousting Helm"
A new skin for the great helm. It's initial price is 5 silver coins, increasing to 10 silver coins after the Black Friday sale. (December 2nd, 2023, 6:00 CET)
Black Friday Popular Skin Rerun
As announced previously already, 10 popular skins from the Marks shop will be temporarily added to the silver shop for the Black Friday sale. They are available until December 2nd, 2023 at 6:00 CET and cost 5 silver coins each.
- "Staff of the Dragon" (metal staff skin)
- "Bjarne Backpack" (backpack skin)
- "Sigvard's Wrath" (huge axe skin)
- "Bulwark Shield" (large metal shield skin)
- "Winged Helm" (open helm skin)
- "Blacksmith's Hammer" (hammer skin)
- "Shield of the Ageless" (large metal shield skin)
- "Bunny Backpack" (backpack skin)
- "Seeker's Lantern" (lantern skin)
- "Seafarer's Hat" (leather adventuerer hat skin)
- Merchant Contract - 4 silver coins (instead of 8)
- Transmutation Rod - 20 silver coins (instead of 40)
- Merry Gnomes Pack - 10 silver coins (instead of 20)
- Axeman, Miner and Drunkard Garden Gnome - 5 silver coins each (instead of 10 for each)
- Sleep Powder - 2 silver coins (instead of 3)
- 5 Sleep Powder - 8 silver coins (instead of 12)
- 10 Sleep Powder - 15 silver coins (instead of 20)
- 20 Sleep Powder - 25 silver coins (instead of 35)
You like fighting with a scythe, but are worried that you look too much like a farmer with it? You might be interested in "Libila's Liberator" then - a menacing looking skin for the scythe, available in the Marks Shop at any settlement token through November!
"Libila's Liberator - A menacing-looking scythe, reserved for tasks entirely unrelated to mowing grass or harvesting grains"
We are running a Black Friday sale this year again!
From November 23rd 23:59 CET until November 27th 6:00 CET, all premium time and silver coin offers on our web shop and Steam shop are 30% off.
In addition to that, we prepared something special for the ingame silver shop.
From November 23rd 23:59 CET until December 2nd 6:00 CET, the following is available in the silver shop:
- A rerun of the 10 most favoured old skins, available for 5 silver coins each
- Various discounts on other items, including sleep powder
- The new "maple leaf necklace" item, redeemable for free for any player with an active premium account
So don't miss out on these limited-time offers and don't forget to claim your free item through the ingame silver shop! - The Wurm Online Team
"Under the veil of the eerie moonlight, when malevolent spirits emerge from the shadows, we gather once more to invoke the time-tested tradition of cleansing."
Sharpen your weapons and slip into your armors, polish your trowels and prepare your chisels - it's time to push the evil forces back into oblivion!
From October 27th 2023 until November 5th 2023 it's Halloween time in Wurm.
Besides a 20% skill gain bonus and a 20% increased chance to gain an affinity, you also have the chance to find new special Halloween items:
- "Skjaldi the Scarecrow" (archeology item)
- "Autumn wreath" (archeology item) (placeable on walls!)
- "Black-winged shoulderpads" (creature drop)
That's not scary enough yet? Boo! There is still more! You can also find the items from the previous years at a lower rate:
- "Sigvard the Skeleton" (archeology item)
- "Flaming skull candle" (archeology item)
- "Pet bat cage" (archeology item)
- "Statue of Pumpkin Terror" (archeology item)
- "Pumpkin shoulder pad" (creature drop)
- "Troll mask" (creature drop)
- "Skull mask" (creature drop)
- "Deception mask" (creature drop)
- "Plague mask" (creature drop)
- "Faceless mask" (creature drop)
- "Minion mask" (creature drop)
- "Witch hat" (creature drop)
- "Black bear helm" (creature drop)
Server Changelog
- New: Halloween event preparations event announcement and dates coming shortly!
- Change: Rift Tweaks
- Source crystals can no longer be added to socketed rings.
- A hammer may be used on a socketed ring with a gem inserted to remove the gem without using all of the gems uses
- Artisan rings will now give an event message and remove the buff icon when depleted
- Added Rift sickness information to /rift menu
- Wave 2 has been rebalanced to have more diverse mobs (and less ogres)
- Libila buff has been reduced to 1.5x mob spawns, down from 2x
- Change: The creature limit on Cadence has been significantly increased
- This means that more wild creatures will be around on Cadence now
- Change: Added a 10 minute cooldown to epic portals to fix a lockpicking skilling exploit
- Bugfix: You can no longer found a village or resize a village near No Build Zones (Must be at least 20 tiles between perimeter edge and zone edge)
Ever dreamt of having your very own caravel without having to cut down an entire forest for it? Good news for you then: meet the Small Caravel skin a small decorative caravel, sitting on a wooden base, available in the Marks Shop at any settlement token through October. It can be applied to the decorative ship item.
You like taking screenshots? You like winning prizes? You want your work to get featured on the official game website? Well, we have good news for you then!
We are running a screenshot contest from now until Sunday, the 15th October 2023 on the official game forum.
Show off your work and use your chance to get featured on the website or to win a prize.
Click the image below to learn about the details.
[url=https://forum.wurmonline.com/index.php?/topic/198997-website-screenshot-contest-2023]
Server Changelog
- New: New title has been added for 100 Butchering. Congrats Sleepys!
- Change: Rift scout camps have been enabled on NFI.
- Bugfix: Light tokens can now be snuffed.
- Bugfix: Socketed rings from before the rift update can now have a gem inserted.
- Bugfix: Purchased rift reward delivery time is now reduced.
- Bugfix: Bracelet of Inspiration will no longer improve the item by 1 quality point with their Moments of Inspiration.
- Bugfix: Legacy Shoulder Pads that were made of bone are now changed to an improvable material.
- Bugfix: Arrow bundles will no longer incorrectly warn you when the bundle is enchanted and you are adding an unenchanted arrow to it.
- Bugfix: It is no longer possible to expel a mayor that is offline from a PMK.
Its took a while, but here it is: a new issue of Valrei International.
You can read it by clicking the image below.
[url=https://forum.wurmonline.com/index.php?/topic/198883-valrei-international-back-on-track/]
Server Changelog
- Change: Tich Marble Frags found via archaeology will be changed to be metal.
- Bugfix: Campfires will no longer turn immediately to ash when snuffed.
- Bugfix: Erupt and Freeze permissions are now consistent and both now only require sorcery permissions on a village to cast.
Client Changelog
- Bugfix: You can once again bind mouse keys with quick binds.
- Bugfix: Fixed all Jackal skins and metal staff not showing correctly.
Server Changelog
- Change: Tich Marble Frags found via archaeology will be changed to be metal.
- Bugfix: Fixed crashing issues when using the crafting window for bridges and planned walls/roofs.
- Bugfix: Campfires will now revert to Ash and will disappear completely after they have burned out.
Client Changelog
- Bugfix: Hover keybinds will no longer accept invalid keys, any broken/invalid keybinds people have accidentally bound will be removed next client launch to resolve issues people have been having from them.
SERVER CHANGELOG
- Bugfix: Storing rare or enchanted items inside bulk containers is impossible again.
- Bugfix: Fixed the issue of not getting skillgain when meditating, if you didn't have a path.
- Bugfix: Fixed examine text for unlit fires.
- Bugfix: Fixed creating canoes that caused constant refreshing or crashing.
Today marks the release of the Silver Shop in a major update, as well as Alchemy Cupboard changes, Event Message clarifications, July's Monthly Skin for Small Axe, and more! Check out the forums to see the full update post.
The latest issue of the Valrei International is hot off the press! See what the team has been working on and what new things are coming by checking it out on the forums by clicking the image below!
[url=https://forum.wurmonline.com/index.php?/topic/197123-valrei-international-canoe-believe-it/]
Server Changelog
- Bugfix: Meditation and faith gain counters in the new server-controlled timers now properly show how many you have left instead of how many you've already done. The meditation path advancement timer is now more clear in its name and hover description about whether or not you have enough skill to advance to a new path level.
- Bugfix: Meditation cooldown will reset correctly when a new day starts.
- Bugfix: Temperature state text in item hover descriptions has been improved and should no longer overlap other text.
- Bugfix: Priests can now quench hot items.
- Bugfix: Fixed an issue where animals crossing servers would disappear.
- Bugfix: Missions will no longer sometimes show an incorrect amount of karma rewarded for participation following a server reboot.
- Bugfix: Progress toward the "Hold 100 Sermons" journal goal has been fixed.
- Change: The new quality lock system has been improved: If a maximum quality is set, only items under that quality will be allowed, instead of items equal to or under that quality. For example, if a container is set with a minimum of 90QL and a maximum of 100QL, 100QL items will no longer be allowed. This change should allow you to set proper ranges on multiple bins without having to worry about any accidental overlap, especially with 100QL items.
- -----Text has been changed in several areas to make this change clear.
- -----You may wish to double-check your existing quality-locked containers in order to make sure their settings reflect what you want after these changes.
- Change: Missions asking for the creation of guard towers will now give credit for any guard tower built, regardless of type or kingdom.
- New: New title has been added for 100 skill in Weapon Heads Smithing. Congrats Aetherwalker!
- New: Added missing titles for 3 skills:
SERVER CHANGELOG
- Bugfix: You are no longer able to cast dirt in bulk storage bins that are inside a bulk container unit.
- Bugfix: Fixed text errors when examining fortified coffee.
- Bugfix: Fixed wrong description when examining fermenting whisky.
- Bugfix: Fixed empyrean item creation related achievements.
- Bugfix: Fixed error-prone behavior when sailing between servers near the corners of the map.
- Bugfix: Founding a settlement now only checks for water on the actual tile the settlement token will be on, instead of checking tiles to the northwest of it, and the error message given has been updated to reflect this.
- Bugfix: Duplicate sizes in missions and some other places have been fixed, such as small small mauls or large large anvils.
- You can now set minimum allowed quality in the container, the maximum, or both, by right-clicking the container, then clicking Permissions followed by Set Quality Lock.
- The highest minimum quality you can set is now determined by the quality level of the lock, rounded up to the nearest whole number. Previously, the lock quality was rounded down.
- Maximum quality allowed in the container is not restricted and can be any whole number up to (and including) 100.
- Existing quality locked containers will keep their current minimum quality when being switched to this new system.
- Change: Items can now be smelted at any temperature at or above glowing hot instead of an unlabeled temperature above that threshold, and a message is now sent to the event tab when you smelt an item. The option will also appear in the right-click menu regardless of temperature.
- Change: Items now have two more temperature categories beyond glowing in order to make it more clear when items are at a very high temperature. Instead of simply glowing, items can now be glowing dimly, glowing brightly, or, when near maximum temperature, glowing white-hot.
- New: Added the ability to quench hot items in liquid to cool them down.
- New: A new item, the large pantry cupboard, has been added to make storing your food ingredients easier!
CLIENT CHANGELOG
- Bugfix: Being drunk will no longer break Item Tags
- Change: Added confirmation window for when rare+ liquid is being split into a smaller containers.
- Bug fix: Removed reference to non-premium account deletion in Steam store.
BETTER EVENT MESSAGES AND PLAYER FEEDBACK
Many preset timers have been added to the Custom Timers panel in the client, which has now been renamed to Timers, and some other adjustments have been made:
- These currently include: Progress of moving your bank, and how much time until you can: Change village, change kingdom, change religion, pray for Faith, pray/exorcise at a Holy Site, give a sermon, receive an Alignment change, meditate for skill, use a meditation path ability you have, and receive your next meditation question.
- These timers will not be displayed if they are irrelevant to your character. For example, you will not see the Sermon timer if you are not a priest, will not see the Faith timer if you are at maximum Faith, and will not see timers for abilities you do not have.
- These timers are controlled by the server and consider all possible factors affecting the next time you can perform the action. For example, the Faith timer takes daily limits, daily server Faith reset times, and resets from sermons into account.
- To avoid clutter, some of these timers will not be displayed at all unless a cooldown period is actually active at some point during your play session. These include bank movement, changing village/deity/kingdom, and receiving Alignment changes.
- These timers can be hovered over with the mouse to display a description. For timers with a maximum amount associated with them, like Faith gains per day, the amount you have left will also be shown.
- To hide one of these timers, right click the timer, hover over its name, and click Hide. Even if hidden, the timers current time can be viewed by right clicking anywhere on the Timers panel and hovering over Show hidden timers. Clicking the name of the timer in this list will unhide it.
- A sound will now play when any running timer finishes.
- For clarity, finished timers will now display their text in a different font color, preset and custom timers have differently colored progress bars, and paused/stopped custom timers have their progress bars darkened.
- Some minor display bugs have been fixed and minor changes made to formatting of time remaining.
- Messages received when approaching a server edge with no valid destination
- Mining error/warning messages
- Messages received when a mission expires or succeeds on a server that does not have Valrei enabled
- Flattening/Leveling/Digging error messages
- Dyeing/Painting error messages
- Added a warning message when trying to use Strongwall to collapse a tile on top of a highway
- Highway-related error mesages when using highway markers. Options are also shown in the right-click menu under more circumstances, so that a failure message can be shown.
- Items that previously lacked a size description are now given a size of medium if they otherwise have the same name of a larger or smaller item with the same name. This affects mauls and maul heads, axes and axe heads, shields, and colourful carpets.
- Unstrung bows now have the word unstrung in their names. This includes mission descriptions. For consistency, some messages and descriptions also now read unstrung instead of unstringed.
- The medium-sized bow, previously simply called bow, is now called reflex bow for clarity.
- Bee noise messages are no longer triggered by domestic bee hives inside settlements.
- The potion item received from sacrificing items at an altar has been renamed to greenish potion and the description tweaked.
- Meditating when you cannot gain skill now shows a warning message along with the time you will next be able to gain skill. This time is also displayed at the end of a meditation action that does have a chance to gain skill.
- A special message will be shown when reaching maximum Faith (100 for priests, 30 for followers or non-Premium).
- When gaining Faith from prayer or Holy Site exorcism actions, the time until you can next gain Faith by doing so is displayed in a message, along with how many prayers per day you have left.
- A message is also given when preaching resets your prayers per day counter.
- Messages about having high enough Characteristics to be able to attack other players or steal from them will no longer be shown on PVE servers.
- Examining a quality-locked bulk container will now show the minimum quality of items that can be placed inside it.
- Some typos have been corrected when dyeing/painting items.
- When the item (or secondary part, such as a sail) is made of a soft material like cotton or leather, the action is always called dyeing and lye is used to remove it, otherwise the action is always called painting and a metal brush is used to remove it.
- Dragon armor no longer has a remove colour option that does nothing if you right-click it with a metal brush activated.
The newest issue of the Valrei International is hot off the press! Check it out by clicking the image below!
SERVER CHANGELOG
- Bug fix: Wax sealing kits now have their quality and damage set properly when a container is unsealed.
- Bug fix: Placing a smaller item on a larger item (such as an anvil), then picking up the larger item, will no longer cause the smaller item to appear to be on the ground again if a change is made to it while in your inventory, such as cooling down or being renamed.
- Bugfix: Dyeable carpets now show dye trim as the option for dyeing the secondary part of the carpet. Which part of the carpet is the base and which is the trim has also been fixed for large flower carpets, small colourful carpets, and large colourful carpets. Colour of existing items has not been changed.
- Bugfix: When eating a snowball with a full hunger bar, it will now fill your water bar correctly.
- Change: All metal bowls can now contain liquids.
- Change: You may now lead the normal maximum of creatures on PVP servers as long as you are not leading a horse, hell horse, mule or donkey. Leading any of the listed creatures will limit you to 1 as in the past.
- Bugfix: Can no longer use office titles to check if a player without an office is online
CLIENT CHANGELOG
- Bugfix: Fixed font size in Steam store window causing text to escape the window.
ART CHANGELOG
- Bugfix: Fixed hair showing incorrectly when wearing Winged Helms.
Server Changelog:
- Bugfix: Birchwood archaeology fragments will now convert to wood fragments on attempt to combine them. This will allow use of the legacy birchwood frags.
- Holy Site Fixes:
- Bug fix: Holy site backlash effects now give an event message even if entirely resisted (using Soul Strength).
- Bug fix: Holy site backlash creature spawns now spawn around the target player instead of some other location very far away.
- Bug fix: Corrected a jumbled message when multiple holy site backlash creatures are spawned around someone nearby.
- Bug fix: Holy site backlash damage effects now give messages appropriately, specify which body part they hit, and their effects (such as bleeding) function properly.
- Bug fix: Bleeding effect power is now properly updated in the spell effects bar/window when it is reduced over time by bleeding.
- Bug fix: Fixed visual effects not starting properly for players inside a holy site when it is first activated.
- Bug fix: Additional creature types may now spawn at the Fo steppe holy site (Sampo).
- Bug fix: The amount of moon metal from rummaging at a Magranon holy site has been reduced.
- Bug fix: The amount of favor given to a deity on holy site expiration has been corrected.
- Bug fix: Boars and hyenas now change size properly if they have a condition (such as Greenish or Champion).
- Change: Holy site pulse messages are now alerts (in orange text) to better stand out in the event tab.
- Change: Holy site backlash creature spawns now have vengeful added to their name, for the sake of clarity.
- Change: Fo holy sites now spawn creatures twice as often as other holy sites. This only affects normal timed creature spawns, not creatures spawned due to backlash effects.
- Change: Holy site spawning should now heavily prioritize whichever type of holy site does not exist on that server for that particular deity. For example, if a Fo holy site is being spawned, and a Sampo exists on the server but not a Wishing Tree, it will be extremely unlikely to spawn a second Sampo, and extremely likely to spawn a Wishing Tree instead.
- Change: Event tab messages from holy site pulse and expiration will now be alert colored instead of normal colored.
Client Changelog:
- Bugfix: Fixed some situations where placing an item on a far target would snap back to a closer door.
- Bugfix: Holy Sites enhancements:
- Bug fix: Corrected final positioning of meteorites and their visual effects, and the fire and smoke effects now fade out properly when they land.
- Bug fix: Some previously-missing visual effects have been added to holy sites.
- Change: Meteorites spawned by Magranon holy sites will now fall with staggered timing instead of dropping all at the same instant.
Art Changelog:
- Bugfix: Empyrean lamps will now show model and light effects correctly.
- Bugfix: Steel Helms with the Bucket Skin on will now correctly show the head.
- Bugfix: Fixed items with skins applied not showing empyrean material.
- Bugfix: Catapult and Battering Rams will now display the color they are dyed properly.
Marchs "Small Cherry Tree" skin turns your marble planters into adorable, tabletop cherry trees! Available through the month of March in the Marks Shop at any settlement token, this skin can be applied to any Marble Planter to give it a unique and fancy look!
Server Changelog
- New: Added religious advisors and altars to all SFI starter towns on non PvP servers. These were already on NFI and have just been included on SFI now. Religious Advisors will convert you to a deity of your choice.
- New: New title has been added for 100 skill in Blade Smithing. Congrats Nineol!
- New: You can now paint Marble Planters.
Holy Site Tweaks and Changes
- Bugfix: Fixed "%THEIR%" displaying in holy site messages instead of the player's pronouns when performing exorcism actions.
- Bugfix: Added several missing spell effect descriptions related to holy sites.
- Bugfix: Planning buildings at holy sites is now properly prevented.
- You can now feast at the Sampo even if your hunger is low.
- Reduced amount of holy site corruption and/or power loss from pulse events, especially when *there are fewer participants.
- Increased spawn rate of creatures from holy sites.
- Actions that increase or decrease a holy site's power or corruption at a holy site (purifying, desecrating, praying, preaching) will now affect the holy site even if you are beyond your maximum Faith gains per day. You still can't gain Faith more times per day than normal, but you can now contribute to the holy site without daily limits. The 20-minute prayer cooldown timer still applies.
- Praying, preaching, desecrating, or purifying a holy site will now have greater impact, especially at low skill levels.
- Reduced chance and amount of holy site corruption from performing special actions, prayers, or sermons. Chance now scales with existing corruption, with special actions having no chance at all at 0 corruption.
- Holy site items now show "Power:" and "Corruption:" instead of "Ql:" and "Dam:" when examining them.
- Holy site visual effects are now visible to all players within an activated holy site, even those who worship a different deity or have low Faith.
Click the image above to see all of the information on Holy Sites and images for the new dyeable carpets!
Server Changelog
- Bugfix: Wrong resources showing in event message when digging with a full inventory.
- Bugfix: Siege Weapons will no longer lose their loaded ammo between server restarts.
- Change: Successful actions on Moments of Inspiration when combining archaeology fragments will now always make them rare regardless of how many fragments are already attached.
- Change: Removed Break Altar nerf on all pvp servers.
- New: You can now right click the window header to save default size/location of the window, new inventory windows(windows containing items) that dont have a historical location saved will use that new default. Window sizes/locations now save more often and not just on closing/logging out.
- New: Creatures can now be fed and tamed by activating a container with the food inside of it, similar to planting and sowing from containers. This will, for example, allow you to queue up multiple taming actions using the same container with multiple food items inside it.
- New: You can now dye carpets, with two colour zones (main and details) for greater customization! New carpets made after this update will now come out as white, and existing carpets have been dyed to retain the colours they had before this update (including carpets with colour runes). Added 3 new carpets along with the update to the existing 3, and these are crafted using the loom the same way old carpets are.
Client Changelog
- New: Added a Find in Recipes button to right click menu on items. (Searches based on using that item as a material in the recipe, not the recipe for that item.)
- Change: Unnecessary columns have been removed to make the mission window smaller.
[url=https://forum.wurmonline.com/index.php?/topic/195641-valrei-international-holy-2022-map-dumps/]
Find out when Holy Sites and Defiance PMK's are going live, and check out 2022's Map Dumps in this issue of the Valrei International! Click the image above to read it.
Server Changelog
- Bugfix: Fixed description when examining Nogump.
- Bugfix: Fixed a text error on bait in the tackle box.
- Bugfix: Fixed a grammar error when examining a barrel of fermenting whisky.
- Bugfix: Fixed a grammar error when examining a vehicle with an Adamantine rune attached.
- Bugfix: Fixed a text error when receiving rift points.
- Bugfix: Fixed a text error when examining items.
- Bugfix: Prevented size runes from reducing an item's size to zero.
- Bugfix: Fixed treasure map images when being mailed.
- Bugfix: Added discord/server feed integration to missing area, condense unique slaying messages into 1 message for discord/server feed but leave as normal for twitter.
- Bugfix: You will now receive the message on the first page, that you are not able to send mail cross cluster, when sending mail.
- Bugfix: Prevented rift points being added before a rift has started.
- Change: Examining or inspecting a creature will now show three possible levels of hunger instead of two: Not hungry, hungry enough to eat, and very hungry. For clarification, the amount of hunger
We wanted to go over a few things along with todays patch notes. First off, we will be releasing the Holy Sites testing again to give it a real testing period (unlike the first which was right around the holidays). We apologize for the delay, but it will be ready for testing again tomorrow followed by a release after gathering more feedback. Defiance PMKs are being held back along with it while we consider some changes there as well. On the second topic for today, due to changes with the Twitter API, we will be introducing a Discord replacement. To add this select Discord Settings on your token and add in the requested webhook information, these are the first and second part of the link given when creating the webhook.. As a temporary replacement for server feeds should twitter go down, you will now find an active list of the last 50 server messages at the link below for each server. This is more intended to be a temporary solution for the maintainers of tools used by the community that track these so they will be able to continue working until we have a more permanent solution should the twitter feed stop functioning. Information on making webhooks for your server: https://support.discord.com/hc/en-us/articles/228383668-Intro-to-Webhooks Independence Feed Example: https://freedom001.game.wurmonline.com/battles/server_feed.xml Other Server Link Subdomains: https://www.wurmpedia.com/index.php/Server_types#Server_Information_Links
Server Changelog
- Bugfix: Filleting meat with a full inventory will now stop at the beginning of the action instead of wasting the entire action timer and damaging the tool.
- Bugfix: Wound healing rates on mouse hover will now update constantly instead of only on healing ticks.
- Bugfix: Fixed missing tree stumps.
- Bugfix: Catapulting fences and walls on a deed by non citizens, will no longer cause damage on PVE.
- Bugfix: Offensive spells such as Charm Animal are no longer prevented from being cast on tamed/led creatures on PVE servers, as long as it is the taming/leading player casting it.
- New: Added Discord integration alongside twitter as options for out of game logging.
Client Changelog
Bugfix: Item Tag Fixes
- Item tags will now go to the last active chat window.
- You can now tag equipped items in the character window.
- Items in worn backpacks, quivers, etc should now be taggable.
- Color of rare tag is now in line with the rare color in other places.
- A new setting has been put into the launch settings and in game settings that lets you select which button combo you wish to activate tagging. Current options are alt + click, shift + ctrl + click or disabled.
Server Changelog
- Bugfix: Liquids in recipes will now check weights correctly
- Bugfix: Fixed a text error in the list of friends window.
- Bugfix: Fixed a text error when cancelling placing an item.
- Bugfix: Fixed an issue that let Rift Scout Camps spawn too close to buildings off deed.
- Bugfix: Fixed an issue with too many items in one area preventing login in certain cases.
- Change: Drastically reduced the speed bonus of the rare speed trait on all PvP servers.
- New: Item Tags - These will allow you to link items in your inventory/containers into chat, showing the same information hovering over it gives. (Hold down alt and click an item to link it into a chat. The item tags are a static picture of an item taken when linking it, these will not update with the item.)
Art Changelog
- Bugfix: Fixed the spyglass in 3rd person view.
- Bugfix: Fixed the coals glowing on stone forges and ovens.
- Bugfix: Presses will now show their correct wood colour when placed
- Bugfix: Huge Bell and Large Bell resonators will now show the correct icon.
Server Changelog
- Bugfix: Liquids in recipes will now check weights correctly
- Bugfix: Fixed a text error in the list of friends window.
- Bugfix: Fixed a text error when cancelling placing an item.
- Bugfix: Fixed an issue that let Rift Scout Camps spawn too close to buildings off deed.
- Bugfix: Fixed an issue with too many items in one area preventing login in certain cases.
- Change: Drastically reduced the speed bonus of the rare speed trait on all PvP servers.
- New: Item Tags - These will allow you to link items in your inventory/containers into chat, showing the same information hovering over it gives. (Hold down alt and click an item to link it into a chat. The item tags are a static picture of an item taken when linking it, these will not update with the item.)
Art Changelog
- Bugfix: Fixed the spyglass in 3rd person view.
- Bugfix: Fixed the coals glowing on stone forges and ovens.
- Bugfix: Presses will now show their correct wood colour when placed
- Bugfix: Huge Bell and Large Bell resonators will now show the correct icon.
- Bugfix: Fixed erroneous glow on campfires in combination with certain containers while turning those containers visible (baking stone, cake tin, cauldron, coffee pot, pie dish, roasting dish, plate, pottery jar, sauce pan and teapot)
PATCH NOTES 17-January-2023
SERVER CHANGELOG
- New : Stopped deletion of old accounts without premium. Historically, we've deleted accounts that have never purchased premium time after 90 days of inactivity. Moving forward, we will not be deleting these accounts. The adverse effects of deletion on our customers have far outweighed the benefits of cleaning up these accounts. The effects of this change will be observed moving forward, and other changes may be made to inactive accounts in the future.
- New: New title has been added for 100 skill in Staff. Congrats Ehizellbob!
- New: New title has been added for 100 skill in Foraging. Congrats Muse!
- New: New title has been added for 100 skill in Botanizing. Congrats Muse!
- New: New title has been added for 100 skill in Coal-making. Congrats Welmari!
- Bugfix: Fixed the message for missing blank map in cartography table.
- Bugfix: You will now be able to copy a map from your locked cartography table.
- Bugfix: Changed message for overlapping survey areas to make it slightly clearer that only overlapping parts have lower skillgain.
- Bugfix: Village stamps will now work on mini tokens from archaeology.
- Change: Treasure maps can now cross servers and display which server they came from but will be unable to be opened on any server but the original.
CLIENT CHANGELOG
- Bugfix: Fixed item jitter when placing items in certain situations.
- Bugfix: Fixed issues with facing direction on surveys when using 3rd person view.
ART CHANGELOG
- Bugfix: Stone slab piles model will no longer look like a box pile
January's Monthly Skin: The Bucket Helm!
Januarys "Bucket Helm" skin is fashionable and functional, with a solid metal liner for superior protection and blocking out the smells imbibed by it's previous uses! Available through the month of January in the Marks Shop at any settlement token, this skin can be applied to any Great Helm to give it a unique and fancy look!
- Bugfix: Fixed issue preventing claiming of Christmas gifts from the stocking in January. We are extending the Christmas event by 2 days to give people a full week to claim these before the event ends (You can check the remaining time of the event by hovering over the Christmas icon in the Spell Effects window).
- Bugfix: Fixed issue with stamps causing client disconnect issues.
Happy Holidays, Wurmians! From December 23rd 15:00 CET to January 9th 12:00 CET, we hope to warm your hearts with holiday spirit and some lovely festive findings!. This year we have new Festive Fragments available to deck the halls and walls with, as well as last years Festive Fragments available at reduced rates (in case you have any yule deer and goat figurines to finish!) Visiting Santa in a starter town, or checking your own personal crafted Christmas Tree for a gift, will grant each premium player a stocking which will give a small gift each day to players from December 23rd to December 27th. You will be able to collect these gifts until January 9th (when the event closes) in case you are not able to make it online each day on the dates they unlock. To allow for further decorative freedom, stockings are dyeable! Along with Christmas this year, you might notice that we created a new system to show players how long events like this will run for. A new icon can be found in your spell effects with a countdown of how many days/hours till the event ends, so youll always be certain how much time you have to complete any festive plans! All of us on the Wurm Team wish you all a very merry, happy, and safe holiday season!
- Bugfix: Fixed placing items inside houses.
- Bugfix: Fixed placing items on walls causing it to rotate incorrectly.
PATCH NOTES 21-DEC-2022
Server Changelog:
- Bugfix: Added missing space in metal ink pot examine text.
- Bugfix: Fixed dead deed treasure maps generating with wrong settings. If you have a broken map from this bug open a ticket and a GM will get it resolved for you.
- Change: Added more information on survey examine message.
- New: Added feedback if youre surveying in a place with reduced skill gain.
- Bugfix: Disabled placing items on doors and gates for now till we can support this better later.
- Bugfix: Fixed survey actions being able to be completed with any item via keybind.
- Bugfix: Fixed rift beasts taunting other rift creatures to attack them instead of players.
Client Changelog:
- Bugfix: Tweaked turning changes to make them feel more smooth again. (Let us know how these changes feel to everyone)
Todays update introduces the Cartography Skill to the world of Wurm Online, so pack up those range poles and dioptras and get ready to map it all out! To learn more about Cartography, click the image below!
Decembers Festive Light of the Gods skin transforms your candelabra into a lovely spinning festive decoration, just in time for the holidays! Available through the month of December in the Marks Shop at any settlement token, this skin can be applied to any candelabra to give it a unique and fancy look!
Cartography skill public testing is open! The testing is currently taking place on Druska. You will find a crystal at the Oracle starter village named Exploration Testing, using this will take you there. For info on how to get to the test server: https://t.co/whuqjZbPUU
Bugfix: Resolved an issue preventing some shop purchases from properly crediting to the players account.
SERVER CHANGELOG
Fix: We have corrected the bundle prices to be the same as the web shop inside the steam shop. We are currently considering options for how we can make this right for those who paid extra for those bundles on steam during this period. New: Added the kick option to Sigvard to make him stop talking. You can apologize to get him to talk to you again. New: New title has been added for 100 skill in Metallurgy. Congrats Hvergi!
CLIENT CHANGELOG
Change: Updated the LWJGL version the client uses to hopefully help with stability issues. Bugfix: Fixed text spacing for settings window sliders. Bugfix: Fixed camera vibrating while in Steer mount towards camera mode. New: Holding alt while in Steer mount towards camera mode will let you look around without the mount/vehicle steering.
Server Changelog
Bugfix: A tamed creature will no longer lose its pregnancy status by going offline with its player.
Bugfix: More fire and light related fixes
-Kilns and smelters will no longer leave behind duplicate fire effects when the fire goes out.
-Fixed a small inconsistency in the colours of some lights under some circumstances, such as lighting the item and then pushing or placing it.
-Refueling a fire at low fuel levels will now work properly instead of sending a message that the fire is not lit (even though it is).
-The recently-introduced dynamic furnace lights used for ovens, forges, and smelters will once again have flickering and sound like other fires.
-Various minor changes to address some inconsistencies with how lighting is added to or removed from items. This should fix any remaining cases of items leaving lighting effects behind even after being snuffed/extinguished for any reason.
-Turning an item that is placed on another item will no longer cause it to lose its light effects or colour.
Bugfix: Skill journal tiers will now be visible immediately when getting 20 in a related skill, instead of being invisible until the next login.
Change: Flaming skulls will now be fueled by candles, like candelabras, and will decay if left off-deed.
Bugfix: You can no longer drag items into the main bulk container unit (excluding shelves).
November's Monthly Skin!
SERVER CHANGES: CHANGE: Changes to Rifts: -Removed 1 wave from rifts, this reduces the total creatures spawned by about 40% -Rift Warmaster now gives 20 points instead of 1. CHANGE: Change to the Defiance Meditation cap -The meditation level cap has been removed from Defiance, only knowledge will gain any effect from above the normal Defiance meditation cap still for now but any path can level it up as high as they want. -Reduced the time cool down between meditation level ups for defiance by half, the skill requirements will stay the same and this will effect all paths and all levels. CLIENT CHANGES: FIX: Fixed a shader crash on new Mesa drivers. -FIX: Buffed Fog - it should now show better in the modern renderer.
Change: Crude axe is now updated to use hatchet skill instead of pickaxe.
Change: When a player manually returns mail it will now last 2 weeks instead of 1 week before being deleted.
Change: Tweaks to creature condition colours on modern renderer.Bugfix: Statues and other ground objects will glow again when equipped with a glow rune.
Bugfix: Items that are both dyed and have a colour rune attached will now display their dyed colour when placed on the ground.
Bugfix: UI client issues
-Fixed text scaling on friends/support tabs.
-Added show detailed hover option to options window.
-Freelook mode will now have a crosshair again.
-Added option on skill tracker to scale text size to the width.
We have also made a few optimizations to hopefully address some of the recent lag issues.
Septembers monthly skin is the Winged Helm, invented by R. Plimey in 908 after an unfortunate horseback collision with an eagle. Available through the month of September in the Marks Shop at any settlement token, this skin can be applied to an Open Helm to give it a unique and fancy look.
Change: Crude axe is now updated to use hatchet skill instead of pickaxe.
Change: When a player manually returns mail it will now last 2 weeks instead of 1 week before being deleted.
Change: Tweaks to creature condition colours on modern renderer.Bugfix: Statues and other ground objects will glow again when equipped with a glow rune.
Bugfix: Items that are both dyed and have a colour rune attached will now display their dyed colour when placed on the ground.
Bugfix: UI client issues
-Fixed text scaling on friends/support tabs.
-Added show detailed hover option to options window.
-Freelook mode will now have a crosshair again.
-Added option on skill tracker to scale text size to the width.
We have also made a few optimizations to hopefully address some of the recent lag issues.
Septembers monthly skin is the Winged Helm, invented by R. Plimey in 908 after an unfortunate horseback collision with an eagle. Available through the month of September in the Marks Shop at any settlement token, this skin can be applied to an Open Helm to give it a unique and fancy look.
Bugfix: Fixed an issue preventing map clues from opening on independence. Change: Mini tokens have been updated to better identify what server they belong to.
- Bugfix: Ebony/molten speed bonus now applies to hitched animals
- Bugfix: New Necklaces from treasure hunting are now improvable.
- Bugfix: Unique skulls are now decorations.
- Unique hats: Crown of the Troll King and Goblin Leader War Bonnet will now no longer show leather as the tool required to imp them when viewed in inventory.
- Bugfix: It is no longer possible to open dirty caskets/sealed bottles that you did not drop/place.
- Change: Archaeology and Restoration Rebalance
- Getting runes will now be slightly easier when combining archaeology fragments.
- The following actions now reduce the chance to receive runes: -Using the incorrect tool on restoration steps - Failing an identify action - Failing a combine action
- Instantly identified fragments will now give a better chance of runes.
- Wood fragments will now say wood instead of birchwood.
- When combining a basic metal item the chance of iron is now improved at higher levels.
- When combining an alloy metal item the chance of steel is now improved at higher levels.
- When getting runes or casts on combined archaeology items it will now consider an item a tool before a weapon if it is considered both. This prevents tools that are also weapons from getting only weapon runes and casts.
- Rebalanced casts on combined archaeology items to be considerably higher power on average and based on restoration skill.
- The odds of getting a spell cast on a restored item have been roughly cut in half.
- It is now possible to get 5 runes where a bug prevented this in the past.
- A hatchet is now considered a tool and will get tool runes.
- A bush will no longer detract from a tile's archaeology value.
- The top tier of fragments has been made possible to achieve by easing the requirements a bit.
- A bug preventing sand from becoming investigable more than once per server restart has been fixed.
- Enchantment success runes now reduce difficulty instead of increasing bonus.
- Mend runes are now any target
- Tool tips will now show rune names and abbreviations
- All bulk items will not get runes or casts so they can be stored easily
- Planks have been added to the drop table
- Arrow shafts have been removed from the drop table
- Partially identified fragments will now better reflect what they are (wooden, metal, weapon, etc)
- You can now smelt items with enchantments and runes by confirming the action via a popup.
- Mini tokens will now indicate direction to their associated deed.
- Tin ore no longer shows as a metal fragment on second stage of investigation
- Transferring servers with unidentified fragments should no longer make them revert to iron and steel.
- Crude shovels will no longer be wooden fragments
- Moon metal fragment drop rate in caches has been doubled
- Change: Difficulty and quality formulas for various nature actions have been changed to use your entire skill value instead of only the whole number portion.
- For example, at 99.5 skill, quality and difficulty will be based on that value of 99.5 instead of just 99. This will usually result in slightly higher-quality results when foraging, botanizing, harvesting from trellises, picking pottery planters, and searching for fishing items (grubs, wurms, bark, and twigs).
- Change: The "Improve an Armour Piece to 80QL" journal goal can now be completed by improving a shield to 80QL, not just body armour. The goal's text has been changed to reflect this.
- Change: Ore ql is no longer capped at 99.9999 and can now be mined at 100 with rare+ or imbued tools if you have 100 skill.
- Change: The /me chat command no longer works in Help related channels.
- New: Added a new title for 100 in Hammer skill. Congratulations Nineol!
Augusts Bjarne Backpack lets you bring your adorable fuzzy buddy everywhere you go! Available through the month of August in the Marks Shop at any settlement token, this skin can be applied to any backpack to give it a unique and fancy look.
-To curb switching faith for bonuses, you now must have 30 faith to claim rewards from a rite event. Religion is intended to be a long-term choice in Wurm. -Bridge planning will now prevent illegal characters from being used in the bridge's name. -Transferring to Chaos from Freedom at a natural border crossing is no longer possible when PVP crossings are disabled for anyone on the boat. -Added a new title for reaching 100 skill in Gardening. Congrats Richtje!
- Bugfix: Fixed the Scale of Libila cooldown not working for the on use effect. It now shares the 4 hours cooldown with the animate corpse effect.
- Change: Changed the foreign chat channels description to allow more types of discussion outside help and group finding.
- New: Added a Spanish global chat, you can enable this in your profile menu by right clicking your body.
- Bugfix: Fixed a text error in event message when planning a bridge.
- Bugfix: Fixed a text error when failing to make a press/fruit press.
- Change: Treasure map model will now be slightly larger when dropped/placed.
Patch Notes 05-JUL-2022 Bugfix: Fixed an issue that was causing cedar items to decay much slower than intended. Bugfix: Another fix to allow proper triggering of multiple journal goals by one achievement. Bugfix: Fixes to UI lag issues. Bugfix: Moon metal archaeology fragments will now transform into proper moon metal materials when the item is completed. Bugfix: Can no longer place merchants on a bridge without a stall. PVP Change: Must now place a merchant within your own kingdom's influence on PVP servers. Champions on Chaos With champions having been removed from Epic and never introduced onto Defiance, the topic has also come up several times about removing them from Chaos. We feel that this is the best short-term solution until we have a chance to rebalance and reintroduce them. We will disable champions for Chaos during the maintenance reset on July 12th. When this happens, any existing champion that logs in will dechamp shortly after, with -5 to all characteristics instead of the normal -6; everything else functions as a normal dechamp. We hope to bring champions back in the future, but in a way that makes them less of a requirement to remain competitive and more of a fun gameplay choice.
- Bugfix: Clarified description of "Create a Set of Cloth Armour" journal goal to mention tabards.
- Change: "Create an Animal Skin Rug" goal will now accept mountain lion rugs.
- Bugfix: Journal goals that exist in more than one tier, such as creating a chess set, are now triggered immediately in all applicable tiers when completed.
- Change: Chess pieces will appear slightly larger now when placed/dropped on the ground.
- Bugfix: Forage and Botanize will now give a chance for a rare roll for rare items given mid action.
- Change: Changed how maps are generated to fix issues with black splotches extending from the top of some maps.
- Bugfix: UI Fixes: -Fixed toolbelt not updating as often as it should. -Fixed no target button on the target window being delayed when hovering. -Fixed flashing elements to update as they should when animated (for climbing button and inventory).
- Bug fix: Corrected description of "Create a Meditation Rug" achievement.
- Bug fix: The "Create 10 Masonry Fences" goal will now properly progress upon completion of any fence using the Masonry skill.
- Bug fix: Achievements related to foraging cacoa beans now refer to the correct item and will trigger properly.
- Bugfix: Fireplaces will now also give warnings about placing burnable items on them.
- Bugfix: The cutlass and sabre rewards from treasure hunting are now improvable.
- Bugfix: Can no longer cast dispel on items which have no enchants or you do not have permission to dispel.
- Bugfix: You must now be within range of a chained tower or village token to build or continue a new guard tower.
- Change: Removed non combat hard skill requirements from focusing and left it to just the fighting skill roll instead.
June's Small Prickly Cactus skin brings a decorative desert-y feel to pottery planters! Available through the month of June in the Marks Shop at any settlement token, this skin can be applied to any empty pottery planter to give it a unique and fancy look.
Bugfix: Fixed some issues with windows not updating as often as they should.
Bugfix: "Bake a pie, tart, or cake" journal goal will now trigger as intended when baking one of these items.
Bugfix: For journal goals consisting of multiple distinct achievements, such as "Mine Copper and Tin" and "Milk a Cow, Bison, and Sheep", the journal window will now show which percentage of those tasks you have completed instead of showing the entire task as complete when you have only completed some of them.
Bugfix: Paving a tile underground will now grant credit toward the "Pave 10 Tiles" journal goal.
Bugfix: "Write with Black Ink and a Reed Pen" journal goal will now be awarded properly.
Bugfix: Removed reference to "stone" material in oven and forge descriptions.
Bugfix: Throwing a snowball at a creature outside of combat will now trigger the appropriate Steam achievement.
Bugfix: Runes that adjust the size or volume of an item can no longer be applied or dispelled if the item contains other items, or is contained inside another item.
Bugfix: Treasure map clues will now correctly identify the style of guard towers mentioned in them.
Change: Treasure hunts will now avoid picking a tile inside a structure for treasure hunt locations.
Change: Nearby villages for challenge steps on Treasure hunts will now be closer to the actual location.
Change: Archery Towers will no longer be in the list of Treasure Hunt steps.
New: Newly generated old village maps may have hover text to show what icons are referencing.
New: Added a right-click option to maps to show/hide a colour legend.
- Bugfix: Fixed Theft Warning window from being cut off. - Fixed headers in some windows being cut off.
- Bugfix: Corrected the spelling in rift plant description.
- Bugfix: Fixed a text error when examining a cow.
- Bug fix:Removed blank event tab message when harvesting dried grass.
- Bugfix: Corrected wording of event tab message when attempting to hitch a creature to a hitching post of too low quality.
- Change: The burn warning for placing items on something that will damage them is now an alert and will be a different colour in the event tab.
- Bugfix: Fixed attempting to paste some emojis, then clicking, causing a crash.
- Bugfix: Removed grass and slope information from corners and borders of tiles. - Hovering over tile corners will no longer slow slope information. - Hovering over tile corners and tile borders will no longer show grass height information.
- New:Players can now empty marble planters, flowerpots, and pottery planters by activating a shovel or trowel, right-clicking the item, and clicking "Empty". - Emptying a flowerpot or marble planter will put the appropriate type of flower bouquet into the player's inventory. For flowers planted after this change, the quality and damage of the flowers will be based on the quality and damage of the flowers used to plant it. For flowers planted before this change, the resulting flower will be 70QL.
- Bugfix: Planting flowers in a flowerpot or marble planter will now leave the container where it is, instead of moving it to the player's inventory.
- Bugfix: Planting things in a marble planter, flowerpot, or pottery planter will now retain more data of the original empty item, including any enchantments, runes, or custom colour.
- Bugfix: Fixed difficulty when picking cocoa or coffee from pottery planters.
- Bugfix: Items that are lighter than normal can no longer be planted in pottery planters, and items that are heavier than normal (such as combined items) will only remove the required amount of weight when planted, not the entire item.
- Bugfix: Rope tools now count as "tools" for item improvement achievements. This change applies to all rope tools, including those that existed prior to this update.
- Bugfix: Fixed a bug where some bulk items, and items with all of their enchantments dispelled, would be prevented from selling to token, discarding, or burning.
- Bugfix: Birdcages will now be brass when created and pre-existing Birdcages will be reverted back to brass.
- Bugfix: Mules can no longer receive the "chance to produce twins" trait, as they cannot produce offspring at all.
- Bugfix: Missions to create altars will now specify the type of altar needed.
- Bugfix: The scale of Libila use effect now has a 4 hour cool down.
- Bugfix: Fixed phobia mode models when placing.
- Bugfix: Map annotations now render at the correct position regardless of UI scale.
- Change: Digging and flattening changes. - Increased the max slope lower level characters can dig from 10 to 30. - Fixed flattening calculations to use the intended max slope for lower level characters. - Flattening a tile will now lower the tile if you do not have the final dirt needed to raise it to a flat state.
- Change: Reduced the house planning calculation by 5 to make the first tile of a house free.
- Change: Death message for a creature dying of disease or starvation now varies depending on the creature's body type, and has improved grammar.
- Change: Many soft or pliable items (such as pelts, leather, and many cloth items) no longer check the specific dimensions of the container they are placed in. In other words, the container must still have enough volume for these items, but simply being too large in one direction will no longer cause them not to fit. This means that some items may fit in containers they did not fit in before, such as colourful carpets fitting inside large carts, and pelts fitting inside small chests.
- Change: The burn warning for placing items on something that will damage them is now an alert and will be a different colour in the event tab.
- Change: Sound options in the settings can now all be changed while the game is running.
- New: Double-clicking the spell effects icon bar will now toggle the spell effects window on or off.
- Players will have a chance to find treasure maps during rare rolls on the following actions:
- Text rendering should be slightly faster.
- Disabling reflections and animations will now properly disable them.
- The in-game browser will no longer load in the background if the Wurmpedia setting is disabled.
- Terrain detail and tile decoration settings are now editable while in-game.
- Fixed the hitbox of the hide button on the Main Menu.
- Added an option to the User Interface settings to hide filters in inventory windows.
- Added an option to the User Interface settings to keep the fight window disabled in combat.
- Fixed a sizing issue with clicking through the invisible part of window headings.
- Fixed item icons in inventories not scaling up properly with UI scale.
Click here to see the latest development update and the conversations it has started on the official Wurm Online forums!
Change: You can no longer mine, dig, tunnel, cultivate or pack on any PvP starter deeds. Lock picking is still fine.
New: Mays Monthly Skin!
Mays Messer Sword skin gives a beautiful look and knife-like hilt to your longsword! Available through the month of May in the Marks Shop at any settlement token, this skin can be applied to any longsword to give it a unique and fancy look.
Change: Spawn counts on donkeys have been reduced. This should allow for more diverse creature spawns
The newest issue of the Valrei International has arrived! Check it out here on the forums!
- New: Added the new title for 100 skill in Smithing. Congrats Nineol!
- Change: Removed a 50 skill check bonus in blocking checks for the Scale of Libila.
- Change: Scale of Libila now has a block limit of 4 instead of the unlimited amount it had before. For reference normal shields have a block limit of 2.
- Change: Reduced the bonus faith zones give to combat rolls by 80% on pvp servers. This will only affect non-spell based combat bonuses.
- Change: Enabled the pvp lead limit from defiance for all pvp servers. You are now only allowed to lead 2 creatures when unmounted, and 1 creature when mounted on all pvp servers.
Change: Items with custom skins applied will now be treated as decorations. Like other decorations, they will not take decay damage within villages and will not form item piles when dropped on the ground.
Change: Items with a skin applied to them now count as decorations and will no longer take decay damage on a deeds with at least 30 days upkeep.
[ 2022-02-21 17:36:31 CET ] [ Original post ]
Wurm Onlines second annual Black Friday sale will be running from Wednesday, November 24 until Sunday, November 28th. Enjoy 25% off of premium and silver prices, and 30% off of one-year premium purchases!
Hey all you ghouls and goblins, it's time to celebrate the season of creepiness! Slay your way through the forests, mountains, and deserts for your chance to find some new Halloween drops, and grab your shovel or trowel to dig up some grave- errrr, spooky themed archaeology fragments.
Hello, Wurmians! We know you have all been patiently awaiting the release of the Northern Isles maps. Well, the time has finally come! The original maps for Harmony, Melody, Cadence, and Defiance are now up for your viewing pleasure. Click here to check them out!
- Bugfix: Animals will now correctly eat unbutchered animal corpses.
- Bugfix: Beverage recipes will now add to the cookbook when the player is offline.
- Bugfix: Corrected the spelling of the name Rhythm for newly born animals.
- Bugfix: Examine animal will now show correct information about which containers they will eat from in an area.
- Bugfix: Fixed a text error when trying to bury a corpse on someone elses deed
- Bugfix: Fixed a text error during rifts.
- Bugfix: Fixed problems with creatures packing grass and lawn.
- Bugfix: Fixed situations where animals were not eating correctly when in mines.
- Bugfix: Fixed the issue of the extra sleep bonus hour not showing when reaching max sleep bonus via achievements and then purchasing the extra sleep bonus via Marks.
- Bugfix: Increased the chance of animals getting fat when they eat hay.
- Bugfix: Magranons Fire will now fuel fireplaces correctly
- Bugfix: Pet Bowls will no longer drop through fences.
- Bugfix: Pick Stuff Up trait and the Stationary trait should now work correctly.
- Bugfix: Prevented Hay items appearing as Valrei mission demands
- Bugfix: Removed Hans and Simeon from the generic creature name list.
- Bugfix: Spirit guards will fight back on the edges of villages now.
- Bugfix: Tools will now take damage when removing pavement (surface and mine), removing mine door, and removing cladding.
- Bugfix: Animals can now breed when slightly hungry.
- Change: Stealthed players are no longer considered for drake/scale if they are stealthed when the kill happens.
- Change: The manage animal menu will no longer close when selecting options like un-tame or un-brand and will instead reopen the animal manage window after.
- New: Added the new title for 100 Large Metal Shield. Congratulations Neowyn!
- Speed/Draft/Output traits will now have a large chance to be ignored during selection if the creature has no use for those traits.
- Improved chance to pass on dominant traits.
- Reduced how common misc traits are to pass on
- Existing traits passed on from 1 or more parents are more likely to pass than newly generated traits.
- Sick trait is now much less likely to kill something.
- Increased the chance a bit to pass on the color of the parents.
- Negative traits no longer get a bonus to pass down to offspring.
Click here to check out the latest issue of the Valrei International!
- New: When inbreeding creatures, it will now display a message for you if you are above level 30 Animal Husbandry, telling you they are related at the start of the action.
- New: Added the ability to drag and drop equipment onto animals, and an option to quickly unequip animals.
- New: Inspect Animal is now allowed to be used through a fence.
- New: Added new titles for Soul Strength
- New: Added new title for 100 skill in Natural Substances.
- New: Added new title for 100 skill in Two Handed Swords
- New: Icons for Hay
- Change: All creatures have had their base carry weight increased to help account for the splitting of speed and draft traits.
- Change: Decreased penalty from added weight in vehicles and for using non-draft horses.
- Change: Reduced the chance overall to get negative traits using the new system, additional small reduction in negative trait chance is added based on breeding skill.
- Change: The inspect window will now show a separate line with "It has been bred in captivity" or "It is a wild creature", to avoid showing "bred in captivity" in the trait list.
- Change: Feeding troughs can no longer be locked
- Bugfix: Pet Bowls can now be improved
- Bugfix: Pet Bowls no longer stack into a pile when on the ground
- Bugfix: Saddled animals will properly return to their original position after eating from a container
- Bugfix: Corrections made to ensure animals in general return to the original position after eating.
- Bugfix: Animals will no longer eat out of a locked hitching post if not hitched to it.
- Bugfix: Renaming items on ground will now instantly show the new name
- Bugfix: Prevent hitching post hell horses getting angry when eating from the ground.
- Bugfix: Swimming sound will no longer continue to be heard after you embark on a boat if you've been swimming.
- Bugfix: You will now hear a drum roll for the moment of inspiration when finding a rare coin.
- Bugfix: Characters will now leave the world correctly after logging out.
- Bugfix: Sickle use timer will now consider, rarity, skill, ql, runes and enchants.
- Bugfix: Fixed parent names being swapped in inspect animal window
- Bugfix: Increased the default window size for the Inspect Animal window.
- Bugfix: Fixed in-game Wurmpedia processes using up a lot of memory, even after closing the game. The JCEF process should close properly once the game client is closed.
The Animal Update has arrived, and players have been busy scouring the lands to find their very own donkey. Have you found one yet?
To see what has been added and changed with the Animal Update, check out the patch notes here
Hello, Wurmians, and welcome to another Valrei International! I'd like to start off this one by thanking everyone who has reached out to me with congratulations and well wishes. I am very excited to be working with the team and the community in this role, and I have been working on ideas for fun community events and interactions (once I'm all settled in, of course!) This issue is a bit light on the content development side of things, but by the next issue I should have some more news to share with you all!
Ready Your Weapons!
After some public testing, our new combat update is now live! Fighting will be more interactive than ever, with the ability to choose separate offensive and defensive stances and some new visual clues on how the fight is progressing. Some of the bigger visual changes such as floating text and screen shaking are optional, so if they're not your cup of tea that's okay! We will continue tweaking things for a while to get it just right, and plan to reduce randomness in combat. We are also working on making archery more comfortable, and useful on PvE as well as PvP.
Click here to see the patch notes detailing all of the combat changes!
Achievements Unlocked!
Also live with this update is the new achievement system! These will be available both in Steam and in-game. There are 80 achievements to earn, all accompanied by some fancy new icons. They can be found in-game by navigating to the main menu and clicking the new "Goals" button.
Community Event - Easter Impalong
On Deliverance in the Southern Isles, a beautiful deed has been built especially for hosting community events throughout the year. I'm very excited to share the news of its Grand Opening Impalong scheduled for Easter weekend! From April 2nd (Good Friday) 18:00 CET / 12pm EST until Easter Sunday April 4th 22:00 CET / 4pm EST. I'm sure it'll be a hoppin' good time, with lots of eggcellent festivities.
Check out the details here for the Impalong Event!
Our team is growing!
And last but not least, I'd like to announce that we have a new contracted developer on the team! They have been working hard in the code basement but are still getting settled in, and asked for just a brief announcement at this time while they adjust to the new role.
That's it for this issue of the Valrei International. See you in two weeks for the next! Until then, keep on Wurming :)
- The Combat Update is now live.
- General combat changes:
- Separated defensive stances from attack stances
- Defending the direction a creature attacks is key to winning the fight
- Defending any of the adjacent directions will defend against diagonal attacks (for example, defending either top or left to defend against an upper-left attack will be effective)
- Autofight will now use the new stance system, however with a lesser effectivity than a player would
- Critical hits are now enabled in PvE combat and deal 150% of the original damage
- Shield blocking rate when fighting multiple opponents at once was increased
- Visual changes:
- Added in-world combat text that shows attacks that are being performed ("Show in-world combat log" in UI tab of the settings)
- Added optional screen shaking when being hit in combat (Enable screen shaking in Graphics tab of the settings)
- Added a circular indicator on the top of the screen to show the location of attackers hitting you ("Show hit direction indicator" in the UI tab of the settings)
- Added a new blood vignette effect on hits and as a general damage indicator
- An approximate creature difficulty indicator has been added and will appear next to their in-world health bar. This is a relative indicator, compared to your strength, skills and equipment
- Creature status icons will show under their health bar, showing things like focus level, attack stance, defense stance, stun, bleeding (details visible upon mouseover)
- Added sound effects for glance and stun
- Special moves rework:
- All special moves are stronger and more useful
- There is now a single set of special moves, instead of having different set per template kingdom
- Slash moves will give the opponent a CR penalty for a short period
- Crush moves will stun the opponent
- Pierce moves will cause bleeding, which deals more damage than normal, but it is applied over time as a bleed effect
- All weapons have access to moves that drain opponents food and stamina
- The client shows details of given special moves as a tooltip
- Change: Edibility of plant-based food items
- Mixed grass is no longer edible except by grazing animals such as sheep and horse
- Acorns are now edible by omnivores and herbivores
- Fruits, nuts, and herbs are now edible by herbivores such as horses and cows
- Change: While holding Alt to show details, hovering over a piece of body armour in the inventory will now show what type of armour it is classified as, such as "leather armour" or "dragonscale armour".
- This includes all clothing that functions as armour, as well as special items like summer hats, demon helms, and kingdom equipment. Equipment that is classified as "armour" in the inventory but does not provide protection will display "cosmetic armour".
- Bugfix: Locate Soul runes will now function properly instead of failing without a message.
- Bugfix: Corrected the repair timer after burning wooden items
- Bugfix: Crafting recipe for Dioptra now shows correct metal
- Bugfix: Find Route should no longer cause lag on heavily populated servers
- Bugfix: When logging off a boat on a PvP server as the captain you will now disembark, to allow any would-be thieves to drive the boat off once lockpicked (PvP only)
- Bugfix: Rakes will now take damage when tending a large planter.
- Bugfix: Fixed Nolocate rings not affecting Reveal creatures properly
- Bugfix: Ritual of the sun will now only repair things in the deity's domain
- Bugfix: Zombie deer will no longer show as cows
- Bugfix: Horses will no longer turn to face north when unhitched.
- New: 80 Steam achievements have been added to the game
- These new achievements can also be viewed and achieved without using the Steam client, via a new window opened through the main menu through the "Goals" button
- Change: Improvements have been made to the village plan export feature
- The on-screen, console, and event log messages have been improved for readability and to properly filter the OS username.
- The file name now follows a similar format to screenshots and skill dumps, including the village name and the current date and time, and will no longer overwrite a previously exported village plan.
- Change: Screenshot location will now also be shown in the Event tab when the screenshot is taken.
- Change: Tortoise shell description now shows correctly.
- Change: Altered Prayer skill gain to be significantly faster and more reliable.
- Note that this change only affects skill gain.
- The likelihood or quality of other events from prayer, such as receiving gems and gaining Faith, have not been altered.
- Altar quality is no longer a factor in skill gain.
- Higher Faith increases the chance of gaining Prayer skill.
- Prayer actions resulting in skill will give more skill than before.
- A higher percentage of prayer actions will result in Prayer skill gain, especially at higher skill levels
- Change: The penalty to quality level when mixing different qualities of the same item in bulk storage has been removed. Now, adding multiple items of the same type to a bulk storage bin, food storage
- Change: More items are now protected from accidentally being used to fuel a fire, including the following:
- Rare, supreme, and fantastic items
- Enchanted or runed items
- Items of very high base price
- Newbie items
- Runes Rift gear
- Magical chests
- Magical staves
- Indestructible items
- No-drop items
- Improvable, non-bulk items of 90 QL or higher
- Items that are seasonable drops, have been given as Christmas gifts or special rewards, or are similarly limited.
- Please note that this protection is only against using the "Burn" command to fuel a fire. Flammable items fitting these criteria will still burn if placed on or inside a hot forge, oven, or other heat sources.
- In addition, selling these items to a settlement token is no longer possible in cases when it was possible before. The following also can no longer be sold in this manner:
- Drake hide armor
- Dragon scale armor
- Items made of moon metals (adamantine, seryll, and glimmersteel)
- Artifacts inside settlements that stick slightly outside the starter areas will now count as inside the starter areas when polling artifact decay, this includes the perimeters of that deed that may be outside the zone as well.
- Artifacts will now vanish when they run out of charges inside Defiance safe zones instead of waiting for the next natural decay tick.
- There is now a warning if you enter an area with increased artifact decay with an artifact on you. This warning is also shown when the artifact is moved around at all inside that area.
- Artifacts will now only lose 5 charges per hour within starter areas.
- New: "Show detailed hover information" in UI tab of the settings (new UI only), can now be used to disable details of the item mouse-over box, leaving only the item name (like in the old UI)
- New: Added a font scale setting to the new UI (only affects certain UI components), and changes the minimum UI scale to 80%.
- Bugfix: Disembark default action when pressed over a creature will now work as intended.
- Bugfix: Enchant after Dispel will no longer show upon mouseover
- Bugfix: Enchanted items will now show correct enchants and power upon mouseover.
- Bugfix: Fixed players going bald after taking off helmets.
- Bugfix: Hitching posts will no longer cause animals to teleport tiles away or go invisible.
- Bugfix: Skill tracker bars will now show progress to next level correctly on new UI
- Bugfix: Stopped the camera wobble when using the checkerboard.
- Bugfix: Subgroups within Inventory groups will now stay visible upon relogging
- Bugfix: TURN_UP and TURN_DOWN keybinds will no longer go outside reasonable camera rotation limits in first person.
- Bugfix: World portal map on Golden Valley and Haven using the old UI client will now show correctly
- Bugfix: Horizontal bar on Village plan from the token now works correctly.
- Bugfix: Removed non-functional close button from the settlement founding form
- New: Moonmetal can now be purchased in the Marks store on Northern Freedom Isles servers.
- This does not include Defiance
- Change: Changed Marks-purchased moonmetal quality to 80 quality
- Bugfix: Fixed a permission issue allowing to world drag certain items without the correct permission
- Bugfix: Healing in inactive rift area will no longer increase participation points
- Bugfix: Fixed mining products being able to be gathered above 100 quality on Epic servers.
- Instances of this issue will be retroactively fixed back to 100 quality
- New: Added a craftable variant of the checkerboard
- New: Rifts, Runes, and Imbues are now enabled on the Northern Freedom Isles
- Change: Checkers Boards will now fit on more tables.
- Change: Source Spring Rework
- Source springs will now respawn periodically around servers with a finite amount of source.
- Springs disappear once the source is collected from them.
- Current source springs and fountains will also stop regenerating source in them and will disappear once empty of source.
- Underground source springs that spawn upon breaking cave walls will now spawn more often.
- Change: You must now be on the same floor level as the vehicle in order to embark it.
- Change: Gathering Runes and Imbue rework
- Gathering Runes add +10% to the base quality, but that is capped at your skill level.
- Imbues now add a bonus of up to 25% of the difference between the resulting quality and 100 at 100 imbue power. This can exceed your gathering skill.
- The rune bonus is applied before the imbue bonus.
- A breakdown of the imbue formula can be found here: https://forum.wurmonline.com/index.php?/topic/181865-imbue-rework-formula/&do=embed
- Bugfix: Removed duplicate message when taking items from Bulk Storage Bins and Crates
- Bugfix: Fixed issue causing you to not be able to fight back when a hostile creature on deed targeted you first.
- BugFix: Particle effect will no longer remain visible after picking up the Checkers Board.
Ho ho ho!
Santa is here with his yearly gifts for all premium Wurmians! Simply speak with Santa at any starter town, or build your own Christmas tree to find a gift underneath! This gift won't stay around forever, available from 3 pm server time on the 23rd until 12pm on the 31st of December!
- Change: You can no longer bury corpses on deeds where you cannot terraform. Requires terraforming village role permission.
- Change: Wool items may now be used to bandage wounds, functioning identically to cotton items.
- The master cape, like kingdom robes, may now be used to bandage wounds an infinite number of times.
- Some unique items, such as newbie items and anniversary gifts, are now unable to be used as bandages, to prevent accidental destruction.
- Change: Player disease will no longer worsen if there are no other players or creatures present on the same tile.
- Players will now be slightly less likely to catch disease, and when a player is diseased, it will heal slightly more quickly when healing, and worsen slightly more slowly when worsening.
- PvP Change: You now need to wait 2 minutes on PvP servers after combat to be able to use /stuck.
- Bugfix: Light Tokens will now properly decay on deed, inside forges.
- Bugfix: Creature tile position is now saved when hitching, this should help solve hitched creatures getting diseased for no reason.
- Bugfix: Removed repeated text from summon soul question popup.
- Bugfix: Wrath of Magranon will no longer deal damage on villages outside raid windows
- Bugfix: No longer possible to lead more creatures than intended by using karma to summon creatures
- Bugfix: Roaming depot will now show its light at the proper time
- Bugfix: Marks shop swap deity will always give proper alignment for your new god and is no longer blocked for mayors when not changing kingdom also.
- Bugfix: Traitor missions will now properly trigger when there is also a kill x mission of the same creature.
- Bugfix: Single server Valrei instances will now properly give out prizes to the winner on completion of a scenario.
- Bugfix: When entering or leaving a cave creatures following will now always enter your layer and no longer get stuck on a different layer than you.
Valrei International fanart - Guess who (votip)
End of a year
And wow, what a year 2020 has been! With all the disruption going on in the world, Wurm has had its own journey, with the removal of RMT, account trading, and finally, launching on Steam! We've got some things in the works before the year is out, so let's get on with sharing it!
Christmas time is giving time!
The tradition continues with our Christmas gifts, with the main one being a - wow, almost had me spill it! Youll have to check what it is come gift-giving time. That said, we know Northern Freedom Isles have missed out on all the previous years so we are including a special gift pack that will contain a random gift from years prior being given to all players! You can also celebrate the silly season with our special Candy Cane short sword as this months Marks store skin!
Hercules in New Haven
Rifts in the Northern Isles
After Christmas, we'll be introducing Rifts to Northern Freedom Isles! For a full rundown of Rifts, check out this wiki link here: https://www.wurmpedia.com/index.php/Rift We'll also be using this update to introduce runes, source, and allow imbues to be mixed and imbued on items following their rework:
Reworking the imbues and runes.
Previously, imbues and runes gave a massive boost to the top end of effective skill, allowing resulting items to be far greater quality than your skill. With this rework, we aim to keep some of that ability to exceed your maximum skill, but the focus is on increasing the minimum quality output, meaning it is far more effective at lower levels, while at higher levels skill is far more rewarding. This will apply to both the Northern Freedom Isles and Southern Freedom Isles. Rifts, Runes and Imbues will return on our patch on 29th December.
Fighting Fit
One of our first goals on the roadmap was addressing the combat system, and reworking it to make it a little more interactive and rewarding. This work is ongoing, with plans for public testing in January but for now, here's a little teaser.
The goal is to encourage attacking undefended areas while actively defending areas being targetted. This will also include an update to auto fight which will handle most of this aspect if you so wish to, albeit a little less effectively. Special attacks are being buffed and reworked to be more rewarding in PvE combat as well as more useful in PvP combat. We are increasing the amount of visual feedback through creature status and in-game effects, aimed at reducing reliance on the combat log. Stay tuned for the new year when we announce public testing, both PvP and PvE!
Biting Bugs!
Some more news behind the scenes is the addition of Willow as our QA lead! She will be tackling bug reports, patch testing, and other various aspects to do with all things buggy and testing.
Feeling Fatigued
There's been an ongoing discussion around fatigue, and we know that it is a cause of annoyance for players who hit that wall. We want you to know that we are listening, and while we haven't decided on a full decision, we are discussing possible changes.
News from the shoutbox:
Quote Archaic: Merry Christmas everyone! Nirav: I LOVE EVERYBODY! LOOK AT ALL YOU BRILLIANT SHINY SHARDS! YAAAAAY! Bittereinder: Let's make 2021 the best WO year ever!! Libila: Make Magranon a Black Light priest! Somehow I dont think Libila wants the competition... If you want to contribute your news, comments, or fan art, submit it to our shoutbox here! https://wurm.gg/shoutbox Thats it from us this week, I hope you all have a safe and happy festive season, keep an eye out for Christmas Critters across the lands, and as always, keep on Wurming! The Wurm Team
Sale is in effect once the red SALE text appears on the in-game shop
That's right! From the 23rd until the 29th of November receive 25% off all purchases, and 30% off 12 month premium purchases. Meaning you only pay 5.99 for one month of premium, and can save up to 25 on silver! Now's your chance to stock up and save.
- Text: Descriptions of imbue enchantments on items now list the exact skills the enchantment applies to.
- BugFix: Animals that cannot be ridden untamed, will now properly kick occupants when they become untamed.
- BugFix: Equipping and removing armour now only cancels spells/archery actions as intended.
- BugFix: Moving armour around inside your inventory will no longer cause actions to be cancelled.
- BugFix: Pets will now follow movement orders even when wearing a saddle.
- Change: Players can once again become diseased and contribute to disease like other creatures.
- Change: Humid Drizzle will now cure disease on players, and Heal will cure disease in addition to curing wounds.
- BugFix: Killing an avatar on pve servers will now generate a new mission.
PvP Changes:
- PvP Change: The marks shop deity transfer will now allow you to change kingdoms to swap to deities from other kingdoms.
- Note: This still requires you to be eligible for a kingdom transfer, such as not having changed to recently, not being a king, not being a champion, and not being a village mayor. This is available on all PvP servers.
- PvP Change: Roaming Depot Tweaks:
- A new depot will now spawn 38 hours after the last is captured.
- Depots can now be picked up on pendulums at the same range as battle camps.
- Depot light will now show up after 6 hours.
- Depots now have a chance to drop the cosmetic items that past depots dropped.
- Looted depot items now have a more random quality over 75.
- Depots now requires at least 40 fight skill to claim its contents.
- PvP Change: Battle Camp Hota Tweaks:
- After capture battle camps will display location information like before in the village info section where they are listed.
- Pendulum range restored to former distance when finding battle camps.
- The time between battle camp spawns has been increased to 70 hours after the last win.
- PvP Bugfix: Defiance Valrei Fixes
- Guiding deities on defiance valrei will now properly have them move to that tile.
- Finishing missions on defiance valrei will now lower the move timer on deities.
- PvP Change: Returned humid drizzle to its own spell resistance group for PvP servers
- PvP Text: Fixed "depo" to "depot" in comments and in-game/logging text
- Added an option to the game settings (Graphics tab) that allows to disable seasonal event visuals. This must be set from the launcher settings before starting the game.
- Tweaked chances of Halloween drops.
- Creature spawns on Harmony should now be fixed.
- Fixed the demon helm not being improvable.
Dear Wurmians,
It's been a busy few months since the Steam launch, with unprecedented player counts and four new servers launched, but it's time to sit around the campfire, share spooky stories, and maybe roast a rat on a stick or two.
So take a seat and find out what's in store this Halloween period (00:01 on the 28th of October until 23:59 on the 5th of November CET) in Wurm Online.
Spooky Scary Skeletons
The cool Autumn air shimmers with energy, and you feel yourself growing... faint. Halloween comes with strange changes, including skeletal versions of yourself and other animals. Rest assured though, your flesh is still there, ripe for the tasting...
Big Smiles
Halloween is here, and it just wouldn't be Halloween without tricks and treats, and do we have the treat for you! All premium members will receive a unique limited edition demon helm upon logging in during the Halloween period!
More Treats
During the Halloween period, we'll also be running a 10% bonus skill gain and affinity gain event! Time to hunker in your houses, away from the strange sounds in the woods, and the eyes you swear you can see glimpses of between the trees... Or, you can brave the dark and head out to hunt creatures twisted by the dying light, and find special Halloween themed items, some from stories past, and one entirely new.
Work continues on our more extensive plans over the coming months, with our roadmap shared at the start of this month! If you missed it and would like to see what we have in store in 2021, check it all out here!
To compensate for downtime and instability at the Steam launch, all accounts have been awarded 10 hours of sleep bonus (to a maximum of 10 hours)
- Change: Rite spell favor pool requirements changed
- Adjustments have been made to allow for more regular casts of global ritual spells on smaller and less populated servers, while also keeping their frequency at reasonable levels on servers where they are cast more often:
- The base favor needed by a deity in order for players to cast a ritual spell has been lowered significantly.
- Any casts of a ritual within the past 8 months will increase the favor needed by the deity to cast the ritual again.
- The more recent the casting of a ritual, the more favor it will add to the amount required.
- The indications of deity favor given at sermons (such as "Fo is brimming with power") will accurately reflect the favor the deity currently needs on that server, at the time of the sermon.
- New: Added 100 Scythe title
- New: Mail windows now show the weight of each item being sent or received.
- New: Missions have been added to the Northern Freedom Isles
- Change: Pending favor is added to current favor at a slightly faster rate, to better compete with the new shorter sacrifice timer.
- Sacrificing a creature will now add to the pending favor pool in the same manner as sacrificing items.
- There is a delay of 10 minutes between sacrificing an item/creature and the pending favor pool decaying when not actively adding to your favor. The decay rate is also significantly slower, but increases over time.
- (PvP) Pending favor is no longer added to current favor with enemies in local.
- The "Get Price" action can now be used on an altar, telling the player how much favor the altar's god would give for the items inside.
- Bugfix: You can no longer sacrifice an animal while it's being led by someone else.
- Bugfix: Fixed Holy Crop and Rite of Death not affecting all suitable areas properly
- Bugfix: Adding items to bulk storage (crates, bulk storage bins, etc.) will always result in a bulk item of at least 1.0 QL even if the item being added is of lower quality.
- Bugfix: Creatures should respawn properly again on Harmony
- Note: The creature counts may take some time to come back up as the creatures respawn.
Client changes
- Feature: Tile decorations setting set to the lowest option will now hide the random rocks on dirt and grass.
PvP Changes:
PvP Bug Fixes
- Graves no longer sink on water.
- Recall corpse now has a 15 min cooldown after death for defiance.
- Legendary creatures on defiance now drop 3 res stones in replacement of tomes.
- Barding speed reduction made more consistent.
- PvP Bugfix: BattleCamps can no longer spawn on cave openings or mine doors.
Greetings Wurmians! After consideration of the stars, consultations of the soothsayers and their omens, and whispers from the wood witches, our next update will be on the 24th of October. This update will include the sleep bonus merge between Northern Freedom Isles and Defiance, and will also have the 10-hour sleep bonus compensation given out. To make the most of the awarded sleep bonus, make sure you are empty by that date! As for the rest of the update, stay tuned for a Valrei International coming to you soon! Regards, The Wurm team
Hello Wurmians! As we havent had a proper summary to the Steam launch yet, lets start with that - the player counts since that time have been just unprecedented, and we are very excited to see how lively Wurm has become. Now that has also brought an extreme load to both our dev team as well as the entire staff, hence the initial hiccups - but it seems were well past that point and almost back to normal. (almost, since we still have some unresolved things to handle) The surge in popularity has definitely exceeded our expectations and it seems like it can give us some headroom in expanding the development team, which should help us increase the development pace of both new features and bug fixing. Most of you might not know this, but we have had very few hired or contracted developers for quite a while now, much fewer than you would expect from a game of this scale - but were well on the way to fixing that. I ask for your patience in this part, as it might take us a while to actually get to that point, and the recruitment and training itself might be taking some time away from the direct development in the meanwhile, but after thats sorted out we will be going ahead faster than ever. And obviously, any new developers will be put on the mandatory bug duty first, fixing those pesky recurring bugs! :) In addition to expanding the dev team, were expanding our marketing efforts as well, which weve already started on - we havent been great about that before, but we have a lot of ideas in store for promoting the game now and in the future, and you mightve already seen some Wurm ads around the web.
Now, the thing most of you are here for - what are we doing next?
While were happy with how the improvements to the new player experience and the new tutorial have turned out, its obvious from the feedback that there is still work to be done there. As we continue to have plenty of new players joining the game, that will be our focus in the upcoming weeks - the tutorial will be getting some polishing, and well be introducing additional in-game tips and tools to help the newer Wurmians learn the ropes and perhaps not get too frustrated by constantly digging through the wiki. (though we do acknowledge that at some point that might always be a requirement) This will also include further UI improvements, which should make the UI more comfortable to use for everyone and bring some of the requested features and tweaks. Im sure thats boring stuff to most of you reading though - worry not, during that time well also be working on finishing up a large combat overhaul! This was something that was meant to be there for the Steam launch, but we have decided to postpone it to give it the attention and polish it deserves. The goal of the combat update will be to increase the interactivity and engagement of combat, by both providing much better visual feedback (significantly reducing the need to read combat chat) and changing certain mechanics, like making special moves more prominent and useful in PvE. This will be put to public testing before it goes live. We have done decent progress on this up to this point, but it still needs a good bit of work to be ready for us to show it to you in full. Once were done with those first two focuses of ours, we have multiple major content updates planned out for the upcoming months - those will be released along large marketing pushes to bring even more players to the lands of Wurm, and should bring a lot of content for both newer and older players. Included in those updates will be a large exploration focused update, intended to make the wilderness of Wurm more interesting to explore, with different random encounters to be had around the world. Something we are looking at as well is a unique creatures rework, as well as some more chances to brush up on some less used skills. This update overall should provide a less grindy alternative to other features of Wurm, and in general make PvE gameplay more varied. We also intend to expand further on the construction features, adding both new building elements and decorative items and features. One of our desired features that weve been playing with are docks, which would allow you to create structures on water. On the decoration side, a popular suggestion (as well as something we want to see in the game) is hanging items on walls - well be looking at how we can add that. Animal keeping is another feature that we feel has much more potential to be realized. Well be working on expanding that part and making keeping different animals a more varied and in-depth feature, with perhaps a new animal or two thrown into the mix. Other than regular content updates, we plan to continue improving the visual side of the game as well - certain elements of Wurm look aged compared to others and we want to fix that soon. One of our desired upgrades has always been an overhaul to how the characters look - while it might be a bit far off right now, we will be looking at improving the characters appearance along with better customization options. Along with any visual upgrades well be working further on optimizing the games client, as we have identified some causes for the high memory and GPU usage issues that some of you may encounter. Since were now talking about the client side of the game, another thing we want to tackle is the sound design, which is something we have to admit is quite lacking at this point. That will include adding more sound effects to creatures, as right now, your farm animals are a bit too creepily silent, but we also plan to have another pass at the general action sounds. I realize this post is a bit short on the PvP side of the game - for more information on that part, you can see Darklords newest thread on our plans and ideas for the Defiance going forward. PvP forum thread here
Proposed PvP Changes
- Weapons/Armour/Toolbelts/Horse gear will increase in quality up to 75 much quicker when improving them to speed up people gearing groups for pvp after a loss.(Defiance Only)
- Roaming Depo(Defiance Only)
- The intent of this is to get people out and looking for the depo every day or so, hopefully 10 sleep powder and some good possibly enchanted horse gear is enough to get people going out for it.
- Same spawn rules as battle camps.
- Will announce when it spawns on twitter/event tab.
- Will first spawn with no indication of where it is, after 5 hours of not being claimed it will give off the effect from the old depo to better help locate it.
- You claim the loot with a 5 minute action on the depo, after which the depo will vanish until it respawns again.
- Spawns 24-30 hours after the last one vanishes.
- Claim Reward
- 3 lumps of adamantine or glimmersteel(picked randomly)
- 10 sleep powders
- 5 75QL horse sets(Shoes/Saddles)
- Chances these sets will come with varying degrees of WOA precast on them.
- Upgraded Chest Loot(Elevation/Defiance)
- This is intended to give out more sleep bonus for things done while out roaming.
- The first person to open a rare chest spawn after it spawns will receive between 1-3 hours of sleep bonus depending on the loot roll of the chest.
- Hota Changes(Elevation/Defiance/Chaos)
- These changes will revert hota back to more of an event than something running continuously. Moon metal is still awarded to people who did not win just by trying, and they should not be nearly as easy to find and be dominated by a single group.
- 6 battle camps spawn at the same time all over the map with no location information anymore.
- First to 4 captures wins.
- First to capture a camp after spawning receives a few pieces of moon metal. Captures after will not give any more.
- Happens 40 hours after the last event finished.
- Your kingdom is alerted in event tabs when an enemy kingdom steps onto a battle camp your kingdom owns, it will not say what kingdom but will say which battle camp. This message cannot happen more than once every 30 minutes.
- Building inside battle camps when you have it claimed still provide all the protections from before.
- Pendulums will still help find them but will have the range at which they do adjusted to make them much harder to find.
- Increased raid windows for lager deeds over 50x50 tiles total in size to 8 hours to give more time to raid larger deeds.
- Safe zones/deeds smaller than 50x50 stay unchanged.
- The exact values of this are up for debate so please let us know what you think.
- Shield bash will have a separate easier roll to just cancel actions that may be interrupted along with the roll to stun.(All Servers)
- Will allow all players a much better chance to kick a spell being cast right next to them without making stuns to common.
- Equipping or unequipping a piece of armor will cancel any spells/archery actions currently being cast.(All Servers).
- Hopefully this should address the concerns about players swapping armor on and off while casting/shooting to get around the penalties.
- Tangle weave cooldown reduced to 60 seconds/ favor cost reduced back to 15.(All Servers)
- The nerfs to tangle weave where too heavy handed I admit, we are stepping them back much closer to the original values.
- Increased healing resistance a bit more.(All PvP Servers)
- This is subject to more testing, exact values will be updated when finalized.
- Aggressive creatures(excluding zombies/domestic creatures) you kill will have a chance to place a sleep powder inside the final hitting players inventory. (Defiance Only)
- This is intended to give out more sleep bonus for things done while out roaming.
- The chance for this will be dependent on the CR of the creature and will be an uncommon drop.
- This will not happen inside the safe zones or on settlements.
- NFI PvP/PvE characters will share more things like titles/sleep bonus.(NFI Only)
- Looking for feedback on what all people would like merged between the 2 NFI accounts.
- The goal is to make them feel more like 1 accounts with different inventories than 2 accounts with the same skills only.
- Random teleport will always take you onto land.(All Servers)
- Scorn no longer heals non tamed creatures.(All Servers)
Future Plans
- More pvp related points of interest in the world along with the exploration update planned.
- Reworking spell damage/resistances to find a better middle ground between them being useful vs them being spammed especially for pillar spells.
- Looking into WL vs BL priest balance with BL only having 1 god vs 3 WL gods.
- A revised version of player champions on much shorter timescales/less harsh penalties for reverting/different bonuses than just DR.
- Generally, they will be much less powerful than current champions but will still be useful to have with little to no penalty for becoming one, and short several week max duration for them.
- New methods of removing kings from office/deciding new kings for base kingdoms.
- Removing meditation level limits from defiance/elevation with balance consideration for the more overpowered one that it was intended to remove. (Defiance/Elevation Only)
- Open to suggestions here for what you would like to see as future content for All PvP servers in general.
- Mine doors locking off deed somehow.
- Pending some deep thinking and testing as this one will be hard to get right and could actually turn into a negative if people find new metas around it.
- Changes to item sacrificing:
- Change: The time required to sacrifice at an altar has been cut in half, from 30 seconds to 15 seconds. Change: When sacrificing items, any Favor that would overfill your current Favor bar will instead be added as pending Favor, which you will receive gradually over time.
- Pending favor will still drain when your Favor bar is full but at a much slower rate.
- Sacrificing items when your Favor bar is full will still result in gaining deed bonuses instead of Favor (or pending Favor).
- Your total amount of pending Favor is equal to five times your current Faith.
- You may view your current amount of pending Favor by hovering over the status effect icon with the mouse.
- Change: You can now portal to Defiance directly from the portal on the tutorial server
- Change: Creature spawning should now again be more distributed around the map
- Change: Defiance's creature caps have been increased
- Change: Killing bred and zombie creatures no longer increases Bloodthirst's power
- Change: Enabled back fatigue on Northern Freedom Isles servers - this was disabled temporarily since their launch
- Bugfix: King's coffers on Northern Freedom Isles should again function properly (and give out rare coins during foraging and other actions)
- Bugfix: Fixed Valrei mission items spawning in predictable places in certain cases
- Bugfix: You can no longer sacrifice an animal while it's being led by someone else
- Bugfix: Fixed a permission issue making the "Drink" action on water containers use the take item permissions
- Bugfix (PvP): Battle camps can no longer spawn on cave openings or mine doors
Client changes
- New: Reintroduced missing functionality to the fight window - it should now properly show special moves, stance difficulty and stun status
- New: 'Filter' Items has been added to the containers listed below. This is not available on the old UI.
- Bulk storage bin
- Food storage bin
- Small crate
- Large crate
- Crate rack
- Bulk container unit
- Change: Fight window was reduced in size
- Change: Chat tabs will glow now when they have new messages, to bring more attention to it
- Change: Skill tracker background can now be toggled with a right-click option
- Change: Inventory filter buttons will now glow if they are activated. They will also reset on reopening the inventory
- Change: Width of QL and DMG inventory columns was decreased
- Bugfix: Fixed "Repeat action" bind not recording actions in certain cases
- Bugfix: Fixed misaligned input boxes in manage merchant screen
- Bugfix: Reduced text size on small status effect icons
- Bugfix: Fixed skill tracker options window appearing too small and requiring resizing
- New: A /balances command has been added.
- Using /balances in a chat window will display the following balances in your event window:
- Bank balance
- Marks balance
- Rift points if greater than 0
- Jackal points if greater than 0
Other Changes
- Change: Higher-priority actions will now properly stop and interrupt any lower-priority action they override, instead of both actions occurring simultaneously.
- Change: Drinking follows the same rules as eating as far as permissions are concerned. (See notes below)
- You can only drink an item if you have permissions to take it, or if it's in a locked container you have permission to access.
- Note that water is still totally exempt from permissions (no change here).
- For example, a player can drink from a well full of water regardless of any deed or building permissions being applied.
- PvP Change: Removed kingdom tweeting from in-game using a title and replaced it with an event message and area history notation.
- Change: Doubled the chances to become king on Defiance
Bug Fixes
- Bugfix: You will no longer get shield/weapon skill when players are fighting things on different layers/floors.
- Bugfix: Karma summoned creatures can no longer be bred.
- Bugfix: Floating tabs with members list will now update properly when you move in and out of local.
- Fixed: Some piles of seeds were using the tool box graphic.
- Fixed: Fixed plain white cloth sleeves, bronze lump fragment, keystones, woodpulp (wood types visible too now), pile of wood pulp (if same woodtype)
- Change: When enemies are in local, you will always disembark vehicles and mounts directly under them. Embark/ride max distance is now limited to 1 tile. (PvP only)
- Change: Maximum drake and scale drop from unique kills has been slightly reduced on Defiance. (PvP only)
- Note: No dragon or hatchling has been killed yet on Defiance.
- Fix: Fixed stealing action making items busy, stealing can make settlement guards attack you. (PvP only)
- Fix: Reverted the creature spawning distribution changes. Creatures should still no longer migrate north, but we are investigating the issue with creatures getting crowded in enclosures.
- Shortly after this update, failed PayPal payments will be reimbursed. Purchasing through PayPal currently works as usual and should have no delay.
Update:
During today's update and backup, we noticed that Independence had some noticeable issues with transferring data. To avoid causing further problems, we kept all servers down while we collected the backup off Independence. After investigating the server, we have decided to use this opportunity to migrate Independence to our new hosts on Cloudnet. We expect this to go as smoothly as the other server migrations have and that downtime for Independence will be minimum. The other servers will be coming back up shortly, but travel to Independence will not be possible.
- Change: Sleep bonus will now automatically disable after 5 minutes of inactivity instead.
- Note: Auto-disabling sleep bonus still does not trigger the cooldown.
- Change: Made preparations for Cadence launch today (19:00 CEST).
- Note: The tutorial world portal will require a client pack update later in the day to show the new server - if you log in before that, you will need to restart and update it to portal through.
- Fix: Tower guards will now properly disappear when their tower is destroyed.
- Fix: You can no longer light a forge through keybinds without using the correct tool for that
- Fix: Addressed one of the major server lag causes on Defiance.
- Change: Creatures will now respawn in the areas where there's few of them, instead of randomly around the map. This will eventually make the creature density around the servers to even out.
- Bugfix: Fixed issues causing client to silently and randomly disconnect from the server.
- Bugfix: Creatures should no longer migrate north.
- Bugfix: Fixed an exploit enabling to drop RGB values of dyes with very small amounts of lower RGB dye.
Wow, what a launch! It's had ups and downs but on the whole it's been amazing! We have smashed all time records of premium players with the last count at 6500 and peaking at a concurrent 2200+ users! It's big times for Wurm and we'll continue on making them bigger, so let's get into what's happening!
New lands found!
After the massive influx of players with the launch on Steam, the lands of Harmony and Melody have quickly become densely populated as new players find their home. We've been monitoring deed density and player count, and with the continuing growing player base, we've decided to launch another server to accommodate all the new players! Cadence will be a 16km x 16km map equal to Harmony, with a focus on waterways providing plenty of coastal lands. We will be launching this server on the 21st of August, so get prepped!
Priest faith
After announcing our intentions to merge faith, we have been listening to your feedback on the matter. We spent time discussing this internally and have decided to not go forward with the merge. Our initial goal was to address the meta of skilling on PvE servers while being priests within PvP, but given your feedback, we're willing to change our plans. We want to encourage priest play on the PvP server rather than skilling off the server and will work on a more agreeable solution.
Priests, links, and favor
As we have worked on addressing balance issues with priests and linking, we have spent considerable time reading through your feedback on the forums and in-game. The appeal of linking multiple priests is due to the way the existing favor regeneration and sacrificing systems work. With this in mind, we will be introducing a new system to address those weak spots within playing a priest. Expect to see a discussion post regarding that soon! There's plenty more in the works and we're looking forward with working with all of you in making sure it continues to improve Wurm as we keep the ball rolling after the amazing Steam launch! I'll be continuing to farm and smith (more likely stand around idle) and I know you will too, keep on Wurming! Retrograde & the Wurm team
- Change: Tutorial server should no longer show CA Help (shows Tutorial Help instead), Freedom or GL-Freedom chats.
- When checking for disease due to too many creatures being on the same tile:
- For now, players will no longer become diseased or contribute to other creatures becoming diseased.
- Non-diseased creatures hitched to the same vehicle as each other will no longer cause each other to be diseased. This includes hitching posts.
- Bugfix: Fixed Alignment still falling in the opposite way of your deity during sermons
- Bugfix: Tamed/Dominated creatures from other kingdoms will now attack people with deity immunity to creatures/monsters.
- Bugfix: Fixed surface prospecting showing wrong vein quality.
- Bugfix: Fixed issue with teleporting not cancelling actions.
- Bugfix: Non-English Help channels will now show CA colours properly.
- Bugfix: Shortly after the servers come back up from the update, sandstone and rocksalt veins will appear on the new servers (Harmony, Melody, Defiance), as they were missing from the start.
Regarding Linked Priests
In the last patch, we introduced a stopgap mechanic to address an exploit regarding the ability to link more priests than your skill allowed. While investigating this exploit, we discussed how linking many priests allows limitless favour, meaning that by merely purchasing many premium accounts, you can bypass the entire mechanic that balanced channelling skill gain and enchanting. While this issue has existed for a long time on the older servers, in brand new servers this creates a significant divide between those able to pay for many premium accounts and those that cannot, and shows a massive balance issue. To address this all we will be changing how skill gain works with multiple linked priests, allowing up to 2 linked priests at normal skill gain, with the skill gain decreasing per added priest. We will continue to monitor the situation and make changes if necessary. In addition to these changes, starting Monday, August 24th faith and deity will transfer between Northern Freedom PvE and Defiance. If you are a priest on both sides, the deity with the highest faith will take priority. If you are in the HOTS kingdom your deity will be swapped to Libila.
Patch Notes
- Change: Instead of reducing favor regeneration, linking now reduces Channeling skillgain depending on the number of links.
- For up to two links there is no skillgain penalty.
- For more than two additional linked characters, the penalty is 15% less skillgain for each linked character. The penalty is capped up to 90% less skillgain.
- Well be monitoring the situation and further changes may be considered based on balance and feedback.
- Change: To avoid losing faith, sermons will no longer cause alignment to go the opposite way of your deitys alignment.
- Bugfix: Favor regeneration frequency is no longer affected by server lag.
- Change: More server optimizations to reduce lag during high player counts
- Change: Added a profanity filter to names during character creation
- Bugfix: Certain things on the server (such as creature movement) should no longer run at a higher pace after a period of lag
- Bugfix: Fixed buggy human zombies being erroneously respawned
- Bugfix: Fixed items disappearing from the crafting window if their material type changes
- Priest changes (these changes affect all servers):
- Fixed bug allowing more than intended priest links at one time
- When linking you are now given a debuff that reduces your favor regen by 5x - this will also last for 15 minutes after you break a link
- The minimum favor before being able to use the Favor for linked casts has been increased from 10 to 20
- This is a short term solution due to potential abuses brought to our attention over the last week. We will be looking at the way linked priests work and how favour regeneration works and adjusting it as necessary in a coming update
- Change: Spearfishing tweaks
- Reduced difficulty of catching fish with a spear and net
- Spearing your own foot is now less likely and results in less damage
- Bugfix: Meditation cooldowns will properly transfer between Northern Freedom PvP and PvE servers (to/from Defiance), since the skill is shared.
- Bugfix: Fixed sleep bonus running too slow and too fast due to server lag.
- Note: Testing results may vary as the time sleep bonus lasts for is also affected by the Fats bar (CCFP) - https://www.wurmpedia.com/index.php/Cooking#Benefits
- Bugfix: Fixed cases where incorrect improve icons would show after tempering a high quality item
- Change: Maximum Archery skill that you can gain by using an archery target was increased to 45.
- Bugfix: Fixed bug that allowed players to get over 40 Archery on an archery target.
- Northern Freedom Only: We have identified a few players who used this bug to raise archery higher than intended. After verifying that their archery skill was below 45 before the bug was introduced in yesterdays patch, the Archery skill of those players will be moved back to 45.0.
- New: Added separate Russian and German help chats in addition to the general Non-English one. Those can also be toggled from the Profile menu, and are detected by your client's system language.
- New: Added a Tutorial Help channel spanning all of Haven (both the tutorial and portal area)
- More server lag optimizations have been done, and we have several more improvements for that in the works.
- Change: Allow bow skills to be trained to 30 even when 40 archery.
- Change: Destroy Grave has been renamed to Loot Grave to help avoid confusion on what it does.
- Bugfix: The open option on player graves has been removed.
- Bugfix: Language specific chat toggles will now save properly over relogs
- Quality of artifacts on Defiance has been set to 75QL. This will be tweaked as the server progresses.
- Added a notification window on village transfer mentioning current citizens.
- Fixed Religious Advisor NPC requiring alignment to convert, as regular conversions no longer needed it.
- Fixed being able to world drag items too heavy for you.
- Possible fix for inventory items going invisible until a relog - let us know if this is still an issue.
- More server lag optimization.
- New: Added a new chat tab Non-English Help. Intended just for game play questions and looking for group, well monitor the chat and decide if it needs more changes. Regular chat rules apply (other than the English only rule) The Non-English Help chat tab can be enabled and disabled via an option in Profile settings. It should also auto-detect the local clients language and use it to open the chat tab for certain languages as well.
- Change/Bug Fix: Village guard limit on Defiance has been reduced to 5. Any villages with more than 5 guards will have them removed and refunded the hiring cost to village upkeep shortly after the server comes back up.
- Change: Default alliance permissions will now be the same as default non-citizen permissions
- Change: Re-added the Disable cursor when UI is hidden option to the new settings window.
- Bug Fix: Actually fixed blurry world maps on low graphical settings.
About Referrals.
In the past, first time purchases of premium gave players a referral. This referral allowed a player to nominate someone to receive 20 days premium time or 3 silver. When we reworked premium prices, we added the special first time premium packages and removed the referrals as we felt the cheaper prices gave better value than a referral. By a mistake in our shop code, Steam-purchased first time offers gave players a referral and 2s extra to the actual offer. While it was never intended, we see that inconsistent shop offers can be misleading and players can follow the word-of-mouth in deciding what to spend their money on - for that reason, shortly after the server restart today we are granting 20 days of premium + 2 silvers to all accounts that have not received the referral when the same Steam Store purchase offers gave it away. Those are accounts that have purchased the starter packages from our website in the time since the Steam release until now. Referrals are with this update no longer given away for any shop offer, as per the original intention since the latest shop changes.
Patch Notes
- Fixed invisible inventory items.
- Marks Store on Defiance will be enabled back shortly after the update.
- Marks Store moonmetal lumps on the Northern Freedom Isles cluster have been temporarily disabled as they unbalanced the natural progression of the server.
- Fixed referrals still being granted for purchases - expect a WSA about the referral situation soon.
- Server code was significantly optimized to reduce lag.
- Dirt in the tutorial area should now properly replenish.
- Lightning strikes will no longer deal damage to items on the ground.
- Trade chat should now be shared between Harmony and Melody.
- Marks Store is now re-enabled. Note: the imbue potions are currently removed from the gift packs on Northern Freedom Isles, and tomes cannot be purchased on Defiance.
- Fixed PvP portals giving sleep bonus (intended only for Epic portals)
- Fixed PvP portals sometimes breaking the character's ability to transfer through again when the first transfer failed.
Hi everyone, We've noticed some players missing customisation options and unable to create accounts, so today's minor update is to clarify player creation for steam and to address some issues within the tutorial.
- The play button will no longer break in certain situations.
- Steam character creation process is now explained in the launcher.
- Added a mention of the golden mirror to the tutorial (character customization)
- Fixed blurry server maps on low texture settings.
- Fixed a crash when setting certain keybinds through the in-game settings window.
Large optimizations to server lag:
We have identified multiple causes of the lag, including a major one for the freeze spikes visible at high player counts, and some minor general lag issues. We will continue to monitor and tweak the situation as necessary.
- Change: Trade chat between Harmony and Melody should now be separate from the Southern Freedom Isles
- Bugfix: Tents can no longer be thrown
- Bugfix: Tents may now be placed in a village by a citizen of that village
- Bugfix: Fixed world portal incorrectly mentioning Melody as a test server
Were coming up to 48 hours into the launch on Steam, and the response has been mind-blowing! We appreciate you all being patient with the lag issues, and this update includes several fixes for lag as well as for some crashes and players getting stuck. Well be continuing to monitor the server and will keep you updated if we encounter any further issues!
- Improvements were made to the server code to optimize and mitigate lag significantly
- An issue with some characters not being able to transfer to/from Defiance should be resolved
- Relogging should no longer show winter visuals
- You can no longer gain skills during the tutorial
- Fight skill required to capture battlecamps on Defiance to 20
- Addressed multiple issues causing crashes
Melody is live! Accessed via a one-way portal at Harmony starter towns and the tutorial or by sailing across the southern border of Harmony, Melody is a new PvE server that is 8km x 8km. NOTE: If you are coming from Haven, you may need to relaunch the game to update your client! The server has an online user limit of 800 and hopefully will help share the load of new players and ease the lag of Harmony as well. We'll continue to monitor both servers and hope you enjoy the game!
Twenty-four hours ago, we launched Harmony and Defiance.
Over this time, thousands of players have flooded in to explore the world of Wurm smashing our record with over 2000 concurrent users, and we're thrilled to see this!
While we have dealt with the login issues and addressed the majority of crashes and error messages and working on resolving a few more crashes as we go, this amount of players has led to some problems with Harmony encountering some lag.
To address this, we're announcing the launch of a second PvE server, Melody!
Melody is a smaller server, only 8kmx8km (64 sq km) but will be a new fresh piece of land to explore. It will be accessible from both the tutorial server and Harmony via one-way portal and able to be sailed to from the south coast.
We'll be launching this server within the next few hours, so hold on tight!
Hi Everyone With the anticipation of the launch, we spent time ensuring our servers could handle the load of players, and beefing up the player limits to guarantee that. Unfortunately, the tutorial server also handles player transfers, logins, and other vital connections, which meant the attempts to log in were hitting the login server twice as hard as it had to handle more connections per person. We set the limit very cautiously, and we know this was a large cause of frustration, but while doing so, we took the steps necessary to address this. Thanks to the hard work of our server dev, we have split the tutorial from the existing login server to a new, dedicated tutorial server, called Haven. This addition will mean faster logins and transfers, and the hardware for the tutorial server can focus on players going through the tutorial alone. We'll be doing a more extensive review of this to share later, and thank you for your patience with this time! As a means of apology, we will be extending the 30% skill gain and affinity gain chance by 2 days.
PvP notes:
- Grave stones no longer stack in piles with other items.
- Grave stones will now spawn inside mines when a player is killed there.
- Removed 20 fightskill requirment to repair towers.
Wurm Online is a game of exploration and imagination, with a focus on true freedom in a sandbox environment. Explore, terraform, craft and build your home, wherever you choose. You begin your adventures on our tutorial server, Golden Valley. Once completing the tutorial, you may choose a server to join. Harmony (PvE) and Defiance (PvP) are new; fresh start servers launched on the 24th of July 2020. You may also choose to go to the Southern Freedom Isles, with a rich player history and established lands. You can purchase silver via the Escape menu and find the wiki at https://wurmpedia.com Your journey starts here.
Distinguished Wurmians! (existing and future) Today we are thrilled to announce the launch time of the Northern Freedom Cluster and Wurm Online on Steam!
Wurm Online will become available to play on Steam on the 24th of July, at 19:00 CET.
That's not all! In anticipation of the launch of Wurm Online on Steam, we present the brand new trailer! [previewyoutube=f2Q7BinTnUU;full][/previewyoutube] When I viewed this, I was astounded at just how magical the world of Wurm truly is. The possibilities and inspiration have me excited to play on the new Northern Freedom Isles too, is anyone looking for a villager? This trailer was a long project and included many revisions. The brains behind it as always was Malena, who had this to say about it: [quote=Malena]We started the process by having many discussions on what exactly we want to embody in this trailer. We not only wanted to show off just how rich and deep Wurm is as a game, but to also showcase just how beautiful and diverse Wurm has become visually over the past couple of years. With the addition of distant trees, the new water system, the rendering engine and of course the brand new volumetric lighting, Wurm has come so very far and has become so breathtakingly beautiful! The first step was to create a rough storyboard in the form of a video. We used that as a base to refine the script and scenes further, and once this was finished, I was ready to start filming footage. To accompany the beautiful footage, Daniel Fryer (who also happens to be my son) was hired to compose a soundtrack for the video. I kid you not, the first time I heard it, I burst into tears because it was so beautiful and made me feel so nostalgic about Wurm! The process of searching for beautiful locations, terraforming + building + decorating the sets, setting up the lighting, deciding on weather and season conditions, dressing and animating the characters, setting up the camera runs and finally editing the video was a labor of love. I sincerely hope that the love and passion for the game radiates through to the very souls of our wurmians and hopefully inspires new players to join our wonderful world as well! [/quote] There's more news to come soon with the revised names for the Northern Freedom Isles too, so stay tuned for that! From us all at the Wurm team, we hope you enjoy it as much as we do, and look forward to seeing you on Steam. Regards Retrograde & the Wurm team
We were talking about potential ideas for the name, and decided, why not let the players name it?
We'll be taking entries for names for the new servers, from the pool we will pick the ones we like the most for the PvP and PvE servers!
To enter, head on over to our forums at https://bit.ly/NameWurm and follow the details! Forum registration will be necessary as that is how we will deliver the rewards.
From there we will pick and announce the winner! The winner of each servers name will receive a coupon for six months premium and 25 silver.
In case the same name has been suggested by multiple people, we'll be going by first submitted.
This competition will run over two weeks, closing on the 3rd of July, so get creative!
Hi Everyone!
Since our announcement of Wurm coming to Steam, we've been hard at work getting everything polished and ready for the launch. Over the past eight months, we approached several tasks to improve the Wurm experience for all; this includes:
- Improved UI
- Removal of RMT and account sales
- Visual updates and reworks
- Removal of player gods
We are entering an exciting period as we work on several tasks towards this date, polishing mechanics, addressing bugs and preparing for the monumental task of launching Wurm on Steam. We are currently working on a new trailer, more promotional work and we will be doing a bonus skill event during the release that will be running on all Wurm Online servers, to allow everyone to celebrate the launch, not just players interested in playing on the new servers. We know there are lots of questions regarding the specifics, so here you can find our answers to some of the Frequently Asked Questions I hope you're all as excited as we are because this is going to be huge!
Wurm Online
Code Club AB
Code Club AB
2020-07-24
Indie RPG F2P MMO Multiplayer Coop
Game News Posts 155
🎹🖱️Keyboard + Mouse
Mixed
(2134 reviews)
http://www.wurmonline.com
https://store.steampowered.com/app/1179680 
Wurm Online Linux [237.2 M]
Step into a world born around the idea that sandboxes should give ultimate freedom, Wurm Online aims to hold true to the original sandbox vision.
With sprawling seamless lands with no instances and a true open world experience Wurm Online offers limitless opportunities for you to write your story.
Stake your claim anywhere in the world and build fully custom structures, wage war on our PvP server with kingdom vs kingdom warfare, or focus on crafting and exploration on our PvE servers.
Since 2006 Wurm Online has pushed the boundaries of what it means to be a sandbox MMORPG and stood the test of time. Continually updated and evolving, this Steam launch brings fresh lands to explore and tame.
Play Your Way
Wurm offers dedicated PvE and PvP servers, allowing you to choose how you want to play. Brave the wild lands of PvP where every player is an enemy waiting, or join the Freedom cluster and make your mark on the land.
Explore the World of Wurm
Explore the vast and wild lands of Wurm by foot, cart, horse and ship. Build everything from simple horse drawn carts to mighty caravels to travel the seas. Build roads across the land to connect the world together.
Collect Resources
Harvest raw materials from metal ores to wood, crops and clay. Refine them to turn them into useful materials and create items from tools and weapons to armour and furniture. Choice of material matters with different bonuses for each type.
Create Everything You Need
Craft and trade tools, weapons, armour and resources, using skills such as blacksmithing, carpentry, tailoring, and more, with over 130 skills in an uncapped system you can become a master of any and all trades.
Shape the world
The world of Wurm has no instances, any change you make affects others and shows to them in real time. The world of Wurm starts completely untouched by humans, with nothing but wild untamed lands. It is your job to tame this land, and shape the land around you by digging, mining and clearing. Found your own settlement wherever you desire with non instanced, fully customisable building and player housing.
Fight for dominance
Found a kingdom and work with others to build and conquer on our dedicated PvP server. Connect and expand your empire by building towers and compete with other kingdoms for dominance!
Make Your Mark
Become a master craftsman, a priest of one of four dieties with the ability to enchant tools and weapons and destroy foes, or a hunter finding the legendary creatures such as the Troll king, Forest Giant or even Dragons!
- Processor: 2.6 GHZ Intel Core 2 DUO or equivalent AMD CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GT 5xx . Radeon HD 5xxxNetwork: Broadband Internet connection
- Storage: 4 GB available space
- OS: Ubuntu 14+
- Processor: Intel Core i5 or equivalent AMD CPUMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1060Network: Broadband Internet connection
- Storage: 4 GB available space
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