Wurm Unlimited 1.6 Patch Notes

Posted on April 6th, 2018 07:15 AM EST
Greetings wurmians!

Wurm Unlimited 1.6 is now live!

With new skills, overhauls of many systems, and major features, this update is quite large, and may break servers, so never run this version without making a backup copy of your existing server!

As always, you can report bugs via our steam forums or official forums here:

The Wurm team

Urgent PSA for server owners!

If you upgraded your server from 1.5 you are likely missing the following important lines in your wurm.ini:


It is extremely important that these are added and set to false, as these features are not currently stable. We will be releasing a fix for this in the next beta but in the meantime please update your wurm.ini file and restart your server.

Thank you Bdew for raising this with us!

General Changes & Additions
  • New: Archaeology and Restoration skills have been added.
    • Players can now investigate tiles with a trowel to find fragments of items.
    • Investigating on old disbanded settlements has a chance to yield unique items.
    • Unidentified fragments will need to be identified with the use of a chisel or metal brush.
    • Each identify action will reduce the weight of the fragment.
    • Once the fragment weight is equal to the weight of the fragmented item, the fragment will become a fragment of the item.
    • Using the correct tool to identify will increase the amount of weight lost each action.
    • Fragments can then be combined with fragments of the same item until the complete item is made.
    • Resulting items have a chance to be created with multiple runes or random enchants.
  • Added "May plant" permission to village roles.
  • New:  You can now re-pave a highway tile without having to destroy catseyes and waystones and disrupting the valid highway.
    • NOTE over 20 body strength will be necessary for this
    • Permissions are required to do this on deed and in perimeters.
    • You can also pave bridge parts when they are part of a highway, also can be repaved once paved.
  • New:  In addition to renaming the shelves in the Bulk Storage container unit, you can now also rename the shelves of the larder and the large storage unit.
  • New: Mine door graphics have been improved and mine door animation has been added.
    • Placing a mine door will now level the upper border of the mine entrance to the lowest side.
    • If the border is shared with a fence or house it will remain uneven.
    • The top border will need to be flat in order to have opening animation
    • If top border is uneven the new textures will show, but opening animation will not.
    • Mine doors can now be removed with the use of a crowbar.
      • To remove a mine door you must be the owner, or have the manage item permission.
  • New: Bulk-to-bulk transfers:
    • Amount transferred is depending on your strength in relation to the weight of the item type you’re transferring. If you can carry 20, you’ll move 20 at a time. If you can carry (the weight of) 2000, you’ll transfer 2000 at a time.
    • Take note that the carry weight respects how much you’re currently carrying in your inventory.
    • The action ‘ticks’ once every second, so it’s not a long wait.
    • Multiple actions of transferring can be queued.
    • The action is triggered by dragging a bulk item from one bulk container to another, you will have the regular bulk item transfer options (default numbers up to 50), MAX, or entering a number in the text field at the top. If you have 500 iron lumps, but only want to transfer 430, enter the number in the text field.
  • Face shots will now take head armour as the armour value.
  • Meditation path level up cooldowns have been lowered and the cap has been reduced from 24 days to 18 days
    • Level 1: 12h
    • Level 2: 1 day
    • Level 3: 2 days
    • Level 4: 4.5 days
    • Level 5: 8 days
    • Level 6: 12.5 days
    • Level 7+: 18 days
    • If your Meditation skill is higher than current level x 15 the cooldown timer will be halved (e.g. If you have higher than 45 Meditation, the time between level 3 and 4 will be 2.25 days instead of 4.5 days.)
  • The stat gain divisor to reduce characteristics gains once over 30 has been removed.
  • A new creature movement featurehas been introduced to improve creature AI
    • Note: This can be managed via the feature management window with a GM account power 4+
  • Changed the speed penalty of all plate helms to be the same.
  • Player god missions should no longer spawn on Freedom servers.
  • Instead of being individually added upon branding, creatures will now have a special role for citizens with brand permissions on a deed. This will mean leaving the deed will revoke all permissions on branded creatures.
  • Wires can now be put into bulk bins.
  • Lurker in the woods cast pendulums will now show the name of the champion creature located instead of “presence”.
  • Lurker in the woods and Lurker in the deep cast pendulums will now scale according to server size:
    • 2048 tile servers will be power / 100 x 64 = tile radius.
    • 4096 servers will be power / 100 x 128  = tile radius.
    • 8192 servers will be power / 100 x 256 = tile radius.
  • Added small bag
    • Small bag is created with a needle on leather.
    • Small bags are not containers, but are used in creation of saddlebags.
  • Added saddlebags
    • Saddlebags are created with a leather belt on a small bag, and finished with an additional leather belt and small bag.
    • Any weight in the saddlebag will count as half weight for speed calculations on the horse.
    • Saddles are now considered containers, which can only take saddlebag items.
    • Saddlebags are placed inside the saddle on the horse, and can be reached by the equipment menu
    • A separate option to access saddlebags independently of the equipment menu is in the works, but not available at this time
  • Adjusted some creatures spawn tile requirements to prevent the over abundance of seal colonies on rocky shores. Rats can now spawn on rock near water and seals may spawn on beaches.
  • The ability to dig dirt or resources directly into a pile has been added. The keybind dig_to_pile will allow you to dig dirt and other resources and have them go into a pile at your feet.  Once the pile is full, the resources will go into inventory. This is only available via the keybind which can be set in the console or in the keybind tab on the settings page.
  • Hell horses now have new colour names to differentiate them from regular horses.
    • Brown > Cinder
    • Gold > Envious
    • Black > Shadow
    • White > Pestilential
    • Grey > Ash
    • Ebony Black > Molten
    • Piebald Pinto > Nightshade
    • Blood bay > Incandescent
  • Examining a live horse or hell horse will now give it's colour in the examine message.
  • Title for masonry 100 added - Another Brick In The Wall
  • Sealed containers can now be placed on merchants.
  • Sealed dye containers will now show the RGB in the title.
  • New keybinds:
    • INVESTIGATE - Used to find fragments on ground tiles (uses trowel or shovel after 20 skill).
    • IDENTIFY - used to identify fragments (uses chisel or metal brush).
    • COMBINE_FRAGMENTS - Used to combine fragments of the same type.
    • PAVE - Pave the whole tile with the pavement type.
    • PAVE_CORNER - Pave the nearest corner half of the tile with the pavement type.
  • New: You can now add notes to your friends list.
  • New: You can now clean your furnaces after use and collect the ash which can be used in the creation of other products.
    • Once a furnace goes out, or after being lit for 30 minutes and snuffed, ash can be collected  with the 'clean' action by activating a shovel and right clicking the furnace
    • This will provide firemaking skill
    • Resulting quality is incluenced by firemaking skill and quality of furnace
    • QL is based off your skill and the QL of the furnace (random QL based on both).
  • New: Attempting to dye an item with not enough dye will tell you how much you need
  • Armour can now be dyed and will show when worn.
  • New: You can now paint/dye certain items with one color for the wood and another for the cloth portion.
    • Dye is removed from the wooden sections with a wire brush
    • Dye is removed from the secondary (cloth) sections with lye equal to half the weight required to dye the item in the first place.
    • Note: Items that are currently dyed will have both primary and secondary sections coloured.
  • New: Wood-type shaders have been added, so many items will once again show different hues for the different wood-types. This includes wood-types for the newly added trees which never had a different hue:
    • Orange
    • Linden
    • Oleander
    • Fir
    • Chestnut
    • Walnut.
  • Change: With the addition of adding a second dye color to some items, all dye amount requirements have been reviewed and adjusted.
  • Change: Adjusted affinity gain chances to favour skills more than characteristics. This change is aimed at avoiding the majority of affinities being characteristics and to result in skill affinities being more common. We will continue to monitor and adjust affinity chances in further updates if necessary.
  • Change: Meditation abilities that only affect yourself are no longer affected by deed permissions.
  • Change: Increased post grace period decay rate for offdeed red catseyes and waystones with only one valid link.
    • New: Added the option to use the Place feature for larger items which you cannot take into inventory.
    • New: White Cloth, leather and studded leather armour can now be dyed.
    • New: Dragging an item from a container or inventory window to a world object will cause it to be moved to the object’s inventory, without the need to open it in a window manually.
    • Change: You should do more damage when destroying off deed items if they are owned/created by you.
    • Change:You will now get the option to spawn at your deed token even if the terrain is too steep.  The spawn location will have a Steep warning in the dropdown menu.
    • Epic Mission Tweaks:
      • Avenger of light missions will no longer spawn.
      • Increased amount of mission creatures spawned (up to 50% extra of the required amount).
      • Spawned mission creatures will age faster and die after a few weeks.
      • Mission difficulty will not always go up on a successful mission completion.
      • Mission requirements will be a bit less across most missions.
      • Changed sacrifice creature missions so the action is only 12s long instead of 30s. Changed the chance of interruption during the action to be a lot less.
  • Metal items update
    • New: Many metal items and tools can now be crafted with any metal.
    • New: Metal items will now take on a hue depending on the metal used in creation
    • Change: Ore is no longer capped at 50 Quality on Epic Home Servers.
    • New: Metal lumps can now be combined to up to 64 of the item or 64kg, whichever is the higher.
    Bug Fixes:
Overkilling Changes:
(Note: Overkilling is the mechanic that stops any skillgain, affinity gain, rank bonuses etc from killing a player in PvP too often)
  • The time limit of 3 hours between kills to trigger overkilling of another player (after having killed them at least 3 times already per player) has been increased to 6 hours.
  • Overall kills on a single player are now tracked, and will count as overkilling if killed more than 3 times by any other player in a short time.
    • When killed in PvP a player will gain a death count and a 3 hour timer will tick down.
    • If killed while that timer is ticking down, another death count will be gained, and the timer will reset to the 3 hour mark and start again.
    • After this timer has ticked down, a death is removed from their count and the timer will reset if any death counts remain.
    • If a player’s death count increases over 3, then any PvP kills against them will count as overkilling until that death count is again below 3.
Epic system changes:
These changes are activated by ticking the epic checkbox in server settings.
  • Changes to base damage reduction rates for armours:
    • Leather from 45% to 60%
    • Studded from 50% to 62.5%
    • Chain from 55% to 62.5%
    • Cloth from 35% to 40%
    • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
  • Changes to metal type damage reduction bonuses for armours:
    • Glimmersteel and Seryll from 10% to 5%
    • Steel from 2% to 2.5%
  • Changes to movement speed modifiers from wearing armour:
    • Plate armour should be slightly faster when worn now.
    • Lowered the movement speed reduction from all helms.
    • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
    • Adamantine armours now have a 5% movement speed bonus.
  • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
    • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
    • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
    • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
    • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
    • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
    • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
    • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.
  • Changes to how Bloodthirst scales damage at higher powers:
    • Bloodthirst damage bonus has now been reduced to 33% of weapon damage at 10,000 power
    • Bloodthirst power gain no longer slows down after 5,000 against creatures.
  • Locate Soul range has been reduced to 200 tiles. Beyond that range you will receive the message "No such soul found".
  • Upkeep costs for Spirit guards on Epic servers will now scale according to how many you have, starting at 1 silver per month for the first guard, and increasing by 50 coppers more than the previous guard
    • 1 guard 1 silver upkeep
    • 2 guards 2.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver)
    • 3 guards 4.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver, 3rd guard 2 silver)
  • Oakshell changes:
    • Oakshell now properly slows a mount based on power of cast
    • A cast of under 70 power will give the creature a rare glow, a cast of over 70 will show a supreme glow.
  • Players in mines will only have a 20 tile (radius) local visibility both below and above ground, so no more hiding in mines to spy on a 80 tile above ground local.
  • Kingdom influence on Epic servers will now update dynamically when towers are captured or destroyed without needing a restart.
  • Scale and drake armour will no longer drop upon leaving the world.
Player Gods
  • Once a player has ascended to demigod status, they still control a random hex, allied to the god that favours their kingdom and hostile to others. Being defeated in combat will remove them from the board.
  • If their god wins and can promote an ally, the player god will ascend to godhood and become a full god.
  • The player god is then removed from the Valrei board, but still is allowed followers, priests and a spellbook, they will no longer move on the valrei map or give missions.
  • Deity statistics have been changed from Vitality and Strength to:
    • Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Depth, and Soul Strength
Deity Fights
  • When gods meet on the same tile they will move into a smaller hex map for the fight. Fights can be viewed and replayed from the valrei map
  • When fighting, gods may perform different actions, and favour those more suited to their stats
  • Ranged attack - Body stamina, Body control
  • Spell regeneration - Mind logic, Mind speed
  • Melee attack - Body strength, Body control
  • Defence (passive) - Body strength, Body stamina
  • Deity spellcasting - Soul strength, Soul depth
  • Sorcery spellcasting - Mind Logic, Soul depth
  • Spell defence (passive) - Mind speed, Soul strength
Mission Difficulty
  • Missions will now generate on a difficulty scale, with higher difficulty missions providing more scenario points, sleep bonus, and karma.
  • Current mission difficulty, available sleep bonus and karma can be viewed in the mission details window
  • For each successful mission completed, the difficulty will go up by 1 for the subsequent mission.
  • Failing or not completing a mission will lower the difficulty of the next mission by 2.
  • If a member of another kingdom sabotages a mission that is possible to sabotage (e.g. cutting down a tree), the mission will be failed and lower the difficulty of the next mission by 2.
  • Mission types are separated by difficulty, with home servers getting easier missions, and enemy servers getting harder missions.
  • Sleep bonus is now divided amongst participants similar to how karma is
  • Successfully completed missions will also provide boosts to deity stats. If a deity wins the scenario they will keep the boosted stats into the next scenario.
Mission Changes
  • New mission types
    • Destroy guard tower in enemy territory
    • Sacrifice creatures
      • This will require lowering the creatures health and then using a sacrificial knife on the creature in the corresponding gods domain,
    • Kill tower guards
  • Changed mission types
    • Missions involving creatures to be killed or sacrificed will now spawn those creatures specifically for the mission..
    • Traitor mission creatures will be marked with a special effect and will also have oakshell.
    • Trees marked for a mission will now have a special effect.
Scenario Rewards
  • Rewards from completing scenarios will now be split across three tiers
    • Tier 1 (1 winner): top 20% of contributors - random single use tome.
    • Tier 2 (3 winners): Top 50% of contributors - 3 random tome fragments
    • Tier 3 (5 winners): entire pool of contributors - Seryll lump or random tome fragment
  • If a player has already won a reward, they cannot win again in that scenario reward pool.
  • Tier 1 winners that are also in the top 5% of contributors will have a small chance to win a huge egg or key to the heavens instead of the single use tome.
  • Deity rewards upon a scenario win have been changed slightly to take into account the new skills used in fights, and more balanced rewards.
New Affinity System:
  • When using a skill characters will now have a small chance to gain an affinity in that skill upon a successful skill check.
    • On average once every 2 hours, a character will open a 15s window of time where every successful skill check will have a chance to gain an affinity in that skill. (e.g if you are mining during this window, you could gain an affinity in mining, pickaxe, miscellaneous items, body stamina, body strength, soul strength, mind logic, mind, soul, or body)
    • The chance to gain an affinity is 1/500 if you have no affinities in that skill, 1/1000 if you have one affinity, 1/1500 if you have two affinities, 1/2000 if you have 3 affinities and 1/2500 if you have 4 affinities.
    • If an affinity is successfully gained during the 15s window, the window will reset and no more will be able to be gained until the next window on that character.
    • This window will remain open and check every skill tick until an affinity is gained or the 15 seconds is up.
    • We will be monitoring these chances and making changes as necessary.
  • Stealing affinities upon killing a character in PvP has changed:
    • If the dead character only has one affinity total, they will not lose that affinity and the killer will not gain an affinity.
    • If the dead character has more than one affinity, then a random one is lost and may go to the killer.
      • If the dead character has more affinities in that skill than the killer, then the killer will gain that affinity 100% of the time.
      • Otherwise, the chance for the killer to gain the affinity is dependant on the difference between the number of affinities in that skill each player has (before the dead character loses the affinity).
      • If the difference is 0, the chance is 50% for the killer to gain the affinity. Difference of 1 is 25%, difference of 2 is 12.5% and difference of 3 is 6.25%.
    • If an affinity is lost by the dead character and none gained by the killer, then the killer will receive a timed affinity in that skill that will last for a week.
GM Changes:
  • GM Tool: Arch+ now has the ability to remove a single recipe from a single player as well as removing a named recipe from a player.
  • GM Tool: Added Kingdom information to GM Tool for servers.
  • GM Tool: Added secondary color information to GM Tool
  • GM Tool: Summoning a creature in a cave will now put them in the cave level instead of on the surface.
  • GM Tool: Arch+ added two debug commands in order to help with identifying bugged dens preventing deed expansion
  • Improved messaging for Imp command #removeknownrecipes.
  • GM: Showhero command updated.
    • The command can be used as #showhero or #showheros or #showheroes... really as long as it contains "#showhero".
    • It will now retrieve an actual up to date list of people who have a certain power
    • It will give you the result per server
  • GM: GM tool now gives the e,w,n,s tiles from token when getting village data.
  • GM: Search by IP now shows the list of players, server and online/offline status.
  • GM: Added not runeable to manage restrictions.
  • GM: Removed GM menu option and keybind for dredge in caves which causes the tile to turn to rock. Added a fix via change terrain to fix any rock tiles in caves.
  • Mission ruler overhaul
    • The mission ruler now has a new UI, and several new features:
    • Mission triggers may now occur within a range of %.
    • Mission triggers may have multiple trigger effects.
    • Trigger effects may be caused by multiple mission triggers.
    • The mission list page has been split to be able to filter by owned missions, GM spawned missions, and deity missions.
Client Changes:
  • Added rain occlusion - rain and snow will no longer appear under roofs. (GLSL and FBO must be enabled in your client for this to properly work)
    • NOTE: This does not mean that paved tiles inside buildings will no longer have the snow texture.
  • Rain occlusion is now linked to Detailed Weather option in settings.
  • General performance improvements.
  • Addressed memory issues with other players in local.
  • Addressed crashing issue with latest Nvidia drivers.
Bug Fixes:
  • Bugfix: Various text fixes.
  • Bugfix: Rounded stone bridge icons now have correct images.
  • Bugfix: The chocolate milk recipe should no longer be shown as a sub recipe when cow milk is required.
  • Bugfix: Building over planted items underground should give you the take option as it does above ground.
  • Bugfix: Action bar will now correctly identify what you are gathering (kelp, reed or grass) based on the tile type.
  • Bugfix: Fixed error message when viewing history of branded animals via right click permissions.
  • Bugfix: Pulp and paper now indicate the correct woodtype.
  • Bugfix: Disallowed PvP opportunity attacks on other players on PvE servers, except in spars/duels.
  • Bugfix: Rare fishing spots will now correctly move when the season (and thus fish type) changes.
  • Bugfix: PvP - Disabling lawful now lets you bypass anti-archery permissions and gives penalty for doing so
  • Bugfix: Fixed an issue with mining or digging a tile corner from too far a distance.
  • Bugfix: Horse and Hell Horse corpses should match the color of the live horse/hell horse.
  • Bugfix: Fix for bulk bins taking the 5% tax tick immediately when moving them from deed to off deed.
  • Bugfix: You should no longer lose total fillet weight when adding them to a bulk container. Fillets will still be reduced to .30 wt, but the quantity will be increased to reflect the total weight of the fillets before putting them into a bulk container.
  • Bugfix: Tree stumps for centered trees will now also be centered.
  • Bugfix: Fixed an issue which caused herbs planted while in inventory falling to the ground with the message that they will not fit in the planter rack.
  • Bugfix: Fixed a bug which allowed a mine entrance to be opened onto a bridge.
  • Bugfix: Dug up artifacts (endgame items on PvP servers) will have the correct number of charges (30) as recharged artifacts.
    • WARNING:This affects all artifacts not in ground, dug up artifacts before this patch will need recharging before the older 4 month time and the charges on the artifact will be reduced to 30 if they have more than 30 charges remaining when they are picked up.
  • Bugfix: Fixed issue preventing planting catseyes (and waystones) under bridge entrances.
  • Bugfix: Removed creator tag on a few bulk food items that should not have had tags at all.
  • Bugfix: Inventory groups will no longer be able to destroy floors or take damage from that action.
  • Bugfix: Timers for flattening and leveling tile borders have been corrected.
  • Bugfix: Mining timers should now scale properly starting at 25s at level 1.
  • Bugfix:  Fixed an issue which allowed you to plan a structure greater than your skill with no option to finalize or destroy the plan.
  • Bugfix:  Recipe Cherries Jubilee should now be in everyone’s recipe book and can actually be made now.
  • Bugfix: Building door history is properly recorded whether or not you have an item activated during the lock/unlock process.
  • Bugfix:  You should now be able to tar a floor board underwater to the same depth you can lay them.
  • Bugfix:  Prying catseyes and waystones on deed should do more damage than off deed.
  • Bugfix:  Fixed a bug which caused damage to water instead of a reduction of weight to the water during a failed tailoring advanced creation attempt. (Ex. Using water on a cloth shirt to make a black vested shirt).
  • Bugfix:  Fixed a bug which caused items with glow runes attached to never cool down.
  • Bugfix:  Fennel seed should no longer show as being made with a mortar and pestle on any spice in recipes.
  • Bugfix: Additional fix to check that the 5% tax is not taken from crates stored in racks as soon as they are moved off deed.
    • Note: This fix does require a tax check to occur on deed prior to taking off deed to correctly update the period between taxings.
  • Bugfix:  Special wounds of same type and position will now stack, similar to normal wounds.
  • Example of this is a FA weapon causing multiple burn wounds to the same position on the body if hit there multiple times. The normal weapon wounds would mostly stack (with some randomly causing a new wound), but fire wouldn’t stack. That fire wound will now stack with any existing fire wound at that position.

To keep up to date with everything, make sure you visit our official forums
Catch up with us on social media:
And chat with other Wurmians on our official Discord:
Click here for the source of this article RSS Feed