Wurm-Unlimited.com Blog Feed en https://wurm-unlimited.com/ Tue, 21 Jan 2020 11:25 CET Wurm-Unlimited.com is a Wurm unlimited servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Wurm Unlimited Beta 1.9.2.7 https://wurm-unlimited.com/blog/29/wurm-unlimited-beta-1927/ https://wurm-unlimited.com/blog/29/wurm-unlimited-beta-1927/ Tue, 21 Jan 2020 11:25 CET
Greetings Wurmians!

Todays update is a little bit of a bittersweet one, marking the end of official content support for Wurm Unlimited. Over the past four years we've introduced many new features and shared many things. It's no secret that the mods brought to Wurm have made the game far more than we have with the vanilla version, and this update makes a few things easier for them to implement mods, both mechanics, client AND graphical.

We'll continue to work with modders and address any major issues raised and of course, Wurm Unlimited is still on the store and we will still be supporting those with questions, technical issues and the like.

With that said, these notes include a guide on how to create a resource pack, easy addition of mods (just place them in the mods folder!)

We'd also like to thank ago for giving us permission to integrate his moad loader, as well as those who worked on it and provided updates to it as well.

Wurm Unlimited wouldn't be the game it is without you all, and we deeply thank you for that.

And as always, Keep on Wurming!


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

    Added user resource packs
  • You can place resource packs in “userpacks” folder in the main game directory.
  • Resource packs can contain new or replacement textures, models and sounds.
  • How to create resource packs: https://forum.wurmonline.com/index.php?/topic/173260-wu-resource-packs-creation-and-usage/


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

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Wurm Unlimited Beta 1.9.2.7 https://wurm-unlimited.com/blog/28/wurm-unlimited-beta-1927/ https://wurm-unlimited.com/blog/28/wurm-unlimited-beta-1927/ Tue, 21 Jan 2020 11:25 CET here.]]> Patch notes 1.9.1.6 https://wurm-unlimited.com/blog/27/patch-notes-1916/ https://wurm-unlimited.com/blog/27/patch-notes-1916/ Tue, 09 Apr 2019 13:39 CEST

Quick fix to address achievement dates loading incorrectly.

Players will still be able to play on servers that have not updated from 1.9.1.6 but we do encourage server admins to update when possible.

Regards,
The Wurm team
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Patch Notes 1.9.1.5 LIVE https://wurm-unlimited.com/blog/26/patch-notes-1915-live/ https://wurm-unlimited.com/blog/26/patch-notes-1915-live/ Tue, 09 Apr 2019 04:26 CEST
The time has come to launch the 1.9 version of Wurm Unlimited, and it's huge!

So huge infact, that it was simply impossible to give the full notes in even 2 posts, so we've made the decision to simply link to them here to our forums for coverage.

To view the patch notes check our official forums here:
https://forum.wurmonline.com/index.php?/topic/169510-patch-notes-1915/


Until next time, keep on Wurming!
Retrograde & the Wurm team.

Like us on Facebook:
https://www.facebook.com/wurmunlimited
Join us on Discord:
https://discord.gg/wurm
Follow us on Twitter:
https://twitter.com/wurmunlimited]]>
Patch Notes 1.9.1.2 Beta update https://wurm-unlimited.com/blog/25/patch-notes-1912-beta-update/ https://wurm-unlimited.com/blog/25/patch-notes-1912-beta-update/ Sat, 06 Apr 2019 04:00 CEST

Bugfixes
  • Bugfix: Fixed new tutorial not launching on first play.
  • Bugfix: Fixed issue with achievements not loading correctly for journals.
  • Bugfix: Removed cluster reference from journal tier reward strings.
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Patch Notes 1.9.1.1 Beta Update https://wurm-unlimited.com/blog/24/patch-notes-1911-beta-update/ https://wurm-unlimited.com/blog/24/patch-notes-1911-beta-update/ Thu, 21 Mar 2019 11:33 CET
  • New: You are now able to light furnaces if you are lacking a steel and flint with a kindling and a hot burnable item, both of which will be consumed.
    • If you happened to throw away or lose your steel and flint, you can now use hot burning items (wooden tools, wooden scraps, logs, cotton, cloth) along with a kindling to light a forge or oven.
    • Note that the item must be 'burning' and will be consumed when lighting the furnace.
    • Reminder: You can create a campfire using just a wood scrap and a kindling in order to get your burning wood or cloth items hot enough to light the furnace.
  • New:  Added title for 100 pickaxe.
  • Priest Change: Rite of Death is now able to be cast on Freedom servers but is a laundered version of the PvP ritual spell.
    • Rite of Death on Freedom servers will not create mycelium and will not cause head wounds, but will give the sleep bonus and skill bonus.
  • Journal Change: A percentage indicator was added to some Journal entries which have multiple things required.
  • Journal Change: Casting a global spell achievement is now awarded to the caster as well as those linked to the caster.
  • ART: Fixed winter texture for all ages of bushes.
  • ART: Fixed the issue of some trees and bushes not being visible in certain seasons with the setting of pretty trees   turned off.
  • ART:  Infected and enchanted trees should no longer show fruit.
  • ART: Added normal and specular maps to weapons, shields, most tools, transports and a variety of other metal items
Bugfixes
  • Bugfix:  Fixed the issue where small animated items could be barely seen when using the place option.
  • Bugfix:  Fruit graphics have been removed from enchanted and infected trees as they cannot be harvested.
  • Bugfix: Fixed animations glitching back and forward during walking
  • Bugfix: After a year of vacation, birds have found their way back onto the skies of Wurm
  • Bugfix:  Reworded the mouseover for Chop Down Some Trees journal entry to make it more clear that the action must result in a felled tree.
  • Bugfix:  Fixed a number of movement issues.
  • Bugfix:  Changed the calculation method for the antigank CR bonus to smooth out the number and prevent it from jumping around so much.
  • Bugfix: The tutorial will no longer reference Wurm Online rules.
  • Bugfix: Water calculations will correctly run at server start.
  • Bugfix: Fixed issue on affinity gain system not correctly working in WU.
  • Bugfix: Horse statues will no longer appear in treasure chests.
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Patch Notes: 1.9.0.0 Beta: Gone Fishing https://wurm-unlimited.com/blog/23/patch-notes-1900-beta-gone-fishing/ https://wurm-unlimited.com/blog/23/patch-notes-1900-beta-gone-fishing/ Mon, 11 Mar 2019 15:00 CET Greetings Wurmians!This beta update is HUGE with a capital, well, everything! It catches Wurm Unlimited up to 1.9.0.0 with Wurm Online, containing the archaeology cache system, priest overhaul system, and the new fishing system.

The priest rework notes are also quite extensive, so will be in a separate post

The new fishing system is the last project worked on by senior developer Tich, before her passing. Unfortunately she did not live to see it go live, but we finished it off and launched it in her honour. To further honour her memory we have included a statue of Tich, doing her favourite thing, fishing!)

Changed classes is pretty extensive, and as such will be included in a separate link later on.

We expect this beta to be around for 2-4 weeks before going live, during which we'll be performing one or two updates to tweak and update to add a few performance improvements due in WO in the next update.

As usual, please report any bugs you find on our Steam forums, official forums at http://forum.wurmonline.com , or discord at https://discord.gg/wurm

And as always, Keep on Wurming!

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

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


Rare reels make it easier to reel the fish in.


New handles for fishing:
  • Handle -  same item as current in-game version.
  • Wrapped handle -  same item as current in-game version
  • Reinforced handle
  • Padded handle
New fishing lines:
  • Basic line - used on pole, may only contain a (wood or metal) hook
  • Light line - used on basic fishing reel, used to catch smaller fish
  • Medium line - used on fine fishing reel, used to catch medium fish
  • Heavy line - used on deep water fishing reel, used to catch large fish
  • Braided line - used on professional fishing reel, used to catch ‘special’ fish
Floats
Floats can be added to lines which affects which fish are more likely to be caught. There are 4 types of float:
  • Feather - part of butchered loot from rooster, pheasant and hen.
  • Twig - found on bush tiles.
  • Small moss - taken from moss.
  • Bark - found on overaged birch trees.
Floats will take damage over time when used, and will need replacing from time to time.
Hooks
  • Hooks are added to lines to catch fish. There are 3 types of hook:
  • Wood - same as current item, better for fly fishing
  • Metal - same as current item, better for deep water / sea fishing
  • Bone - made from goblin skulls
Hooks behave as a container, which may contain bait, and will take damage over time as they are used.

Wood type will affect how fast a fish turns up
Bait
When used on a hook, bait increases the chance of catching particular fish. There are 12 types of bait:
  • Fly - You catch these using a pottery jar with a bit of honey in it, on animals that require grooming.
  • Cheese Piece - Cheese Broken into smaller pieces.
  • Dough Ball - a small ball of dough.
  • Wurm - Found on dirt and mycelium tiles.
  • Sardines - Caught using fishing nets in shallows.
  • Roach - Caught in shallow waters.
  • Perch - Caught in shallow waters.
  • Minnow - Caught in caves.
  • Fish Bait - Small fish chopped up.
  • Grub - Found in shrivelled trees, prised out using an awl.
  • Wheat Grain - from wheat!
  • Corn Kernel - from corn.
Each time a fish bites on a baited line, the bait will take damage (e.g. the fish eats a bit of it). Bait is not required to catch fish (i.e. you can catch fish without bait), but the chances are a lot lower. Different fish prefer different bait.
Fishing Net
The fishing net can be used to catch small fish in shallow waters. Small fish may be used directly, or turned into bait to use on larger fish. This is the only way to catch sardines.
Keep Net
A keep net may be attached to a boat, and is used to preserve freshly caught fish (i.e. reduce decay). It can also be planted on the ground next to a player. Note that it must be planted, in water, to behave as a container; just dropping it will not allow fish to be placed in the keep net. It can only be picked up when empty.
Tackle Box
The tackle box is a special new container designed to streamline fishing. As well as being a convenient place to put spare floats, lines, bait, and other fishing paraphernalia, it automatically replaces fishing consumables as they are used up. In particular, as bait and floats are consumed (i.e. reach 100 damage), if your tackle box contains a suitable replacement, it will be automatically be moved to the rod when it gets to 100 damage at the end of the fishing action. The tackle box needs to be in inventory to work, and a consumed item will only be replaced by the same type of item (e.g. a feather float will only be replaced by another feather float; it will not be replaced with a moss float).

The auto-replacing will happen at the end of the Fish action. The auto-replacement depends on fishing skill, with each item type having a specific skill requirement:
  • Bait will be auto-replaced at 10 skill
  • Hook will be auto-replaced at 30 skill
  • Float will be auto-replaced at 50 skill
  • Line will be auto-replaced at 70 skill or at any skill if reel exists.
  • Reel will be auto-replaced at 90 skill (does not apply to fishing poles as they don’t have reels).
When an item is consumed (i.e. it wears out), you will get a message at the end of the fish action.
Spears
In addition to rod fishing, this update includes spear fishing. This utilises the current spears already in game, with no functional difference (as far as fishing is concerned) between metal and long spears.
Fishing Rod Rack
The rod rack is a new container for storing fishing rods and poles when not in use. It operates in a similar fashion to a polearm rack, and has different models for empty and utilised states. Rod racks may be placed and secured.
Fishing Buoy
Buoys can be used to mark fishing spots. They are floating items that are anchored to a particular item, and may be used to show special fishing spots, for example. Buoys use the same placement rules as sign posts, except they need to be placed on underwater tiles. They operate as light sources (similar to a street lamp), and may be dyed. If blessed will not use fuel, but do require fuel to be lit.
Water
All water tiles are now categorised into 6 groups:
  • Sea - open water
  • Sea shallows - open water shallower than 25
  • Lake - enclosed water, larger than a pond
  • Lake shallows - enclosed water shallower than 25
  • Pond - enclosed water, not big enough to be a lake
  • Water - not big enough to be a pond
Note: Any water tiles underground, uses Lake or Pond (or Water)

Note: The calculation is performed on server start so modifying water sources will not change their type until the next restart.
Brackish water
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water.
General Attributes
All fish now have a set of attributes which determine where and when they are more likely to be caught:
  • Preferred water type (lake, sea, etc)
  • Minimum and maximum depth.
  • Feeding height.
  • Rod types.
  • Time of day - some fish like to feed in the morning, afternoon, evening or even at night
  • Baits - each fish has a favorite bait, some baits it likes, others it is less likely to eat, and some it will never touch.
  • Outside or in caves - some fish are only found underground
  • Rare fish can only be caught on special tiles (which are out at sea).
Special Tiles
Special tiles are an area where special (rare) fish may be caught. They will now move with the season, and have been recalculated (i.e. they will have moved on server restart). Non-special fish types may be caught on special tiles, but special fish can only be caught on special tiles, and a lesser chance if close to a center spot. These areas can overlap, so its possible to find places where two special fish can be caught.

Special tiles are only found in open water (i.e. sea). Finding and recognising tiles is unchanged, and uses a pendulum.
Misc Info:
  • Added lore action to rod/pole on boat, and rod/pole/spear/net on tile. Gives a little information on what might be found in areas.
New: Chicken coop added
Requires 50 Fine Carpentry skill to create and continue.
Coop info
Coops contain multiple sub items inside.
  • Nesting Box, This is where the loaded hens reside.
  • Feeder, this is where you place food.
  • Drinker, this is where you place water.
  • Egg Box, this is where you get the eggs from when they are laid.
Locks and permissions
  • Coops are lockable and spawn on creation with a 1ql small padlock.
  • Coops have manageable perms, like any other lockable container.
Loading
  • You can only load hens into the coop.
  • To load a hen, one must first lead one, then right click the coop and click "load creature".
  • To be able to load the creature there must be water in the drinker and food in the feeder.
  • You can only put food in the feeder that can be planted. Example: pumpkin seed, or corn.
  • Loadable chicken count is QL / 10 + rarity (max 13 for 100ql fantastic).
  • QL must be greater than or equal to 10 to load a chicken.
Feeding and watering
  • Polling for the feeder and drinker happens every 4 hours at which time, creature count in food is subtracted from the feeder. E.g. if there are 4 hens loaded 4 food will be subtracted.
  • Also 250 grams of water for each hen will be subtracted from the drinker.
Egg output
  • Eggs will be created every 12 hours.
  • Eggs will have a small chance of being fertile.
  • Egg ql is dictated by the ql of the coop.
  • Egg count is equal to the count of the chickens.
  • If either the feeder or the drinker is empty on egg poll the chickens will be unloaded on the center of the tile where the coop resides.
Misc. info
  • You cannot load a coop with chickens in it.
  • Chickens in a coop, on deed, count towards the ratio.
  • You cannot bash a coop with chickens loaded.
  • The egg box will only hold 100 eggs.
 
New: Tower influence chaining system on PvP servers:
Influence Chaining
An influence chain is any land that a kingdom has influence over that is fully connected (chained) back to a valid starting point for that influence. All kingdom capitals and starter deeds (for base kingdoms) are considered a chain start point, and any tower or deed in a kingdom must connect back to that start point via influence chaining.

In order for a tower or deed to be considered chained to a kingdom’s influence, it must have a continued chain of influence (from kingdom towers) back to a chain start point. Towers radiate an influence out to 60 tiles from their base, and deeded land has influence as well. Because of this, any new towers built must be built within a 100 tile range of another tower of the same kingdom (minimum range remains 50) in order to continue the chain.

In order to carry over the current state of towers on the servers at the moment, any tower within 120 range of another will still be considered chained, and allows for a valid spot between those two towers to build a new one to maintain the chain should one tower be destroyed after the update (and can no longer be rebuilt at 120 range).

There are a few penalties involved with this system to promote completing and holding chained influence:
  • Any tower outside of chained influence will no longer respawn tower guards.
  • Any deeds outside of chained influence will respawn spirit guard waves 3 times slower.
  • Any deeds outside of chained influence will no longer have guards maintain fences, bridges, floors and walls - similar to when a deed has less than a month of upkeep remaining.
  • Any deeds outside of chained influence will have on-deed mine doors take 3 times as much bashing damage.
Tower Conquest
Towers will no longer be able to be conquered to convert them to your kingdom. To remove a tower, you will have to bash/destroy it, then reconstruct a new one within your tower influence chain.

Bashing a tower will now spawn waves of guards when it reaches 30, 60, and 90 damage, and waves will become more challenging as the damage increases.

At 90 damage, the kingdom that owns the tower will get a message in the Deaths tab stating that the tower is under attack.When the tower is destroyed, there will be a global message to all kingdoms on the server that the tower has been destroyed.

 
New Tutorial
  • A new tutorial system has been added. The system can be run from anywhere by existing players by typing /tutorial.
New Journal system added
  • The journal system is designed to guide players from their first steps in Wurm to more advanced steps.
  • Completing 50% of a tiers goals will unlock the next tier.
  • Completing 100% of a tiers goals will give the player a small reward.
  • This update includes tiers 1-7 as well as a tab for tutorials.
  • As this system replaces the personal goal system, we will be phasing that system out. The deadline is 1 month after the launch of the update.
Misc Additions & Changes
  • New: Added title for 100 Restoration.
  • Change: We've taken the time to review how climbing works, and have adjusted stamina drain to be tied closer to skill, with up to 2x less stamina drain near 100 skill (Non linear).
    • If the climber has goat shape it will not stack, instead preferring to use the goat shape bonus over climbing skill.
    • Tick size has been adjusted, and difficulty is based on slope of the tile.
  • Change: Unicorn passengers must be same kingdom as dominator.
  • Change: Build missions that require paved surfaces can now be build on any road type tile
  • Change: Cloth clothing has had a few items added and a few others changed. See list below:
  • Hoods:
    • A new White Cloth Hood has been added.
    • The version which was known as Cloth Hood previously is now created as Blue Cloth Hood.
    • Legacy versions are still called Cloth Hood but can no longer be created as such.
  • Sleeves:
    • White Cloth Sleeves have been added.
    • Legacy Cloth Sleeves are now created as Red Striped Cloth Sleeves using white cloth sleeves and cochineal.
    • Plain White Cloth Sleeves are used to make Red Cloth Sleeves.
    • Both White Cloth Sleeves and Plain White Cloth Sleeves can be dyed.
  • Jacket:
    • White Cloth Jacket has been added.
    • Legacy Cloth Jacket is now created as Red Cloth Jacket.
    • Legacy versions are still called Cloth Jacket but can no longer be created as such.
  • New: Hell Horses and Unicorns will now give birth to foals, similar to horses.
  • Change: You can no longer see your % chance to pick a door or fence gate if you're greater than one tile away.
  • Change: Dirt in inventory can now be discarded the same way as logs and shards.
  • Change: You can now plant / secure the Puzzle King's crystal ball.
  • Change: Glimmersteel runes of Fo, Magranon, and Jackal as well as the Silver rune of Fo have been changed from 10%, 5%, 5%, and 5% increase to skill bonus respectively to 10% and 5% of the difference between your current skill and 100 as a direct bonuses to effective skill when determining action success.
    • Note: This does not mean items and resources are created at a higher than your skill cap, but will improve success chances for that action.
    • TL;DR : Glimmersteel Fo/Jackal runes will now increase skill calculations for success chances.
  • Change: The quality reduction upon smelting has been scaled down and adjusted:
    • Smelted lump is capped by pot ql.
    • Items that cannot be improved and are not capped by the 20% of total skill when created will now receive a ql penalty when smelted
      • -7.5% to -2.5% for common metals,
      • -12.5% to -7.5% for moon metals and alloys.
    • Items that can be improved will no longer receive the penalty when smelted.
  • New: Shoulder pads are now dyeable.
  • Change: Metallic shoulder pads are now able to spawn from rifts as any metal type at a low chance.
  • Change: The Tin Rune of Jackal now correctly uses the spell version of Refresh and cannot be used while moving.
  • New: New horse colors added.
  • New: Hens and Roosters can now be white, black or brown.
  • New: Added Statue of Tich - can be crafted with marble shards. Metal versions are available through archaeology.
  • Change: Show death reason on corpse description for Cared For creatures.
  • Change: You should no longer waste a full sap harvest if your bucket is full upon beginning the action.
  • New: 100 Forestry title added
  • New: Priests of demigods can now create and continue their template god colossus.
  • Change: Adamantine runes of Jackal will now determine the color upon rune creation and show the rgb value in the rune examine message.
  • Change: Priests can now remove mine doors with a crowbar.
  • Change: Priests can now place mine doors.
  • Change: Wand of the Seas and Rod of Eruption usage instructions have been improved.
  • Change: Frantic Charge now grants up to 10% faster swing speed based on power.
  • Change: Find on Wurmpedia right click will now open Wurmpedia in an external browser window.
  • Change: Merchants can now be placed in stalls under bridges.
  • Change: Completed or failed missions will no longer appear on your mission list if older than 3 months.
  • Twitter character limits have been increased.
  • CA Help messages are now logged on the server.
  • A BML builder class has been added.
  • Change: Certain creatures can now be sacrificed outside missions:
    • Anaconda
    • Black Bear
    • Brown Bear
    • Black Wolf
    • Whale
    • Wild Cat
    • Cave Bug
    • Crab
    • Crocodile
    • Deer
    • Dolphin
    • Goblin
    • Hell Hound
    • Hell Scorpius
    • Lava Spider
    • Mountain Lion
    • Octopus
    • Pheasant
    • Large Rat
    • Scorpion
    • Seal
    • Spider
    • Tortoise
    • Troll
Gm Changes:
Upon further investigation of causes of lag we have identified the GMTOOL being the culprit of some rather long lag spikes. We have taken steps towards addressing the spikes but be aware that searching for an offline player using GMTOOL can cause spikes.
  • GMs should no longer become visible when changing kingdoms, meditation path and faith.
  • Get info on tile now distiguishes perimeter and village tiles.
  • Added logging for the Disintegrate spell.
  • Fish was removed from the GM summon menu since they were a temp creature with no physical interaction.
  • GM renamed bulk items will return to their proper template name when put into a bulk container instead of renaming everything to the custom name.
  • Added #online command to check if a player is online, what server they are on, and if off line how long they have been off line for in real time. Usage is #online playername
  • Added new ArchGM+ command:
    • #reloadItems <wurmId> - checks for all subitems of the given itemId and forces them back into that item.
    • To be used to reload boats with deleted inventories upon crossing server
  • Using #changemodel will no longer make you visible when using or wearing off.
    • changemodel will now inform a person of equal or higher power of the attempt and what model.
    • changemodel will accept full model names as well (i.e.: model.creature.gmdark)
    • When changing models, you will no longer pop visible.
    • When the illusion effect wears off, you will no longer pop visible.
  • GM Bugfix: Mine doors no longer show opening if the watcher cannot see the player opening the door.
  • Demigod+ can collapse a tile with the wand without having to create a shaker orb first.
  • Adjusted the Get Info command on tiles to be more readable, and add extra functionality.
  • Demigod+ can now destroy pavement on bridges and prepare bridge tiles for paving with the wand.
  • Added focus zones which will auto replenish dirt, ore and trees.
  • Added GM spawned leather drinking boot.
  • GM Get Info has been improved to clarify info and give additional info.
  • GM: Get info on tile now distinguishes perimeter and village tiles.
Client changes:
  • Modern renderer only: major performance improvements
  • Reduced stutter during structure loading
  • Place outline will now show correctly for all objects (rafts, kilns)
  • New: New water visuals have been added.
  • New water visuals require the Renderer option to be set to Modern.
  • New: Resolution scale (supersampling) option has been added to the Postprocess settings.
    • Essentially rendering the game at a given multiplier of the resolution, very demanding on the GPU, eliminates jagged edges and adds additional detail.
  • Change: Updated quickbar with more icons
  • Change: Swimming sounds no longer play when you are not swimming.
  • Change: Wiki search bar now opens default browser instead of ingame browser.
  • Change: Player texture rendering improvements.
  • Change: General performance improvements.
  • New: Added a setting under the text tab to enable/disable multicolored event/combat text.
  • New: Quick keybinding - you can now create a key bind by holding a key while mouse hovering a right-click menu option.
  • New: Added optional head bob during animations.
    • This can be disabled in the Graphics tab of the Settings, under 'Enable Head Bob'.
  • New: Revamped the animations with smoother blending.
  • New: Display fruit on harvestable trees and bushes.
  • Bugfix: Fixed glitchy door, gate and mine door animations.
  • Bugfix: Fixed player animations snaps and glitches.
  • Bugfix: Fixed incorrect torch lamp flame size.
Art Changes:
  • Fixed textures for support beams, statuettes, darts and tool belts.
  • Added normal and specular maps to rocksalt vein, fixes exaggerated shininess.
  • Tentacles spell now has graphics and animation.
  • Huge bells and large bell resonators now properly show all metal types, bell tower shows wood types
  • Stone house oriels will display ivy again
  • Fixed glimmersteel and adamantine plate upper arm textures
  • Updated Wurm University pmk textures
  • Bugfix: Animations of actions starting on floors will no longer use the building animation.
Bug fixes:
  • Bugfix: Rose seedlings have been removed from the mission item list.
  • Bugfix: Various text, spelling and grammar fixes.
  • Bugfix: The 'Take Portion' option should only display when a cooking utensil knife is activated.
  • Bugfix: Crafted lunchboxes will once again be tin instead of lead.
  • Bugfix: Added second title to the /title command output.
  • Bugfix: Lock type will be checked when replacing locks on vehicles and items.
  • Bugfix: War Machines will no longer decrease village / player rep if the creature hit is the one firing.
  • Bugfix: You can no longer use your body parts, inventory, or an inventory group to desecrate an altar.
  • Bugfix: Creature cages can now be turned.
  • Bugfix: Locate Soul no longer takes power off the item when located from outside the max distance.
  • Bugfix: Runes when used on one's self or another creature will now properly broadcast the action to other players.
  • Bugfix: Fixed a few more mission descriptions with items which were too generic.
  • Bugfix: Recipe list now correctly list lunchbox, tin instead of lunchbox, lead.
  • Bugfix: Fixed an issue with the improper triggering of the Kill a wild sly creature achievement.
  • Bugfix: Potion of butchery imbue now works properly when butchering a corpse.
  • Bugfix: Fixed watcher text when someone unloads a creature from a cage.
  • Bugfix: Champions can now gain faith titles.
  • Bugfix: Removed second rename option from archaeology reports.
  • Bugfix: Statue fragments should now identify as statues instead of containers.
  • Bugfix: You can no longer crush, pick seeds or plant processed vegetables.
  • Bugfix: Branded, cared for, geared, hitched, bred animals should no longer die for overcrowding on server startup.
  • Bugfix: Bury all with grave stones will now destroy all items on the corpse.
  • Bugfix: Wagoner container removed from mission item list.
  • Bugfix: More text and grammar fixes.
  • Bugfix: KOS players on pve servers are no longer considered enemies.
  • Bugfix: Hatchet head model fixed.
  • Bugfix: Fixed a few spelling and text errors.
  • Bugfix: Cared for horse corpse should now be the same color as was the horse.
  • Bugfix: Issues with the hover text for players fixed as noted:
    • Village role text is now properly capitalized.
    • Health statues is now on the first line with player name instead of on the second with village role.
  • Bugfix: Fixed an issue which caused some merchant returned items to be broken apart by the mail spirits.
  • Bugfix: Animals should no longer leave a duplicate corpse if they die after crossing to a new server.
  • Bugfix: Avengers of Light have been removed from the mission list.
  • Bugfix: Damage under 1.0 is now shown on items in the mail for 2 decimal places.
  • Bugfix: Items inside containers in a trash heap will be destroyed before the container preventing heap overflow. Only 100 items will be destroyed at a time.
  • Bugfix: You can now create and continue outside only items under a bridge.
  • Bugfix: Items inside equipped saddle sacks and saddle bags will now take damage similar to items in other containers on a deed.
  • Bugfix: Fix to prevent custom named lit items to lose their custom name when carried across servers.
  • Bugfix: Arrows now count as weapons when casting enchants.
  • Bugfix: Mail cost for items with internal non removable compartments adjusted.
  • Bugfix: You can no longer cast dirt on items which are not really containers but can have things placed on them.
  • Bugfix: You can no longer take a bite out of a fish and put it back into the fsb which lead to never ending fish.
  • Bugfix: Chopping wood in your inventory now ignores the amount of items in a pile on the ground.
  • Bugfix: Keybinds for push (and other moving actions) should perform at the same distance as would the context menu for those actions.
  • Bugfix: You can no longer throw empty container slots.
  • Bugfix: Empty saddles can now be banked again.
  • Bugfix: Fresh herbs properly lose their 'fresh' state when put into crates.
  • Bugfix: Fixed a caged animal issue which sometimes prevented server crossings.
  • Bugfix: Champions will now properly get 80 actual channelling instead of effective.
  • Bugfix: Deny all permission on branded horses will now override deed permissions.
  • Bugfix: Examine info for small and large nails has been changed to metal instead of iron since nails can be other metals now.
  • Bugfix: Bashing Walls/Fences/Fence Plans/Mine Doors now requires you to stand still during the action, moving will now cancel the action.
  • Bugfix: Dead players will no longer receive loot from uniques.
]]>
1.9.0.0 Beta: Priest rework notes https://wurm-unlimited.com/blog/22/1900-beta-priest-rework-notes/ https://wurm-unlimited.com/blog/22/1900-beta-priest-rework-notes/ Mon, 11 Mar 2019 14:59 CET
Change: Major priest rework.
New Spells
  • Cleanse [33 faith, 26 favor] (Fo) - Targets tiles. Converts a 3x3 area of Mycelium or Mycelium trees back to normal grass or normal tree. Also works on dirt, converting dirt tiles to grass.
  • Essence Drain [61 faith, 100 favor] (Libila) - Targets items. Enchant that serves as Libila’s version of Life Transfer. However, the healing done is only 1/3rd of what Fo’s Life Transfer grants. To counterbalance, Essence Drain also deals a wound at 10% of base damage as internal damage.
  • Focused Will [31 faith, 10 favor] (Magranon) - Targets wounds. Heals 5% to 20% damage, based on cast power. Drains stamina from the caster equivalent to the amount healed. Amount of stamina drained is reduced by body stamina, similar to all other stamina drains. Can be cast on a creature and will automatically target their highest severity wound.
  • Hypothermia [70 faith, 50 favor] (Vynora) - Targets creatures. Deals 10,000 base damage and 250 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 15 seconds. Shares a spell resistance with Inferno and Worm Brains.
  • Inferno [65 faith, 40 favor] (Magranon) - Targets creatures. Deals 25,000 base damage and 75 bonus damage per power. Cooldown of 60 seconds and range of 12.5 tiles. Cast time of 20 seconds. Shares a spell resistance with Hypothermia and Worm Brains.
  • Purge [45 faith, 35 favor] (All Gods & Demigods) - Targets creatures. Removes all beneficial spell effects from the target. Will not remove karma spell effects.
  • Summon Soul [80 faith, 100 favor] (All Gods & Demigods) - Targets items, creatures, and tiles. Allows a priest to summon another player to their location. Disabled on PvP. Requires consent from the target to be summoned via a window that pops up.
Libila on Freedom
  • Libila is now available as a deity on Freedom servers.
  • The following Libila spells have been disabled on PvE Freedom servers:
    • Corrupt (previously Fungus)
    • Zombie Infestation
    • Land of the Dead
    • Rite of Death
Deity Passives
  • Warrior passive damage bonus has been decreased from 25% to 15%.
  • Item protection on death passive has been adjusted. Base chance to save items has been reduced from 50% to 35%. Resurrection stones will override this passive and apply it’s 50% chance instead if used. Messaging when slain with this passive and a resurrection stone equipped has been improved.
  • Base gods now have extra combat passives at 70 faith. These do not apply to demigods, even if the demigod shares a template.
    • Fo: +1 offensive and defensive CR while fighting on grass, dirt, tundra, fields, or trees.
    • Magranon & Libila: +2 offensive CR. No conditions.
    • Vynora: +2 defensive CR while fighting on pavement or at sea (boat/swimming)
  • Base deities have had passives adjusted:
  • Fo
    • Stamina bonus now applies on tundra as well as other natural terrain.
    • No longer has the passive granting double favor for sacrificing pottery items.
  • Libila
    • New Passive - Favor Regenerator. Natural favor regeneration is increased by 10% for Libila priests with 35 faith.
    • New Passive - Befriend Monster. Monsters are no longer aggressive towards Libila priests with 60 faith and 30 favor. This does not apply to all hostile creatures, as some are not considered monsters (like bears). This also excludes rift monsters and legendary creatures.
    • Now has death protector, granting a 75% chance to reduce skill penalties from death by 50%. Requires 60 faith and 30 favor.
  • Vynora
    • Now has the passive granting double favor for sacrificing pottery items.
Priest Restrictions
  • The following restrictions have been lifted from priests:
    • Create structures and fences
    • Continuing structures, fences, and items
    • Repairing structures
    • Alchemy (including healing covers)
    • Bashing structures and fences (includes structure roof & floors)
  • Fo and his template demigods have had the following priest restrictions lifted:
    • Mining
    • Prospecting
    • Tunneling
    • Analyse
  • Libila and her template demigods have had the following priest restrictions lifted:
    • War machine operation
    • Farming
    • Harvesting
    • Sowing
    • Planting
    • Gathering
  • Magranon and his template demigods have had the following priest restrictions lifted:
    • Woodcutting
  • Vynora and her template demigods have had the following priest restrictions lifted:
    • Digging
    • Flattening
    • Leveling (including border)
    • Dredging
Demise & Protection Rework
Non-Religious Demises
(Animal, Dragon, Human, Selfhealer)
  • Animal’s Demise - Now named “Animal Demise” and grants a 3% damage bonus against non-legendary animals (cats, bears, lions, etc). No longer grants a hit chance increase or crit bonus.
  • Human’s Demise - Now named “Human Demise” and grants a 3% damage bonus towards players and humans (including guards). No longer grants a hit chance increase or crit bonus.
  • Dragon’s Demise - Now named “Legendary Demise” and grants a 3% damage bonus against legendary creatures (uniques). No longer grants a hit chance increase or crit bonus.
  • Selfhealer’s Demise - Now named “Monster Demise” and grants a 3% damage bonus against non-legendary monsters (trolls, goblins, etc). No longer grants a hit chance increase or crit bonus.
Religious Demises & Protection
  • All of these demise and protection enchants have been removed from existing items. They will no longer apply to weapons and armour. These spells instead been reworked into the following spells to enchant jewelry.
  • All of these spells conflict with each other and Nolocate, meaning you can only have one of these enchants on a single piece of jewelry at a time.
  • Stacking two or more of an identical enchant across multiple slots results in a penalty to each one. This penalty is 33% reduced effectiveness for two identical enchants and 50% reduced effectiveness for three identical enchants.
  • Offensive Jewelry Enchants
    • Blaze (Magranon) - Grants a 2.5% to 5% increase to fire damage dealt while worn.
    • Corrosion (Libila) - Grants a 2.5% to 5% increase to acid damage dealt while worn.
    • Glacial (Vynora) - Grants a 2.5% to 5% increase to frost damage dealt while worn.
    • Toxin (Fo) - Grants a 2.5% to 5% increase to poison damage dealt while worn.
  • Defensive Jewelry Enchants
    • Acid Protection (Fo) - Grants a 2.5% to 7.5% reduction to acid damage dealt while worn.
    • Fire Protection (Vynora) - Grants a 2.5% to 7.5% reduction to fire damage while worn.
    • Frost Protection (Magranon) - Grants a 2.5% to 7.5% reduction to frost damage while worn.
    • Poison Protection (Libila) - Grants a 2.5% to 7.5% reduction to poison damage while worn.
Rite Rework
  • Prayers and sermons now grant favor to the template deity instead of having a new pool for every demigod.
  • Rites now function off of template god favor pool when cast by a demigod.
  • Rites no longer require a specific amount of players in local to cast, and their deity favor cost is no longer dependant on the amount of players on the server.
  • All Rites now create a 24 hour window for players to claim the reward. Upon casting, any player of the same template deity as the caster can pray at any altar or applicable location (for example, Magranon can pray on rock) to obtain the bonus.
  • All Rites now grant up to 5 hours of sleep bonus and 0.2% towards 100 of a certain characteristic.
  • Rite of Spring - Now grants 0.2% Mind Logic towards 100 instead of a flat 0.1 increase. Still grants 5 hours of sleep bonus. Now doubles all boat speed on the server it’s casted on for 24 hours.
  • Ritual of the Sun - Now grants 0.2% Body Stamina towards 100 and 5 hours of sleep bonus. Now heals all structure walls and fences within Magranon & his demigod faith zones.
  • Holy Crop - Now grants 0.2% Soul Depth towards 100 and 5 hours of sleep bonus. Now performs a Genesis cast on all applicable creatures within the domain of Fo and all template demigods.
  • Rite of Death - Now grants 0.2% Soul Strength towards 100 and 5 hours of sleep bonus.
Healing Rework
  • Healing spells now work off a global healing resistance debuff. This debuff is applied based on how much health is healed on the target, and will reduce all further healing on the target from any of the listed healing sources based on how much time remains on the debuff. The maximum time is about 20 minutes, and the reduction scales linearly from that mark. For example, if you have 10 minutes on your healing resistance, you’ll receive heals at 50% effectiveness.
  • Cure Light - Now heals 15% + up to 5% more based on cast power. Previously healed 15%. Target of the cast now gets an on screen message stating that their wound was healed. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound.
  • Cure Medium - Now heals 30% + up to 10% more based on cast power. Previously healed 30%. Target of the cast now gets an on screen message stating that their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound.
  • Cure Serious - No longer heals a wound fully. Instead, heals a wound for up to 90% + up to 30% more based on cast power. Target of the cast now gets an on screen message stating their wound was healed. Now deals more damage to undead. Range increased from 1 tile to 3 tiles. Can now be cast on a creature and will automatically target their highest severity wound.
  • Heal - Now heals 40% to 200% based on cast power. Previously healed 30% to 150%. Target of the cast now gets an on screen message stating they were healed. Range increased from 1 tile to 3 tiles.
  • Life Transfer - Amount healed remains the same, but no longer heals wounds at random and instead prioritizes high damage wounds. Also bypasses the minimum damage threshold for healing, and will always apply some amount of healing as long as damage is dealt with the attack. Now works off the global healing resistance.
  • Light of Fo - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Still limited to 5 wounds. Cast power heavily impacts the severity of wounds that are able to be healed. Cast time increased from 10 seconds to 15 seconds.
  • Scorn of Libila - Completely different operation. No longer heals wounds at random and instead prioritizes high damage wounds. Wounds healed limit increased from 2 to 3 per target. Now heals at minimum 3 wounds even if no damage is dealt. Each target that is dealt damage now allows up to 3 additional wounds to be healed, increased from the previous 1. Difficulty reduced from 60 to 50. Area of effect adjusted to 7x7 - 11x11 based on cast power.
Spell Resistances
Many offensive spells in the game now also have their own resistances. These function identically to the healing resistance above, but have much lower maximum durations for their resistance values.
Drain Health - Resistance applies to both the offensive and defensive portions of the spell. For example, using this to heal will give you a resistance to Drain Health, which not only reduces healing received from consecutive casts, but also reduces damage taken from others attempting to Drain Health you. Resistance is capped to 5 minutes.
  • Fireheart - Resistance capped to 2.5 minutes. with 1.5 seconds resist per power [Shared with Shard of Ice and Rotting Gut]
  • Fire Pillar - Resistance capped to 3 minutes.
  • Fungus Trap - Resistance capped to 3 minutes.
  • Hypothermia - Resistance capped to 5 minutes [Shared with Inferno and Worm Brains].
  • Ice Pillar - Resistance capped to 3 minutes.
  • Inferno - Resistance capped to 5 minutes [Shared with Hypothermia and Worm Brains].
  • Pain Rain - Resistance capped to 4 minutes.
  • Rotting Gut - Resistance capped to 2.5 minutes with 1.5 seconds resist per power [Shared with Fireheart and Shard of Ice].
  • Scorn of Libila - Resistance capped to 5 minutes. Applies to damage portion only. Healing is affected by global Healing Resistance.
  • Shard of Ice - Resistance capped to 2.5 minutes with 1.5 seconds resist per power [Shared with Fireheart and Rotting Gut].
  • Smite - Resistance capped to 5 minutes.
  • Tentacles - Resistance capped to 3 minutes.
  • Tornado - Resistance capped to 3 minutes.
  • Worm Brains - Resistance capped to 5 minutes [Shared with Hypothermia and Inferno].
Locate Rework
  • Locate Soul - Now has a 2 minute cooldown. Utilizes Locate Resistance.
  • Nolocate - No longer able to be cast on creatures/players. Utilizes Locate Resistance.
  • Lurker in the Dark - Now has a maximum radius of 100 tiles. This is reduced by up to 50 tiles based on the highest equipped Nolocate jewelry of a player. This is reduced again to 25 tiles when it’s a stealthed player.
Locate Resistance
  • When located successfully by another player, you obtain “Locate Resistance” with a duration based on the highest Nolocate power jewelry you have equipped. This resistance prevents you from being located by any player until it expires. At 100 nolocate, this duration is 5 minutes. Being located by other players in your kingdom will not apply a cooldown, even if you have Nolocate.
  • If the casted locate spell does not beat your nolocate (the power is lower than your jewelry), the Locate Resistance is not applied and the locate spell fails. The locate spell will still receive a cooldown.
  • The messaging is identical whether you resist a locate due to having a higher nolocate power or have Locate Resistance. This means players cannot know for certain whether you are resistant or whether their specific cast did not defeat the threshold required.
Specific Spell Changes
  • Aura of Shared Pain - Removed from Magranon. Added to Libila.
  • Bearpaws - Damage bonus for players has been increased significantly. The new damage bonus is roughly triple the previous values of Bearpaws. Bonus damage for non-players remains the same.
  • Bless - Followers of Libila no longer need to Bless a creature in order to tame it. They can still bless a creature to prevent a white-lighter from taming it.
  • Bloodthirst - Epic changes to Bloodthirst now apply to all servers. Now deals up to 33% increased damage at 10k instead of modifying base damage. Additionally, Bloodthirst now has a power / 100,000 chance to inflict an infection wound on the target (10% at 10,000 Bloodthirst). This infection wound will ignore enemy glance rate. Infection wounds now heal or worsen every minute, and will rapidly worsen. Bandaging or treating the infection wound will stop the worsening effect, but it will still tick every minute.
  • Break Altar - Now costs 20 favor to cast on normal altars. Remains 80 favor to cast against WL/BL.
  • Charm Animal - No longer able to be interrupted by taking damage during combat.
  • Cure Light/Medium/Serious - See Healing Rework above.
  • Dark Messenger - Mailboxes enchanted with Dark Messenger can now be used by all players, including those in white light kingdoms (including PvE freedom servers).
  • Dispel - Now has a difficulty increase based on distance. Does not apply to item dispels. Now partially dispels effects on creature targets based on cast power. The dispel resistance is no longer a pass/fail mechanic and now reduces the power of dispel casts on a target with resistance. Dispel resistance has been translated to the new resist system.
  • Dominate - Power of the cast now uses Channeling as the primary skill check, with Soul Strength added as a bonus. This is the reverse of previous functionality. It should be easier to dominate creatures if your Channeling is higher than your Soul Strength after this change. No longer able to be interrupted by taking damage during combat.
  • Drain Health - No longer heals a set amount when cast. Instead, it now heals for double the amount of damage dealt. Uses new spell resistance (see above).
  • Drain Stamina - Cast time reduced from 10 seconds to 9 seconds. Range increased from 1.5 tiles to 3 tiles.
  • Excel - Favor cost reduced from 40 to 20.
  • Fire Heart - Damage reduced from 10,000 to 9,000 base damage and down from 100 to 80 damage per power. Cast time increased from 5 seconds to 7 seconds. Damage now ignores armour. Uses new spell resistance (see above).
  • Fire Pillar - Deals wounds 10 times faster for 1/10th damage. Damage per power reduced from 3.0 to 2.75. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above).
  • Flaming Aura - Now bypasses the minimum damage threshold and will always apply a wound, regardless of the target’s armour.
  • Forest Giant Strength - No longer limited to having below 40 body strength. Instead, it now applies a temporary “curve” to Body Strength based on cast power.
  • Fungus - Renamed to “Corrupt”.
  • Fungus Trap - Deals wounds 10 times faster for 1/10th damage. Base damage increased from 250 to 350. Damage per power reduced from 2.5 to 2.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above).
  • Frantic Charge - No longer grants bonus movement speed (to mounts or otherwise). Duration multiplied by 20 to match other buffs like Excel, Oakshell, and Truehit.
  • Frostbrand - Now bypasses the minimum damage threshold and will always apply a wound, regardless of the target’s armour.
  • Genesis - No longer instantly kills undead, and instead inflicts a heavy internal wound between 50% and 125% health based on power. Damage ignores armour, but does not ignore other DR factors such as body strength and similar.
  • Heal - See Healing Rework above.
  • Hell Strength - No longer limited to below 40 strength. Now applies a temporary “curve” to Body Strength and Soul Strength based on cast power. Both stats are modified at roughly half value of Forest Giant Strength’s effect.
  • Humid Drizzle - Cooldown reduced from 15 minutes to 30 seconds. Cast time reduced from 40 seconds to 30 seconds. Creatures now gain a 15 minute resistance to Humid Drizzle when affected. They will not be able to be affected by another Humid Drizzle until the resistance expires.
  • Ice Pillar - Deals wounds 10 times faster for 1/10th damage. Base damage decreased from 250 to 150. Damage per power increased from 2.5 to 4.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above).
  • Mend - Quality reduction is now based on how much damage was repaired. For example, mending an item with 7 damage will only reduce quality by 0.7. Maximum amount of damage mended per cast remains 20.
  • Mole Senses - Now performs an “analyse” on the rocks below the surface when cast. This will display ore types detected in the caves below, with the radius and types of ore discovered based on cast power.
  • Nimbleness - Favor cost reduced from 80 to 60.
  • Land of the Dead - Amount of corpses raised is now limited to cast power.
  • Life Transfer - Favor cost reduced from 120 to 100. Healing uses the new healing resistance (see above).
  • Light of Fo - See Healing Rework above. Now displays an on-screen message for nearby players when being cast and finished casting.
  • Locate Artifact - Now available on all deities, including Fo and player demigods.
  • Lurker in the Woods - Now able to locate unique creatures as well as champions.
  • Mass Stamina - Cast time reduced from 20 seconds to 15 seconds.
  • Mind Stealer - Favor cost reduced from 120 to 100.
  • Oakshell - Maximum damage reduction decreased from 80% to 70%. Maximum glance rate decreased from 40% to 33.3%. Can now only be cast on players on PvP servers. Oakshell now reduces mounted movement speed across all servers instead of just Epic. This movement speed penalty has been fixed to apply to hitched creatures as well. Now applies over cloth and leaver if active.
  • Pain Rain - Base damage increased from 4,000 to 6,000. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new damage resistance (see above).
  • Phantasms - Reworked into essentially a new spell.
  • On players: Now applies a debuff that causes the outlines of enemies and allies to swap randomly every few seconds.
  • On non-players: Now causes the target to attack a nearby unit that is hostile to the caster. For example, with two trolls attacking you, casting on one of the trolls will cause it to attack the other.
  • Rebirth - Creatures resurrected using Rebirth can no longer be equipped with gear, unless it is valid equipment (such as saddles, horse shoes, etc. on a zombie horse). This removes the ability to equip zombie trolls with weapons and armour.
  • Refresh - Cast time reduced from 15 seconds to 9 seconds. Range increased from 1 tile to 3 tiles.
  • Rotting Gut - Base damage increased from 5,000 to 8,000. Damage per power increased from 50 to 120. Cast time reduced from 10 seconds to 7 seconds. Damage type changed from Infection to Acid. Uses new spell resistances (see above).
  • Scorn of Libila - See Healing Rework above. Uses new damage resistance (see above).
  • Shard of Ice - Base damage decreased from 10,000 to 5,000. Damage per power increased from 100 to 150. Damage now ignores armour.
  • Smite - Damage now scales from 50% to 100% of previous value based on cast power. Range increased from 1.5 tiles to 3 tiles.
  • Sunder - Now deals up to 20 damage based on cast power, instead of always 20 damage. Higher quality items take reduced damage. Higher damaged items take reduced damage. Heavy weight objects take significantly reduced damage, though any item 5kg or under will take the full damage. Can now be cast on any item that can be bashed (including forges & ovens). Normal permissions for bashing apply, including on PvP servers (guards must be dead etc.)
  • Tangleweave - Reworked into essentially a new spell.
  • Tangleweave now has a 3 second cast time and costs 15 favor. When cast, Tanglewave will interrupt the target’s spell cast, and apply the increased spell cast timer debuff for a short duration. Can now be cast in combat.
  • Tentacles - Deals wounds 10 times faster for 1/10th damage. Base damage increased to 400 from 250. Damage per power decreased from 2.5 to 1.0. Damage now ignores armour. Now displays an on-screen message for nearby players when being cast and finished casting. Uses new spell resistance (see above).
  • Tornado - Now able to be cast while in combat. Base damage reduced from 5,000 to 4,000. Damage per power increased from 50 to 80. Damage now ignores armour. Area of effect changed to 5x5 - 9x9 based on cast power. Uses new spell resistances (see above).
  • Venom - Favor cost reduced from 120 to 100. Damage conversion now occurs before glance calculations. Still deals poison wounds, but those poison wounds do not inflict poison status (that causes the instant kill). The 20% damage penalty has now been scaled based on cast power, with 100 power completely cancelling out the damage penalty altogether.
  • Vessel - Faith requirement reduced from 38 to 31.
  • Web Armour - Added to Magranon.
  • Worm Brains - Damage now 120 per power. Reworked into “heavy damage” spell group.
  • Faith requirement increased from 35 to 51. Favor cost increased from 30 to 40. Base damage increased from 5,000 to 17,500. Damage per power increased from 50 to 140. Cooldown increased from 30 seconds to 60 seconds. Uses new spell resistance (see above).
  • Wrath of Magranon - Reworked into an area damage spell.
  • Now deals damage to enemy structures in a 3x3 area. It also inflicts crushing wounds to all creatures within the area.
Player Demigods
  • Demigods now have a “template” deity that their religion is based on, selected from the four base gods.
  • These templates affect the affinities that each demigod provides. For example, demigods with Vynora as their template will be able to pray on water and get double favor from sacrificing pottery. Any demigod following a different template is unable to obtain these affinities.
  • Priests can now link with any priest of the same template. For example, this means that any Libila priest can link with any other blacklight demigod.
  • Demigod passives have been rerolled with the exception of the template passives (listed above).
  • Passives are now more likely to align with the template deity, but some will be outliers to create interesting combinations.
  • Demigod spells have been completely rerolled using a new system to distribute the spells.
  • The new system uses the affinities of the demigod to determine what type of spells they should obtain, as well as avoiding overpowered or useless combinations that render a god too strong or too weak.
  • Updated information regarding their current passives and spell lists can be found in this spreadsheet on the second sheet (Deity Information).
Miscellaneous & Messaging
  • Spell List Improvements - The Spell List window has been completely overhauled and has many new features to offer.
  • Larger Window - The window that displays is now larger. This should prevent having to resize the window in order to see all the passives and spells available to you.
  • Passives Display - Now shows how strong your connection to your deity is (based on your faith level). This is then followed by the passives the deity is currently granting you.
  • Spells Sorted - Spells have now been placed into a sortable table. You can now sort spells by faith requirement, favor, name, or description. Targets are also available, but not exceptionally functional.
  • Updated Descriptions - All spells now have new descriptions which should more accurately represent how they function.
  • Existing players with deities can have a one time transfer by using /transfer. There is currently no planned date for this window to end, any planned date will be announced in advance.
Enchanting Improvements
  • Certain spells now target specific item types instead of any item. Attempting to target any other item than a valid target will result in an error.
  • Armour - Aura of Shared Pain, Web Armour
  • Weapon - Bloodthirst, Animal Demise, Human Demise, Legendary Demise, Monster Demise, Essence Drain, Flaming Aura, Frostbrand, Life Transfer, Mind Stealer, Nimbleness, Rotting Touch, Venom
  • Jewelry - Blaze, Corrosion, Glacial, Nolocate, Toxin, Acid Protection, Fire Protection, Frost Protection, Poison Protection
  • Pendulum - Lurker in the Dark, Lurker in the Deep, Lurker in the Woods.
  • Attempting to enchant an item that has a conflicting enchant now shows which enchant is blocking the cast.
  • The longsword is already enchanted with something that would negate the effect.
  • The longsword is already enchanted with Blessings of the Dark, which would negate the effect of Wind of Ages.
  • Effect descriptions for many enchants have been updated to better reflect their function.
  • Many additional objects are now able to be enchanted and mended, specifically containers such as pottery.
  • Examine messages for enchants now have color. These colors can be edited in your client settings under the Text tab.
  • Natural favor regeneration has been improved. It now regenerates every 5 seconds instead of every 10 seconds, and also replenishes more per regeneration tick.
  • Certain potions from bloods and similar now have an effect:
  • Salve of Frost - Converts damage from a weapon to frost.
  • Salve of Fire - Converts damage from a weapon to fire.
  • Potion of Acid - Converts damage from a weapon to acid.
  • Damage from all spells, including karma spells, now uses Soul Strength in damage reduction calculations instead of Body Strength.
  • Damage dealt to non-players is now modified heavily. Targets can take anywhere from 4x to 0x damage based on their armour and Soul Strength.
  • Maximum cast power for champions on home servers has been increased from 30 to 50.
  • Tile spells now use multicolor line messaging for casting, similar to creature casts.
  • Creature enchant spells will no longer give “would never help the infidel” errors when attempting to cast on an allied player following a deity that doesn’t agree with yours. Instead, this error now only occurs when attempting to cast on enemy players.
  • Casting a combat spell such as Fireheart, Drain Health, and similar on an enemy will now display an on-screen message for both the caster and target when the cast begins and finishes.
  • Pillar spells (Fire Pillar, Fungus Trap, Ice Pillar, and Tentacles) no longer display a combat message when they deal damage.
  • Creatures will now display their spell effects on examine. This is limited to same kingdom, allied, or neutral targets only.
]]>
Patch Notes 1.8.0.3 Live! https://wurm-unlimited.com/blog/21/patch-notes-1803-live/ https://wurm-unlimited.com/blog/21/patch-notes-1803-live/ Tue, 18 Sep 2018 13:02 CEST
And the update is live! 1.8 is now launched with all the goodies from Wurm Online in the past few months, including a new metal alloy, electrum, more titles, and a rework to the armour balancing system. This system also includes the ability to ban players by steamID as well as making setting up a server by automatically identifying which IP and port to use.

As usual, please report any bugs you find on our Steam forums, official forums at http://forum.wurmonline.com , or discord at https://discord.gg/wurm

And as always, keep on Wurming!
Retrograde & the Wurm team


Wurm Unlimited additions:
  • Added Auto networking and auto port forwarding to server setup window on the Local Server tab.
    • Enabled by default, servers will now identify which port and IP to use without requiring manually setting it if possible.
    • They can be disabled by modifying the wurm.ini file with AUTO_NETWORKING=false and ENABLE_PNP_PORT_FORWARD=false
  • GM's can now ban via steamID
    • GM's of level 2 and above can ban players by steamID using the command  #bansteam <id/player> and they can be unbanned with #pardonsteam
  • SteamID has now been added to the GMtool
  • Added new database table PLAYERS.STEAM_IDS table which logs the player ID and steam ID of players, and supports situations where a player is assigned to a new steam ID (via change password)
  • Level 5 GM's will now show as [ADMIN] instead of [DEV] to avoid confusion.
  • All database scripts have been updated to work with the newest database schema.
Additions:
  • New: Added ability to display compound titles.
    • In the titles menu players may choose to display two titles together.
  • New: Village Name and Village Role will now show on player mouseover.
  • New: Profile options added to customize these additions.
    • Show Other Player Titles - Allows you to show/hide other players [Skill Titles, Meditation Titles and Sorcery Titles] text.
    • Show Other Player Villages - Allows you to show/hide other players "Role of Village" text.
    • Show Own Village Titles - Allows you to show/hide your own "Role of Village" text. This overrides the above option, and will not display even if the viewer wants to see it.
  • New: A PvE death tab has been added and will record player deaths on your server.
    • Deaths will be recorded for players with at least 20 fighting skill, 1.5 body.
    • You can opt-out of your name appearing in the death tab in your profile.
    • You can opt-out of seeing the death tab in your profile.
  • New: Unequip All has been added to right click body which will unequip all armour.
  • New: You can now add Sub Groups inside Groups in your inventory.
  • New: Get Price now displays a rough amount of favor from sacrificing.
  • New: Unicorn offspring will now have names.
  • New: More titles have been added.
  • New: Skills at 99 or greater are protected from being lost upon death, excluding fighting and characteristics.
  • New: Rift bracelets can now be equipped.
  • New:  You can now move archaeological reports from one journal to another.
    • Activate report, right click the journal you want to move the page to, select 'move report'.
  • New: You can now use a knife cut a 2kg portion of larger weight prepared foods.
  • New: Added a storage unit, the empty shelf.
  • New: Items can now be placed on more surfaces and containers:
    • NOTE: If the item is a container already, any items placed on it will be dropped on the ground when it is picked up, a message in event log will notify the player of this.
    • Large anvil
    • Large barrel
    • Tub
    • Empty shelf
    • Small barrel
    • Stone altar
    • Wood altar
    • Silver altar
    • Gold altar
    • Coffin
    • Well
    • Large magic chest
    • Small magic chest
    • Oil barrel
    • Wine barrel
    • Coffer
    • Cupboard
  • The following surfaces will also heat any item placed on them (so don't place burnable items on them!):
    • Oven
    • Forge
    • Hota statue
    • Smelter
    • Still
  • New: Electrum has been discovered!
  • Electrum is an alloy created with gold and silver, using the metallurgy skill.
  • Material bonuses are:

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

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

    • General
    • -10% damage taken
    • 9x trader price
    • -20% decay damage taken+2.5% bonus to repair speed
    • +7.5% bonus to pendulum area of effect
    • +10% bonus to bash damage
    • Can be used to make statuettes
    • Can be used to make unicorn shoes
  • New: Electrum rune of Fo:
    • Can be used to reduce age of a creature.
    • Will reduce the age by a percentage of current age.
    • Creatures cannot be pregnant when this rune is used
    • The minimum age for creatures is Aged (12 months) (For reference, hell horses unhitch at Aged (29)
Changes:
  • Change: Amount of source salt required to create potions from bloods has been raised from 0.001 to 0.01.
  • Change: You can no longer erupt a tile next to a cave entrance.
  • Change: Disintegrate bonus now applies to all warrior gods instead of just Magranon. (Vanilla warrior gods are Magranon only)
  • Change: Dragon sorcery drop chance has been increased and tomes that drop from dragons will now be a single charge.
  • Change: Mine a star gem personal goal change listed below:
    • The personal goal Mine an Exquisite gem has been replaced with a new goal Recreate a statue from fragments.
    • If you already completed the Mine an exquisite gem, it will not change.
    • If you happen to mine an exquisite gem before recreating a statue from fragments, you can log out and back in and your personal goal will show Mine an Exquisite gem as completed (green).
  • Change: In order to ensure all unique bloods result in different potions black, red and blue dragon blood will now make new potion types.
    • Existing bloods of these creatures will make the new types as well.
  • Change: Market stalls will now take more damage when bashed.
  • Change: Sea Serpents  are no longer  on the endangered species list and may be sighted more often.
  • Change: Alcohol strength and drinking changes listed below:
    • Alcohol now gives 100% to 150% effectiveness based on QL.
    • Players can now drink alcohol regardless of thirst level, similar to source.
    • Consuming less than the full 0.2kg will scale the effect of alcohol down to the amount you've consumed.
  • Change: Oil of the Weaponsmith will now work for the Weaponsmithing skill instead of just the weaponsmithing sub-skills.
  • Change: Merchants who pack up and leave due to no business transactions for a while will send items which do not fit in backpacks separately.
  • Change: Height checks for accessing containers and objects will only occur inside buildings.
  • Change: Removed old copper needle creation
    • Before the all metal item changes, needles could be made from iron or copper, but copper could not be used to improve with., With the ability to create all items from all metals, this needle item is no longer valid, old versions may exist, so if you cannot improve a cloth item with a copper needle, it's the old type.
  • Change: The resource you obtain from digging is now dependent on the tile type on which you are standing. You no longer need to dig in the NW corner.
  • Change: Various text changes have been made to emoting on body parts.
  • Change: You will now be able to build on pavement outside of settlements without having to remove the pavement first as long as it's not an official highway (catseyed)
  • Change: Halter ropes can now be used to haul items up/down ladders.
  • Change: Players can now deny and/or remove kingdom office titles.
  • Change: Spawn rates have been increased upwards for unicorns and lava fiends.
    • Unicorns will spawn on grass, steppe and mycelium. Lava Fiends will spawn a bit more in caves and a small chance on rock.
  • Change: Achievement changes, additions and fixes.
    • Personal goals should now update properly when switching servers.
    • Mine an exquisite gemstone has been changed from a 99 quality gem to a star gem.
    • Perform 100000 actions goal now has a visible counter under Achievements entitled Actions Performed.
    • Pick five door locks text has been changed to Pick five locks to correctly reflect the achievement requirements.
    • Weight requirement for 'Giant Fish" has been reduced from 190 kgs to 175 kgs
  • Change: The number of animals branded to a deed will now be displayed in village info.
  • Change: Freezing a surface tile with Path of Power now also freezes the cave tile.
  • Change: Blood from legendary creatures now displays which legendary dropped the blood on examine and when mailed will display in mouseover.
  • Change: A "Kingdom of"  permissions category has been added to vehicles.
  • Change: Added ability to plant flowers directly on grass tiles without requiring cultivating the tile first.
  • Change: The new armour system previously on Epic settings now applies to all servers:
    • Changes to base damage reduction rates for armours:
      • Leather from 45% to 60%
      • Studded from 50% to 62.5%
      • Chain from 55% to 62.5%
      • Cloth from 35% to 40%
      • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
    • Changes to movement speed modifiers from wearing armour:
      • Plate armour should be slightly faster when worn now.
      • Lowered the movement speed reduction from all helms.
      • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
      • Adamantine armours now have a 5% movement speed bonus.
    • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
      • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
      • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
      • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
      • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
      • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
      • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
      • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.
PvP work:
The majority of this will apply to both epic and non epic PvP servers, barring the locate soul range
  • PvP Change: Chaos server now has a maximum Locate Soul range of 500 tiles.
  • PvP server Change: Special moves will now display a multicolor line in the Combat tab when one of either combatant starts to use a special move. This will also display an on-screen message for both clients.
  • PvP server Change: The animal permissions window is now available via the body menu.
    • This includes all animal permissions as per freedom, with appropriate enemy kingdom allowances (Enemy kingdom members are able to do anything).
  • PvP server Change: Improvements to the Kingdom window.  See list below.
    • Now shows land percent up to two decimals
    • Has a % sign to denote it is a percentage.
    • Capitalization for the headers in each column.
    • Now shows appointed success rate as a full number percentage.
    • In the event of a kingdom reset, the kingdom's current land share will become their starting land share.
  • PvP server Bugfix: King regalia material type has been changed and will allow healing.
  • PvP server Bugfix: Change Kingdom option on right click body should work as intended.
    • The feature is designed to allow a player to leave a PMK and join the default template kingdom.
    • Note that on Chaos, white light PMKs will join Freedom Isles since template MR and JK were removed.
    • The change kingdom option will not be shown if player is not in a PMK.
  • PvP server Bugfix: Kings can no longer expel champions from their player made kingdom.
  • PvP server Bugfix: PMKs should now be able to bash their template kingdom towers and vice versa.
  • PvP server Bugfix: Fixed an issue which prevented HotA statue material from changing based on number of wins.
  • PvP server Bugfix: Player god champions should now be able to bash and destroy pavement.
  • PvP server Bugfix: Mycelium now stops CCFP reduction for Libila followers.
  • PvP server Bugfix: Artifacts should no longer get lost in floors or roofs when dropped upon logout.
  • PvP server Bugfix: HotA statues will now have various colors beyond red for alliances with more than 30 wins.
  • PvP server Bugfix: Fix for Scale of Libila untaming when unequipped but not dropped.
  • PvP server Bugfix: Fungus Trap now correctly applies a poison wound instead of crush wound.
  • PvP server Bugfix: Zombies summoned through religious spells will no longer be hostile to same-kingdom players.
  • PvP server Bugfix: Leaving a PMK through the Change Kingdom feature will no longer incur a 14 day cooldown.
  • PvP server Bugfix: Valrei creatures with no kingdom will now be attacked by deed guards.
  • PvP server Bugfix: Deeds under siege with exactly 10 guards should now properly spawn the guards in waves instead of one at a time.
  • PvP server Bugfix: The lockpicking timer will no longer be reset by defenders locking or unlocking the door/gate.
Bug fixes:
  • Bugfix: Fix for soul stealer necklace not having an effect.
  • Bugfix: Examine message for spears has been changed to remove the mention of it being a steel spear and instead will examine as 'A sturdy spear'.
  • Bugfix: Had a chat with garden gnomes and they've agreed be more selective in their activities. (They will steal less items)
  • Bugfix: Merchants no longer accept placed merchant contracts.
  • Bugfix: Fixed an issue which caused mission rituals to appear on a settlement token menu.
  • Bugfix: Planting of Banners, Kingdom Banners, Flags and Kingdom Flags is now limited to 4 per tile instead of 1.
  • Bugfix: Fixed inconsistencies with combing items inside a container.
  • Bugfix: Large anvils should now be enchantable again.
  • Bugfix: Fix for some incorrect pluralization of text in missions.
  • Bugfix: Fix for potential max height error with a meditation tile.
  • Bugfix: Fixed a stamina drain issue with digging with an exact 5.0 sec timer.
  • Bugfix: Fix passengers of vehicles not being checked for attacks from creatures if a Fo priest is commanding.
  • Bugfix: Actions performed achievement should now trigger properly.
  • Bugfix: Wooden benches now properly change last owner when loaded and unloaded.
  • Bugfix: Another attempt to fix an issue where sometimes you cannot tame another pet once your tamed caged creature leaves the server.
  • Bugfix: Legendary creatures should no longer spawn on deed.
  • Bugfix: Fixed an issue with beds not giving a proper menu and error message for guests of a house with a wall down.
  • Bugfix: Normalized stamina loss from gardening
  • Bugfix: Logs of all woodtypes should now form a pile of logs instead of a toolbox model.
  • Bugfix: Various text, grammar and spelling fixes.
  • Bugfix: Crafting window will no longer default to an item in the list.  Exceptions listed below.
    • If only one item can be made it will be in the crafting option by default
    • If you have previously had the crafting window open during the same session with that item crafted, it will auto default to that item again
  • Bugfix: Unfinished items must be repaired before being continued.
  • Bugfix: Items placed on top of altars will not get sacrificed with items placed inside altars.
  • Bugfix: Stealthed players are no longer hidden from village and alliance player lists.
  • Bugfix: Daily faith reset is no longer offset by 5 minutes.
  • Bugfix: Items on a destroyed bridge will now drop to the ground below the bridge.
  • Bugfix: A bug with deity death item protection and death protection (skill) has been fixed for player gods.
    • Prior to this fix, gods with the "death protector" attribute would have both the item protection and skill protection chance on death, while player gods with "death item protector" obtained no benefit. These attributes now function as they should, and certain gods may lose their item protection on death. Other gods will "gain" the item protection on death from this change.
  • Bugfix: Toned down the unicorn spawn from the last update a bit.
  • Bugfix: Imbue on items now ignores "must be on ground" conditions. This allows Large Anvils and other ground objects to be imbued, which never worked before.
  • Bugfix: Unfinished creature cages will now properly be named "[Empty]" when they are completed.
  • Bugfix: Dirt will no longer be disposed of when dropping it above a mine entrance.
  • Bugfix: Trader placement and citizenship mechanics have been adjusted to occur at the time of placement, rather than the next server restart.
    • Traders will become a citizen of the deed where they are placed immediately, instead of after a server restart.
    • Traders placed in the wild will have no deed associated with them and will not generate upkeep for the deed of the placer.
    • If a deed is placed over a trader in the wild, the trader will immediately become a citizen of that deed.
  • Bugfix: Archaeology statues can now be improved.
  • Bugfix: Wooden left arch, right arch and arch T now display the correct parts quantities remaining in the crafting window and the examine window.
  • Bugfix: When a transported creature dies, it will be removed from all servers so as not to remain on your manage animals list.
  • Bugfix: Improving placed metal mine doors more aligned to improving those not placed.
  • Bugfix: You must be within a 1 tile range in order to bash a mine door.
  • Bugfix: You can remove inventory groups/subgroups with or without an item activated.
  • Bugfix: Reworded the profile toggling messages to be more clear when choosing to show or hide the pve death tab notices.
  • Bugfix: All two handed weapons should now properly use the two handed fighting animation.
  • Bugfix: PvE Death Tab will now report  animal conditions as well as type.  Ex. old raging Large rat, aged champion Black wolf instead of just old Large rat and aged Black wolf.
  • Bugfix: Unequip All now ignores items in equipped containers.
  • Bugfix: You must be on the same layer in order to repair house walls/fences.
  • Bugfix: Combat should now break repair and continue building actions.
  • Bugfix: Summer hats now have their previous defensive values as armour.
  • Bugfix: Leather armour now has a +30% archery/casting bonus like it should.
  • Bugfix: Leading a non-swimming creature into water will now allow you to lead it back out if it gets stuck and you automatically stop leading.
  • Bugfix: Open and close actions on containers on the ground should now be able to be  opened and closed when the right click menu gives the option.
  • Bugfix: You can no longer build/continue a fence or attach a mine door from inside a cave.
  • Bugfix: Rift jewelry will no longer take charges from items in the inventory if an identical one is equipped.
  • Bugfix: Prayers no longer count towards the daily 5 cap if you don't actually gain faith from it, this scenario occurs when praying as non premium.
  • Bugfix: Prevent losing priesthood at exactly 30 faith when crossing servers.
  • Bugfix: Fixed an issue which prevented you from picking up your own corpse on a deed if you were carrying a creature corpse at the time of death.
  • Bugfix: You can no longer sacrifice any creature unless there is a current mission to do so.
  • Bugfix: Dropped corpses will now retain the last owner information so that they can be picked up again if dropped.
Client changes:
The modern renderer is now an available option:
To enable the modern renderer, in the launcher settings (not ingame) go to the graphics tab, and under renderer select Modern, Legacy will be the old renderer.
The modern renderer contains a vast amount of changes and improvements, namely:
  • It can display unlimited amount of lights on the screen (addresses light flickering).
  • Trees and grass should no longer slow the client down on older machines.
  • Performance is overall better than the Legacy renderer.
  • Traditional antialiasing setting does not work with it, use the FXAA postprocess option.
  • New (and future) graphics features and changes will often be only available using the new renderer.
  • Activate keybind will now work in opened inventory container windows
  • Fixed clone characters and creatures
  • Fixed certain items going invisible when placed on another item
  • Fixed the image-in-image issue in caves
  • Fixed emissive models showing through trees
  • Fixed phantom tree collision after crossing a server
  • Fixed invisible/flickering players and objects
  • Grass will now fade in instead of just appearing tile by tile.
  • Normal mapping has been added to buildings and caves.
  • Fixed a visual issue with Oakshell casts on players.
  • Fixed fish a
    ppearing to be above water.
  • Fixed oversized flame on certain hanging lamps.
  • Bridge paving will now have correct season textures and normal maps.
  • Fixed items disappearing behind gates
  • Fixed invisible snow fall
  • Fixed certain cases of flickering lighting
  • Note: In order for the modern renderer to function on any graphics card, all options in compatibility must be set to core.
]]>
Beta Patch Notes 1.8.0.3 https://wurm-unlimited.com/blog/20/beta-patch-notes-1803/ https://wurm-unlimited.com/blog/20/beta-patch-notes-1803/ Mon, 10 Sep 2018 02:32 CEST
  • Fixed an issue with character creation and steamID bans.
  • ]]>
    Beta Patch Notes 1.8.0.1 https://wurm-unlimited.com/blog/19/beta-patch-notes-1801/ https://wurm-unlimited.com/blog/19/beta-patch-notes-1801/ Wed, 05 Sep 2018 12:32 CEST
  • Fix for an issue creatures not being properly cleared from cared for lists when dying on another server.
  • ]]>
    Beta Patch Notes 1.8.0.0 https://wurm-unlimited.com/blog/18/beta-patch-notes-1800/ https://wurm-unlimited.com/blog/18/beta-patch-notes-1800/ Tue, 04 Sep 2018 14:56 CEST
    Todays beta brings 1.8 with all the goodies from Wurm Online in the past few months, including a new metal alloy, electrum, more titles, and a rework to the armour balancing system. This beta also includes the ability to ban players by steamID as well as making setting up a server by automatically identifying which IP and port to use.

    As usual, the beta is expected to run into next week, pending feedback and any major issues which can be reported on our steam forums, official forums athttp://forum.wurmonline.com , or discord at https://discord.gg/wurm

    Retrograde & the Wurm team


    Wurm Unlimited additions:
    • Added Auto networking and auto port forwarding to server setup window on the Local Server tab.
      • Enabled by default, servers will now identify which port and IP to use without requiring manually setting it if possible.
      • They can be disabled by modifying the wurm.ini file with AUTO_NETWORKING=false and ENABLE_PNP_PORT_FORWARD=false
    • GM's can now ban via steamID
      • GM's of level 2 and above can ban players by steamID using the command  #bansteam <id/player> and they can be unbanned with #pardonsteam
    • SteamID has now been added to the GMtool
    • Added new database table PLAYERS.STEAM_IDS table which logs the player ID and steam ID of players, and supports situations where a player is assigned to a new steam ID (via change password)
    • Level 5 GM's will now show as [ADMIN] instead of [DEV] to avoid confusion.
    Additions:
    • New: Added ability to display compound titles.
      • In the titles menu players may choose to display two titles together.
    • New: Village Name and Village Role will now show on player mouseover.
    • New: Profile options added to customize these additions.
      • Show Other Player Titles - Allows you to show/hide other players [Skill Titles, Meditation Titles and Sorcery Titles] text.
      • Show Other Player Villages - Allows you to show/hide other players "Role of Village" text.
      • Show Own Village Titles - Allows you to show/hide your own "Role of Village" text. This overrides the above option, and will not display even if the viewer wants to see it.
    • New: A PvE death tab has been added and will record player deaths on your server.
      • Deaths will be recorded for players with at least 1.5 body who are also premium players.
      • You can opt-out of your name appearing in the death tab in your profile.
      • You can opt-out of seeing the death tab in your profile.
    • New: Unequip All has been added to right click body which will unequip all armour.
    • New: You can now add Sub Groups inside Groups in your inventory.
    • New: Get Price now displays a rough amount of favor from sacrificing.
    • New: Unicorn offspring will now have names.
    • New: More titles have been added.
    • New: Skills at 99 or greater are protected from being lost upon death, excluding fighting and characteristics.
    • New: Rift bracelets can now be equipped.
    • New:  You can now move archaeological reports from one journal to another.
      • Activate report, right click the journal you want to move the page to, select 'move report'.
    • New: You can now use a knife cut a 2kg portion of larger weight prepared foods.
    • New: Added a storage unit, the empty shelf.
    • New: Items can now be placed on more surfaces and containers:
      • NOTE: If the item is a container already, any items placed on it will be dropped on the ground when it is picked up, a message in event log will notify the player of this.
      • Large anvil
      • Large barrel
      • Tub
      • Empty shelf
      • Small barrel
      • Stone altar
      • Wood altar
      • Silver altar
      • Gold altar
      • Coffin
      • Well
      • Large magic chest
      • Small magic chest
      • Oil barrel
      • Wine barrel
      • Coffer
      • Cupboard
    • The following surfaces will also heat any item placed on them (so don't place burnable items on them!):
      • Oven
      • Forge
      • Hota statue
      • Smelter
      • Still
    • New: Electrum has been discovered!
    • Electrum is an alloy created with gold and silver, using the metallurgy skill.
    • Material bonuses are:

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

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

      • General
      • -10% damage taken
      • 9x trader price
      • -20% decay damage taken+2.5% bonus to repair speed
      • +7.5% bonus to pendulum area of effect
      • +10% bonus to bash damage
      • Can be used to make statuettes
      • Can be used to make unicorn shoes
    • New: Electrum rune of Fo:
      • Can be used to reduce age of a creature.
      • Will reduce the age by a percentage of current age.
      • Creatures cannot be pregnant when this rune is used
      • The minimum age for creatures is Aged (12 months) (For reference, hell horses unhitch at Aged (29)
    Changes:
    • Change: Amount of source salt required to create potions from bloods has been raised from 0.001 to 0.01.
    • Change: You can no longer erupt a tile next to a cave entrance.
    • Change: Disintegrate bonus now applies to all warrior gods instead of just Magranon. (Vanilla warrior gods are Magranon only)
    • Change: Dragon sorcery drop chance has been increased and tomes that drop from dragons will now be a single charge.
    • Change: Mine a star gem personal goal change listed below:
      • The personal goal Mine an Exquisite gem has been replaced with a new goal Recreate a statue from fragments.
      • If you already completed the Mine an exquisite gem, it will not change.
      • If you happen to mine an exquisite gem before recreating a statue from fragments, you can log out and back in and your personal goal will show Mine an Exquisite gem as completed (green).
    • Change: In order to ensure all unique bloods result in different potions black, red and blue dragon blood will now make new potion types.
      • Existing bloods of these creatures will make the new types as well.
    • Change: Market stalls will now take more damage when bashed.
    • Change: Sea Serpents  are no longer  on the endangered species list and may be sighted more often.
    • Change: Alcohol strength and drinking changes listed below:
      • Alcohol now gives 100% to 150% effectiveness based on QL.
      • Players can now drink alcohol regardless of thirst level, similar to source.
      • Consuming less than the full 0.2kg will scale the effect of alcohol down to the amount you've consumed.
    • Change: Oil of the Weaponsmith will now work for the Weaponsmithing skill instead of just the weaponsmithing sub-skills.
    • Change: Merchants who pack up and leave due to no business transactions for a while will send items which do not fit in backpacks separately.
    • Change: Height checks for accessing containers and objects will only occur inside buildings.
    • Change: Removed old copper needle creation
      • Before the all metal item changes, needles could be made from iron or copper, but copper could not be used to improve with., With the ability to create all items from all metals, this needle item is no longer valid, old versions may exist, so if you cannot improve a cloth item with a copper needle, it's the old type.
    • Change: The resource you obtain from digging is now dependent on the tile type on which you are standing. You no longer need to dig in the NW corner.
    • Change: Various text changes have been made to emoting on body parts.
    • Change: You will now be able to build on pavement outside of settlements without having to remove the pavement first as long as it's not an official highway (catseyed)
    • Change: Halter ropes can now be used to haul items up/down ladders.
    • Change: Players can now deny and/or remove kingdom office titles.
    • Change: Spawn rates have been increased upwards for unicorns and lava fiends.
      • Unicorns will spawn on grass, steppe and mycelium. Lava Fiends will spawn a bit more in caves and a small chance on rock.
    • Change: Achievement changes, additions and fixes.
      • Personal goals should now update properly when switching servers.
      • Mine an exquisite gemstone has been changed from a 99 quality gem to a star gem.
      • Perform 100000 actions goal now has a visible counter under Achievements entitled Actions Performed.
      • Pick five door locks text has been changed to Pick five locks to correctly reflect the achievement requirements.
      • Weight requirement for 'Giant Fish" has been reduced from 190 kgs to 175 kgs
    • Change: The number of animals branded to a deed will now be displayed in village info.
    • Change: Freezing a surface tile with Path of Power now also freezes the cave tile.
    • Change: Blood from legendary creatures now displays which legendary dropped the blood on examine and when mailed will display in mouseover.
    • Change: A "Kingdom of"  permissions category has been added to vehicles.
    • Change: Added ability to plant flowers directly on grass tiles without requiring cultivating the tile first.
    • Change: The new armour system previously on Epic settings now applies to all servers:
      • Changes to base damage reduction rates for armours:
        • Leather from 45% to 60%
        • Studded from 50% to 62.5%
        • Chain from 55% to 62.5%
        • Cloth from 35% to 40%
        • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
      • Changes to movement speed modifiers from wearing armour:
        • Plate armour should be slightly faster when worn now.
        • Lowered the movement speed reduction from all helms.
        • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
        • Adamantine armours now have a 5% movement speed bonus.
      • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
        • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
        • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
        • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
        • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
        • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
        • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
        • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.
    PvP work:
    The majority of this will apply to both epic and non epic PvP servers, barring the locate soul range
    • PvP Change: Chaos server now has a maximum Locate Soul range of 500 tiles.
    • PvP server Change: Special moves will now display a multicolor line in the Combat tab when one of either combatant starts to use a special move. This will also display an on-screen message for both clients.
    • PvP server Change: The animal permissions window is now available via the body menu.
      • This includes all animal permissions as per freedom, with appropriate enemy kingdom allowances (Enemy kingdom members are able to do anything).
    • PvP server Change: Improvements to the Kingdom window.  See list below.
      • Now shows land percent up to two decimals
      • Has a % sign to denote it is a percentage.
      • Capitalization for the headers in each column.
      • Now shows appointed success rate as a full number percentage.
      • In the event of a kingdom reset, the kingdom's current land share will become their starting land share.
    • PvP server Bugfix: King regalia material type has been changed and will allow healing.
    • PvP server Bugfix: Change Kingdom option on right click body should work as intended.
      • The feature is designed to allow a player to leave a PMK and join the default template kingdom.
      • Note that on Chaos, white light PMKs will join Freedom Isles since template MR and JK were removed.
      • The change kingdom option will not be shown if player is not in a PMK.
    • PvP server Bugfix: Kings can no longer expel champions from their player made kingdom.
    • PvP server Bugfix: PMKs should now be able to bash their template kingdom towers and vice versa.
    • PvP server Bugfix: Fixed an issue which prevented HotA statue material from changing based on number of wins.
    • PvP server Bugfix: Player god champions should now be able to bash and destroy pavement.
    • PvP server Bugfix: Mycelium now stops CCFP reduction for Libila followers.
    • PvP server Bugfix: Artifacts should no longer get lost in floors or roofs when dropped upon logout.
    • PvP server Bugfix: HotA statues will now have various colors beyond red for alliances with more than 30 wins.
    • PvP server Bugfix: Fix for Scale of Libila untaming when unequipped but not dropped.
    • PvP server Bugfix: Fungus Trap now correctly applies a poison wound instead of crush wound.
    • PvP server Bugfix: Zombies summoned through religious spells will no longer be hostile to same-kingdom players.
    • PvP server Bugfix: Leaving a PMK through the Change Kingdom feature will no longer incur a 14 day cooldown.
    • PvP server Bugfix: Valrei creatures with no kingdom will now be attacked by deed guards.
    • PvP server Bugfix: Deeds under siege with exactly 10 guards should now properly spawn the guards in waves instead of one at a time.
    • PvP server Bugfix: The lockpicking timer will no longer be reset by defenders locking or unlocking the door/gate.
    Bug fixes:
    • Bugfix: Fix for soul stealer necklace not having an effect.
    • Bugfix: Examine message for spears has been changed to remove the mention of it being a steel spear and instead will examine as 'A sturdy spear'.
    • Bugfix: Had a chat with garden gnomes and they've agreed be more selective in their activities. (They will steal less items)
    • Bugfix: Merchants no longer accept placed merchant contracts.
    • Bugfix: Fixed an issue which caused mission rituals to appear on a settlement token menu.
    • Bugfix: Planting of Banners, Kingdom Banners, Flags and Kingdom Flags is now limited to 4 per tile instead of 1.
    • Bugfix: Fixed inconsistencies with combing items inside a container.
    • Bugfix: Large anvils should now be enchantable again.
    • Bugfix: Fix for some incorrect pluralization of text in missions.
    • Bugfix: Fix for potential max height error with a meditation tile.
    • Bugfix: Fixed a stamina drain issue with digging with an exact 5.0 sec timer.
    • Bugfix: Fix passengers of vehicles not being checked for attacks from creatures if a Fo priest is commanding.
    • Bugfix: Actions performed achievement should now trigger properly.
    • Bugfix: Wooden benches now properly change last owner when loaded and unloaded.
    • Bugfix: Another attempt to fix an issue where sometimes you cannot tame another pet once your tamed caged creature leaves the server.
    • Bugfix: Legendary creatures should no longer spawn on deed.
    • Bugfix: Fixed an issue with beds not giving a proper menu and error message for guests of a house with a wall down.
    • Bugfix: Normalized stamina loss from gardening
    • Bugfix: Logs of all woodtypes should now form a pile of logs instead of a toolbox model.
    • Bugfix: Various text, grammar and spelling fixes.
    • Bugfix: Crafting window will no longer default to an item in the list.  Exceptions listed below.
      • If only one item can be made it will be in the crafting option by default
      • If you have previously had the crafting window open during the same session with that item crafted, it will auto default to that item again
    • Bugfix: Unfinished items must be repaired before being continued.
    • Bugfix: Items placed on top of altars will not get sacrificed with items placed inside altars.
    • Bugfix: Stealthed players are no longer hidden from village and alliance player lists.
    • Bugfix: Daily faith reset is no longer offset by 5 minutes.
    • Bugfix: Items on a destroyed bridge will now drop to the ground below the bridge.
    • Bugfix: A bug with deity death item protection and death protection (skill) has been fixed for player gods.
      • Prior to this fix, gods with the "death protector" attribute would have both the item protection and skill protection chance on death, while player gods with "death item protector" obtained no benefit. These attributes now function as they should, and certain gods may lose their item protection on death. Other gods will "gain" the item protection on death from this change.
    • Bugfix: Toned down the unicorn spawn from the last update a bit.
    • Bugfix: Imbue on items now ignores "must be on ground" conditions. This allows Large Anvils and other ground objects to be imbued, which never worked before.
    • Bugfix: Unfinished creature cages will now properly be named "[Empty]" when they are completed.
    • Bugfix: Dirt will no longer be disposed of when dropping it above a mine entrance.
    • Bugfix: Trader placement and citizenship mechanics have been adjusted to occur at the time of placement, rather than the next server restart.
      • Traders will become a citizen of the deed where they are placed immediately, instead of after a server restart.
      • Traders placed in the wild will have no deed associated with them and will not generate upkeep for the deed of the placer.
      • If a deed is placed over a trader in the wild, the trader will immediately become a citizen of that deed.
    • Bugfix: Archaeology statues can now be improved.
    • Bugfix: Wooden left arch, right arch and arch T now display the correct parts quantities remaining in the crafting window and the examine window.
    • Bugfix: When a transported creature dies, it will be removed from all servers so as not to remain on your manage animals list.
    • Bugfix: Improving placed metal mine doors more aligned to improving those not placed.
    • Bugfix: You must be within a 1 tile range in order to bash a mine door.
    • Bugfix: You can remove inventory groups/subgroups with or without an item activated.
    • Bugfix: Reworded the profile toggling messages to be more clear when choosing to show or hide the pve death tab notices.
    • Bugfix: All two handed weapons should now properly use the two handed fighting animation.
    • Bugfix: PvE Death Tab will now report  animal conditions as well as type.  Ex. old raging Large rat, aged champion Black wolf instead of just old Large rat and aged Black wolf.
    • Bugfix: Unequip All now ignores items in equipped containers.
    • Bugfix: You must be on the same layer in order to repair house walls/fences.
    • Bugfix: Combat should now break repair and continue building actions.
    • Bugfix: Summer hats now have their previous defensive values as armour.
    • Bugfix: Leather armour now has a +30% archery/casting bonus like it should.
    • Bugfix: Leading a non-swimming creature into water will now allow you to lead it back out if it gets stuck and you automatically stop leading.
    • Bugfix: Open and close actions on containers on the ground should now be able to be  opened and closed when the right click menu gives the option.
    • Bugfix: You can no longer build/continue a fence or attach a mine door from inside a cave.
    • Bugfix: Rift jewelry will no longer take charges from items in the inventory if an identical one is equipped.
    • Bugfix: Prayers no longer count towards the daily 5 cap if you don't actually gain faith from it, this scenario occurs when praying as non premium.
    • Bugfix: Prevent losing priesthood at exactly 30 faith when crossing servers.
    • Bugfix: Fixed an issue which prevented you from picking up your own corpse on a deed if you were carrying a creature corpse at the time of death.
    • Bugfix: You can no longer sacrifice any creature unless there is a current mission to do so.
    • Bugfix: Dropped corpses will now retain the last owner information so that they can be picked up again if dropped.
    Client changes:
    The modern renderer is now an available option:
    To enable the modern renderer, in the launcher settings (not ingame) go to the graphics tab, and under renderer select Modern, Legacy will be the old renderer.
    The modern renderer contains a vast amount of changes and improvements, namely:
    • It can display unlimited amount of lights on the screen (addresses light flickering).
    • Trees and grass should no longer slow the client down on older machines.
    • Performance is overall better than the Legacy renderer.
    • Traditional antialiasing setting does not work with it, use the FXAA postprocess option.
    • New (and future) graphics features and changes will often be only available using the new renderer.
    • Activate keybind will now work in opened inventory container windows
    • Fixed clone characters and creatures
    • Fixed certain items going invisible when placed on another item
    • Fixed the image-in-image issue in caves
    • Fixed emissive models showing through trees
    • Fixed phantom tree collision after crossing a server
    • Fixed invisible/flickering players and objects
    • Grass will now fade in instead of just appearing tile by tile.
    • Normal mapping has been added to buildings and caves.
    • Fixed a visual issue with Oakshell casts on players.
    • Fixed fish a
      ppearing to be above water.
    • Fixed oversized flame on certain hanging lamps.
    • Bridge paving will now have correct season textures and normal maps.
    • Fixed items disappearing behind gates
    • Fixed invisible snow fall
    • Fixed certain cases of flickering lighting
    • Note: In order for the modern renderer to function on any graphics card, all options in compatibility must be set to core.
    ]]>
    Patch notes: 1.7.0.0 https://wurm-unlimited.com/blog/10/patch-notes-1700/ https://wurm-unlimited.com/blog/10/patch-notes-1700/ Tue, 03 Jul 2018 14:15 CEST

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

    This update also brings a new distributed JRE version 1.8u172

    Changes and Additions:
    Archaeology changes:
    • Archaeology items can now be found in all metal types:
      • If you investigate and find a metal fragment that is NOT ore or a lump, it'll get the "metal" material.
      • If the fragment you found would have had the steel material (instead of iron), it'll get the "alloy" material instead.
      • Any existing iron fragments can be combined with metal fragments (they will be converted to "metal" material when you start the combine action.
      • Same deal with steel and alloy fragments.
      • When you complete an item from fragments of the metal material, the final item will have a chance to become any base metal type (iron, tin, lead, gold, silver, copper, zinc) depending on how well identified the fragments were - heavily weighted towards iron.
      • When you complete an item from fragments of the alloy material, the final item will have a chance to become any alloy metal type (steel, brass, bronze) depending on how well identified the fragments were - heavily weighted towards steel.
      • If alloy fragments are extremely well identified, upon combining they will have a small chance to come out as a moonmetal (seryll, glimmersteel, adamantine) - though steel is more likely again.
      • "metal" material fragments can only be combined with other "metal" fragments, and "alloy" material fragments can only be combined with other "alloy" fragments.
    • New:  You can now create an archaeological journal to help record your investigations. ( Special thanks to Wurm Unlimited modder Bdew for some ideas in implementing this!)
      • Add report pages to the journal by activating paper or papyrus sheets and right clicking on the journal - Add report.
      • 22 reports will fit into the journal.
      • Data will be added to your reports as you investigate and gather information.
      • New information will be added to the report as you continue to investigate.
      • Once you've found enough information for a single report, you will be able to use that report to help find that deed again whenever you want.
    • Changes:
      • New statues have been added.
    • Fixes:
      • Fixed a bug which allowed investigating to bypass max inventory weight.
      • Paved tiles should properly reset the investigate flag.
    Item Placement:
    • Items can now be placed on tables and certain objects
    • To place an item, simply right click it from your inventory and select drop > place. You may then move the outlined object onto the table, clicking will place it at that location.
    • The following surfaces can have items placed on them:
      • square table
      • round table
      • dining table
      • bed
      • bench (stone)
      • bedside table
      • open fireplace
      • canopy bed
      • tripod table
      • high bookshelf
      • low bookshelf
      • round marble table
      • rectangular marble table
    • New Decorational Items that items can be placed on have been added too:
      • Empty High Bookshelf
      • Empty Low Bookshelf
      • Bar Table
    Creature Cages:
    • New Item: Creature Cage - Requires 60 carpentry skill to create and continue.
    • New Item: Creature Transporter - 25 Fine Carpentry to create.
    • Must have 23 body strength to load cage onto vehicle.
    • You cannot load pregnant animals.
    • You cannot load hurt animals.
    • You cannot load a creature with items on it.
    • There are specific models for the following stored creatures: bison, sheep, ram, cow, bull, horse, foal, hell horse. All other stored creatures have an enclosed cage graphic.
    • Max of 4 creature cages per tile.
    • A caged animal will move around and cause damage to the cage.
    • When a cage hits 80 damage, the animal will escape.
    • If an animal escapes a cage while in a boat in water, the animal will end up in the water and begin taking damage if they are not a swimming animal. If agro and not tamed, you will not be able to tame them while swimming.
    • You cannot repair or improve a cage if it is storing an animal.
    • The number of cages that can be carried by a vehicle is as follows:
      • Caravel - 8
      • Cog - 6
      • Corbita - 5
      • Knarr - 4
      • Sailing boat - 0
      • Rowing boat - 0
      • Creature transporter - 4
      • Wagon - 2
      • Large cart - 0
    Personal goal changes:
    • Changes:
      • Spars on PVE servers will now trigger the 'defeat another player xxx' goals.
      • Some of the more difficult personal goals have been rerolled if not completed. (ex. goals involving tomes or pvp only creatures and/or mechanics)
    • Bugfixes:
      • The description for 'Sysyphos Says Hello' goal has been changed to correctly reflect the number of repairs needed to 6250 instead of 6000 for repair fences, walls or floors.
      • The 'pilot a xxx boat' achievements should trigger properly now, even if you had them bugged before. Try again with this patch update.
      • Destroy a structure by catapulting it goal has been fixed.
      • Lockpick five boats goal has been fixed.
      • Goals/achievements involving fermenting wine will now properly trigger even if the player is offline.
      • Fixed achievement triggers for mining gems.
      • Fixed a number of grammar and capitalization issues with personal goals and achievements.
      • Epic Finalizer (Be the person to complete an Epic mission) now triggers properly.
      • Operation Cleanup (putting items in a trash heap) will now trigger properly even if the destruction happens while you are offline.
    • New:  You can now directly open equipped saddlebags/saddlesacks by using keybind OPEN or right clicking the equipped horse or unicorn.
    • New:  The creation of books has been added.
    • Change: The recipe for creating an almanac has changed because of the introduction of books.
    • New:  Kings robes will show as scale armour with specific colors for now.
    • New: Added current titles for occultist and meditation levels on the /titles menu and fixed an issue to have them show/hide immediately upon sending.
    • New: Ability to switch dirt to sand and sand to dirt without having to drop the sand/dirt to turn one tile.
      • To convert a tile simply activate a full unit (20kg) of the material you want and right click a tile of the opposing material and select 'switch tile'.
      • This will only turn tiles between dirt (not grass, not packed) and sand.
      • It does not give any skill whatsoever.
      • When on deed permissions are governed by the terraform category.
    • New: You can now remove deleted players from your ignore list by issuing the /ignore command to see if you have unknown? on your list then issuing /ignore again to verify they have been removed.
    • Rarities and enchants/runes from combined weapons and tool heads will now be transferred to the final item .
    • Change:  Updated the Lord of War achievement description to better indicate the quantity of items needed for the achievement.
    Client Changes:
    • Windows position and status is now also saved for backpacks, quivers and inventory groups. (previously only for out of inventory containers)
    • Bugfix: Fix for items blocking placement.
    • Bugfix: Lock status is now saved on all windows that remember their positions, both in current session and between sessions.
    • Added keybind for Toggle Backpack and Toggle Quiver.
    Bug Fixes:
    • PvP Mission Bugfix:  More checks to prevent erroneous structure building missions.
    • Bugfix:  Fixed an issue which allowed  non-intended items/armor to be equipped on non-intended creatures.
    • Bugfix: Another check to be sure new missions spawn correctly after the completion or fail of a previous one.
    • Bugfix:  Ritual missions should now end at the 3.5 day mark if under 33% complete.
    • Bugfix:  Messaging added to items that cannot be dragged into containers, mailboxes, etc so that you are aware that it's intended behavior.
    • Bugfix: Artifacts can no longer spawn in a  HoTA Zone.
    • Bugfix: Fixed more text and spelling errors.
    • Bugfix: Fixed an issue where wine barrels would overflow when you attempted to seal them while having max carry weight in your inventory even when the barrel was in a rack or on the ground.
    • Bugfix: Liquids with a metal type can no longer be smelted.
    • Bugfix: Enchanted turrets will no longer decay on deed on pve servers.
    • Bugfix: Changed achievement text for digging up brilliant gem to refer to it being dug up not mined.
    • Bugfix: Fix for some champion mission creatures being tiny.
    • Bugfix: The Troll King will not drown his followers if he leads them to water.
    • Bugfix: Anchors can now properly be made from all metal types.
    • Client :Bugfix: Items won't hide under terrain in certain places.
    ]]>
    Devblog: 1.7 Incoming! https://wurm-unlimited.com/blog/11/devblog-17-incoming/ https://wurm-unlimited.com/blog/11/devblog-17-incoming/ Wed, 27 Jun 2018 17:12 CEST
    As some of you may have seen, Wurm Unlimited 1.7 beta is now available, and we're preparing to launch it live early next week! In case you haven't seen what's in it, I'm here to give you a bit of a quick overview, so let's jump in!

    Creature Cages!

    While the ability to transport animals is an existing mod, we've introduced an official way to transport creatures, the creature cage.

    This cage will hold any creature you can lead (it must be tamed or dominated if necessary) and can be carried by vehicles too. We're also introducing a new vehicle that can hold more cages than other land based vehicles, the creature transporter.

    If your server consists of multiple servers linked by sailing this will also allow you to transport creatures between them, meaning you can take your favourite horse with you always!

    Items on tables!

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

    Archaeology Updates


    With Archaeology coming out in 1.6, we're expanding upon it with this update, adding the ability to find items of any material type, record details about deeds, and also adding new unique statues to find!

    You'll be able to make an archaeology journal, and as you explore and investigate, you'll find information out about old deeds, and thus add them to your journal.


    Newer servers need not fear being left out though, there's a command to seed servers with fake villages and mayors, giving you a server filled with old deeds to explore!



    Future works:

    Graphical improvements

    A long standing issue many have had with Wurm is the dated graphics, and we're all too aware of just how it can look sometimes. A big focus of ours at the moment is to really up the ante on the graphics and overhaul a lot of it with the addition of a few systems, improved lighting, and the addition of normal and specular maps.

    Distance shadows:
    We're working on some improvements to terrain textures, but this update will have something that smooths out the shadows on distant terrain, making the mountains and shadows look far less blocky than before.


    Normal maps: Normal mapping is a layer placed over an existing model, that simulates more lumps and bumps, allowing for rendering of shadows and light without actually requiring complex lighting calculations or more heavily detailed models, this means models and textures will look less flat without causing major performance penalties.

    Specular maps: Specular mapping is a way of dictating how a model or texture "shines" on certain parts, e.g. Making that golden part of a model shine without the stone part shining too.

    An example of just how amazing this can make things look, we have some work in progress shots of metal shields, check them out here:
    https://youtu.be/uAVnxuLi5fA

    Both of these will add quite a significant change to just how a lot of things look and feel, but that's not all!

    We're also adding a new lighting system which will remove issues with dynamic lights flickering without impacting performance greatly, with this new system you'll be able to see all the lights in an area, and it'll look amazing!



    The full beta patch notes can be found here:
    https://steamcommunity.com/games/366220/announcements/detail/1699429024565457994
    We'll be preparing to launch this all to live early next week, so get your tools ready, there's work to be done!

    Until next time, keep on Wurming!
    Retrograde & the Wurm team.

    Like us on Facebook:
    https://www.facebook.com/wurmunlimited
    Join us on Discord:
    https://discord.gg/wurm
    Follow us on Twitter:
    https://twitter.com/wurmunlimited]]>
    Patch notes: 1.7.0.0 beta - Archaeology changes, animal cages and items on tables https://wurm-unlimited.com/blog/12/patch-notes-1700-beta-archaeology-changes-animal-cages-and-items-on-tables/ https://wurm-unlimited.com/blog/12/patch-notes-1700-beta-archaeology-changes-animal-cages-and-items-on-tables/ Tue, 26 Jun 2018 02:15 CEST

    Hi Everyone,
    This update brings several major things including updates to our archaeology system, animal cages, and the ability to place items on tables. As usual the beta will be available for a week or so before it becomes the live build which is currently planned for Tuesday, 3rd of July. As usual, any issues please report them via the forums.

    -First edit.
    We've bumped the version up to 1.7.0.0 as to avoid issues with new clients connecting to older servers.

    Changes and Additions:
    Archaeology changes:
    • Archaeology items can now be found in all metal types:
      • If you investigate and find a metal fragment that is NOT ore or a lump, it'll get the "metal" material.
      • If the fragment you found would have had the steel material (instead of iron), it'll get the "alloy" material instead.
      • Any existing iron fragments can be combined with metal fragments (they will be converted to "metal" material when you start the combine action.
      • Same deal with steel and alloy fragments.
      • When you complete an item from fragments of the metal material, the final item will have a chance to become any base metal type (iron, tin, lead, gold, silver, copper, zinc) depending on how well identified the fragments were - heavily weighted towards iron.
      • When you complete an item from fragments of the alloy material, the final item will have a chance to become any alloy metal type (steel, brass, bronze) depending on how well identified the fragments were - heavily weighted towards steel.
      • If alloy fragments are extremely well identified, upon combining they will have a small chance to come out as a moonmetal (seryll, glimmersteel, adamantine) - though steel is more likely again.
      • "metal" material fragments can only be combined with other "metal" fragments, and "alloy" material fragments can only be combined with other "alloy" fragments.
    • New:  You can now create an archaeological journal to help record your investigations. ( Special thanks to Wurm Unlimited modder Bdew for some ideas in implementing this!)
      • Add report pages to the journal by activating paper or papyrus sheets and right clicking on the journal - Add report.
      • 22 reports will fit into the journal.
      • Data will be added to your reports as you investigate and gather information.
      • New information will be added to the report as you continue to investigate.
      • Once you've found enough information for a single report, you will be able to use that report to help find that deed again whenever you want.
    • Changes:
      • New statues have been added.
    • Fixes:
      • Fixed a bug which allowed investigating to bypass max inventory weight.
      • Paved tiles should properly reset the investigate flag.
    Item Placement:
    • Items can now be placed on tables and certain objects
    • To place an item, simply right click it from your inventory and select drop > place. You may then move the outlined object onto the table, clicking will place it at that location.
    • The following surfaces can have items placed on them:
      • square table
      • round table
      • dining table
      • bed
      • bench (stone)
      • bedside table
      • open fireplace
      • canopy bed
      • tripod table
      • high bookshelf
      • low bookshelf
      • round marble table
      • rectangular marble table
    • New Decorational Items that items can be placed on have been added too:
      • Empty High Bookshelf
      • Empty Low Bookshelf
      • Bar Table
    Creature Cages:
    • New Item: Creature Cage - Requires 60 carpentry skill to create and continue.
    • New Item: Creature Transporter - 25 Fine Carpentry to create.
    • Must have 23 body strength to load cage onto vehicle.
    • You cannot load pregnant animals.
    • You cannot load hurt animals.
    • You cannot load a creature with items on it.
    • There are specific models for the following stored creatures: bison, sheep, ram, cow, bull, horse, foal, hell horse. All other stored creatures have an enclosed cage graphic.
    • Max of 4 creature cages per tile.
    • A caged animal will move around and cause damage to the cage.
    • When a cage hits 80 damage, the animal will escape.
    • If an animal escapes a cage while in a boat in water, the animal will end up in the water and begin taking damage if they are not a swimming animal. If agro and not tamed, you will not be able to tame them while swimming.
    • You cannot repair or improve a cage if it is storing an animal.
    • The number of cages that can be carried by a vehicle is as follows:
      • Caravel - 8
      • Cog - 6
      • Corbita - 5
      • Knarr - 4
      • Sailing boat - 0
      • Rowing boat - 0
      • Creature transporter - 4
      • Wagon - 2
      • Large cart - 0
    Personal goal changes:
    • Changes:
      • Spars on PVE servers will now trigger the 'defeat another player xxx' goals.
      • Some of the more difficult personal goals have been rerolled if not completed. (ex. goals involving tomes or pvp only creatures and/or mechanics)
    • Bugfixes:
      • The description for 'Sysyphos Says Hello' goal has been changed to correctly reflect the number of repairs needed to 6250 instead of 6000 for repair fences, walls or floors.
      • The 'pilot a xxx boat' achievements should trigger properly now, even if you had them bugged before. Try again with this patch update.
      • Destroy a structure by catapulting it goal has been fixed.
      • Lockpick five boats goal has been fixed.
      • Goals/achievements involving fermenting wine will now properly trigger even if the player is offline.
      • Fixed achievement triggers for mining gems.
      • Fixed a number of grammar and capitalization issues with personal goals and achievements.
      • Epic Finalizer (Be the person to complete an Epic mission) now triggers properly.
      • Operation Cleanup (putting items in a trash heap) will now trigger properly even if the destruction happens while you are offline.
    • New:  You can now directly open equipped saddlebags/saddlesacks by using keybind OPEN or right clicking the equipped horse or unicorn.
    • New:  The creation of books has been added.
    • Change: The recipe for creating an almanac has changed because of the introduction of books.
    • New:  Kings robes will show as scale armour with specific colors for now.
    • New: Added current titles for occultist and meditation levels on the /titles menu and fixed an issue to have them show/hide immediately upon sending.
    • New: Ability to switch dirt to sand and sand to dirt without having to drop the sand/dirt to turn one tile.
      • To convert a tile simply activate a full unit (20kg) of the material you want and right click a tile of the opposing material and select 'switch tile'.
      • This will only turn tiles between dirt (not grass, not packed) and sand.
      • It does not give any skill whatsoever.
      • When on deed permissions are governed by the terraform category.
    • New: You can now remove deleted players from your ignore list by issuing the /ignore command to see if you have unknown? on your list then issuing /ignore again to verify they have been removed.
    • Rarities and enchants/runes from combined weapons and tool heads will now be transferred to the final item .
    • Change:  Updated the Lord of War achievement description to better indicate the quantity of items needed for the achievement.
    Client Changes:
    • Windows position and status is now also saved for backpacks, quivers and inventory groups. (previously only for out of inventory containers)
    • Bugfix: Fix for items blocking placement.
    • Bugfix: Lock status is now saved on all windows that remember their positions, both in current session and between sessions.
    • Added keybind for Toggle Backpack and Toggle Quiver.
    Bug Fixes:
    • PvP Mission Bugfix:  More checks to prevent erroneous structure building missions.
    • Bugfix:  Fixed an issue which allowed  non-intended items/armor to be equipped on non-intended creatures.
    • Bugfix: Another check to be sure new missions spawn correctly after the completion or fail of a previous one.
    • Bugfix:  Ritual missions should now end at the 3.5 day mark if under 33% complete.
    • Bugfix:  Messaging added to items that cannot be dragged into containers, mailboxes, etc so that you are aware that it's intended behavior.
    • Bugfix: Artifacts can no longer spawn in a  HoTA Zone.
    • Bugfix: Fixed more text and spelling errors.
    • Bugfix: Fixed an issue where wine barrels would overflow when you attempted to seal them while having max carry weight in your inventory even when the barrel was in a rack or on the ground.
    • Bugfix: Liquids with a metal type can no longer be smelted.
    • Bugfix: Enchanted turrets will no longer decay on deed on pve servers.
    • Bugfix: Changed achievement text for digging up brilliant gem to refer to it being dug up not mined.
    • Bugfix: Fix for some champion mission creatures being tiny.
    • Bugfix: The Troll King will not drown his followers if he leads them to water.
    • Bugfix: Anchors can now properly be made from all metal types.
    • Client :Bugfix: Items won't hide under terrain in certain places.
    As usual, the class change list can be found in the notes here:
    https://www.wurmonline.com/2018/06/26/wurm-unlimited-beta-patch-notes-1-6-5-3/]]>
    1.6.4.2 - Client Bug Fix https://wurm-unlimited.com/blog/13/1642-client-bug-fix/ https://wurm-unlimited.com/blog/13/1642-client-bug-fix/ Sun, 03 Jun 2018 00:56 CEST
    Just a quick bug fix for the strangely-colored grass in the client.]]>
    Patch Notes 1.6.3.2 https://wurm-unlimited.com/blog/14/patch-notes-1632/ https://wurm-unlimited.com/blog/14/patch-notes-1632/ Fri, 04 May 2018 04:55 CEST

    Greetings Wurmians!

    Todays beta patch brings the return of creature conditions, meaning each conditioned creature (raging, greenish, slow, etc) will now have subtle (and sometimes not so subtle) colourings distinguishing them.
    This update also brings a few tweaks to the mission system and metal system, as well as a few PvP centric systems.
    This update should work on existing 1.6.0.0 servers until they update, but if you are experiencing issues you can use the beta branch previous_version.

    NOTE: If you encounter graphical issues such as the one below, setting "Limit max dynamic lights" in the settings to 8 or fewer will fix it, we will be releasing a client update once it is available


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

    PvP Affinities and rank rework:
    • Rank is now more evenly split between attackers. Rank gained/lost depends on the total average rank of all attackers versus the killed player.
      • If there is more than double the number of attackers worth of rank to be split, half will be spread evenly and the other half will be spread based on the rank of each attacker (lower ranked attackers will gain more than a higher ranked attacker).
      • If there is only enough rank to be split evenly, then no bonuses will be given based on attacker rank.
      • If there isn't enough to be split evenly, then it will be split based on attacker rank only.
      • Killed player will lose 75% of the rank gained among attackers, instead of 100%.
        • (e.g. 20 rank split across 5 attackers: Each of the 5 will gain a base of 2 rank each. The other 10 rank will be split between attackers based on their relative rank - lowest rank attacker might gain 3 bonus (total 5), next 3 might gain 2 (total 4), and highest rank might only gain 1 (total 3). Killed player will only lose 15 rank instead of 20.PvP Rank:
    PvP Affinities:
    • Affinity will now go to a random attacker instead of the "max" attacker.
    • Changed the chance for the affinity to be lost without transfer:If the chosen attacker already has at least 2 more affinities in the chosen skill than the killed player (before the affinity is lost), they will only have a 50% chance to gain the affinity. If the do not gain the affinity, another random attacker will get the chance instead.If no permanent affinity is gained, a week long timed affinity will be given to a random attacker instead. Killed player will still lose the affinity.
    • All other attackers will gain a timed affinity of between 1 and 2 days in the skill of the lost affinity.
    • Champions will now lose an affinity on death even if it is their only affinity.
    • If a killed player doesn't drop an affinity (due to only having one, or none as a Champion), a random timed affinity between 3 and 6 hours will be given to all attackers.
    PvP Mission changes:
    • Properly check the correct region when building mission structures on pvp.
    • Lowered the number of players required for x player missions on pvp.
    • Fixed rewards string for build missions.
    • Changed create/sacrifice missions to take into account more number of items properly (bell tower is more than 2 items, for example).
    • PvP servers should get less "requires x players" missions at higher difficulties.

    Client updates:
    • Change: Added animal condition colors back
    • Change: Distant terrain textures will look more fitting to the close ones
    • Change: Added a Very High setting to Terrain/Shadow Detail
    • Change: Fixed glitchy background when distant terrain was disabled.
    • Bugfix: Reduced light flickering
    • Bugfix: New stone fences will properly export to Deed Planner 2.8+.
    • Bugfix: Slate and marble brick pavement will properly export to Deed Planner 2.8+
    • Bugfix: Texture size settings will now work for all objects properly
     
    Bug Fixes
    • Bug fix: Artifacts can no longer be placed inside saddlebags/saddlesacks.
    • Bug fix: You can no longer remove the string from a bow unless the bow is in your inventory.
    • Bug fix: You can now mine out of a cliff tile without getting an error message.
    • Bug fix: Fixed various spelling and text errors.
    • Bug fix: When opening a gift inside a container, the contents will go into the player's main inventory.
    • Bug fix: Smelters and kilns should no longer take damage when on deed and upkeep is greater than 30 days.
    • Bug fix: Creation of Sandstone parapets should now use the proper quantity of sandstone bricks.
    • Bug fix: The action cycle for completing a fence will now cancel if the player is in the way of completion.
    • Bug fix: Global spells cast by player gods will now correctly announce the deity name of the casters.
    • Bug fix: Missions will now display there correct karma per item when requiring multi part items.
    • Bug fix: Guard tower ritual missions will now spawn correctly and display tower name as well as kingdom affiliation.
    • Bug fix: Tile item count will be checked for items dropping on creation and being unloaded in order to prevent piles of more than 100 items.
    • Bug fix: Kilns should now properly have the bash/destroy option.
    • Bug fix: Various spelling and text errors.
    • Bug fix: Small bells will now take on the metal type of the resonator instead of always becoming brass.
    • Bug fix: Material types on lockpicks will now properly use and display the bonus for lockpicking.
    • Bug fix: The adamantine rune of jackal will correctly change the secondary color of drake/scale armour instead of the primary colour.
    • Bug fix: Fixed a depth check for flattening/leveling in shallow water.
    • Bug fix: Fixed an issue which failed to check for reinforced floors in some cases when mining tile corners.
    • Bug fix: Grape seedling removed from mission item list.
    • Bug fix: Fixed a dredge leveling action which in rare cases caused a slope to lower by 1 dirt even with a full dredge.
    • Bug fix: Fixed branded and bred creatures on deed not losing agro when you back away and click no target.
    • Bug fix: Fixed an issue that allowed dragging items from a branded/tamed horse onto an unbranded/untamed horse.
    • Bug fix: Fixed issues with taking and opening distances with piles and containers.
    • Bug fix: Fixed potential issue with uniques dying early.
    • Bug fix: Brass oil lamps can now be crafted and improved correctly.
    • Bug fix: Returned WU specific slash screen (Thanks Bdew for reporting!)
    • Bug fix: Fixed instance of server crashing with uniques dying in local of players who have not finished creation.
    ]]>
    Patch Notes 1.6.1.1 Beta https://wurm-unlimited.com/blog/15/patch-notes-1611-beta/ https://wurm-unlimited.com/blog/15/patch-notes-1611-beta/ Sat, 28 Apr 2018 06:39 CEST
    Greetings Wurmians!

    Todays beta patch brings the return of creature conditions, meaning each conditioned creature (raging, greenish, slow, etc) will now have subtle (and sometimes not so subtle) colourings distinguishing them.
    This update also brings a few tweaks to the mission system and metal system, as well as a few PvP centric systems.
    As usual, the beta will be available for the next week or so with a live launch soon after.

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

    PvP Affinities and rank rework:
    • Rank is now more evenly split between attackers. Rank gained/lost depends on the total average rank of all attackers versus the killed player.
      • If there is more than double the number of attackers worth of rank to be split, half will be spread evenly and the other half will be spread based on the rank of each attacker (lower ranked attackers will gain more than a higher ranked attacker).
      • If there is only enough rank to be split evenly, then no bonuses will be given based on attacker rank.
      • If there isn't enough to be split evenly, then it will be split based on attacker rank only.
      • Killed player will lose 75% of the rank gained among attackers, instead of 100%.
        • (e.g. 20 rank split across 5 attackers: Each of the 5 will gain a base of 2 rank each. The other 10 rank will be split between attackers based on their relative rank - lowest rank attacker might gain 3 bonus (total 5), next 3 might gain 2 (total 4), and highest rank might only gain 1 (total 3). Killed player will only lose 15 rank instead of 20.PvP Rank:
    PvP Affinities:
    • Affinity will now go to a random attacker instead of the "max" attacker.
    • Changed the chance for the affinity to be lost without transfer:If the chosen attacker already has at least 2 more affinities in the chosen skill than the killed player (before the affinity is lost), they will only have a 50% chance to gain the affinity. If the do not gain the affinity, another random attacker will get the chance instead.If no permanent affinity is gained, a week long timed affinity will be given to a random attacker instead. Killed player will still lose the affinity.
    • All other attackers will gain a timed affinity of between 1 and 2 days in the skill of the lost affinity.
    • Champions will now lose an affinity on death even if it is their only affinity.
    • If a killed player doesn't drop an affinity (due to only having one, or none as a Champion), a random timed affinity between 3 and 6 hours will be given to all attackers.
    PvP Mission changes:
    • Properly check the correct region when building mission structures on pvp.
    • Lowered the number of players required for x player missions on pvp.
    • Fixed rewards string for build missions.
    • Changed create/sacrifice missions to take into account more number of items properly (bell tower is more than 2 items, for example).
    • PvP servers should get less "requires x players" missions at higher difficulties.

    Client updates:
    • Change: Added animal condition colors back
    • Change: Distant terrain textures will look more fitting to the close ones
    • Change: Added a Very High setting to Terrain/Shadow Detail
    • Change: Fixed glitchy background when distant terrain was disabled.
    • Bugfix: Reduced light flickering
    • Bugfix: New stone fences will properly export to Deed Planner 2.8+.
    • Bugfix: Slate and marble brick pavement will properly export to Deed Planner 2.8+
    • Bugfix: Texture size settings will now work for all objects properly
     
    Bug Fixes
    • Bug fix: Artifacts can no longer be placed inside saddlebags/saddlesacks.
    • Bug fix: You can no longer remove the string from a bow unless the bow is in your inventory.
    • Bug fix: You can now mine out of a cliff tile without getting an error message.
    • Bug fix: Fixed various spelling and text errors.
    • Bug fix: When opening a gift inside a container, the contents will go into the player's main inventory.
    • Bug fix: Smelters and kilns should no longer take damage when on deed and upkeep is greater than 30 days.
    • Bug fix: Creation of Sandstone parapets should now use the proper quantity of sandstone bricks.
    • Bug fix: The action cycle for completing a fence will now cancel if the player is in the way of completion.
    • Bug fix: Global spells cast by player gods will now correctly announce the deity name of the casters.
    • Bug fix: Missions will now display there correct karma per item when requiring multi part items.
    • Bug fix: Guard tower ritual missions will now spawn correctly and display tower name as well as kingdom affiliation.
    • Bug fix: Tile item count will be checked for items dropping on creation and being unloaded in order to prevent piles of more than 100 items.
    • Bug fix: Kilns should now properly have the bash/destroy option.
    • Bug fix: Various spelling and text errors.
    • Bug fix: Small bells will now take on the metal type of the resonator instead of always becoming brass.
    • Bug fix: Material types on lockpicks will now properly use and display the bonus for lockpicking.
    • Bug fix: The adamantine rune of jackal will correctly change the secondary color of drake/scale armour instead of the primary colour.
    • Bug fix: Fixed a depth check for flattening/leveling in shallow water.
    • Bug fix: Fixed an issue which failed to check for reinforced floors in some cases when mining tile corners.
    • Bug fix: Grape seedling removed from mission item list.
    • Bug fix: Fixed a dredge leveling action which in rare cases caused a slope to lower by 1 dirt even with a full dredge.
    • Bug fix: Fixed branded and bred creatures on deed not losing agro when you back away and click no target.
    • Bug fix: Fixed an issue that allowed dragging items from a branded/tamed horse onto an unbranded/untamed horse.
    • Bug fix: Fixed issues with taking and opening distances with piles and containers.
    • Bug fix: Fixed potential issue with uniques dying early.
    • Bug fix: Brass oil lamps can now be crafted and improved correctly.
    ]]>
    Wurm Unlimited 1.6 Patch Notes https://wurm-unlimited.com/blog/16/wurm-unlimited-16-patch-notes/ https://wurm-unlimited.com/blog/16/wurm-unlimited-16-patch-notes/ Fri, 06 Apr 2018 14:15 CEST
    Wurm Unlimited 1.6 is now live!

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

    As always, you can report bugs via our steam forums or official forums here:
    https://forum.wurmonline.com/index.php?/forum/269-technical-issues/

    Enjoy!
    The Wurm team

    Urgent PSA for server owners!

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

    # DO NOT ENABLE
    USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_OWNER_IN_DATABASE=false
    USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_LASTOWNER_IN_DATABASE=false
    USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_PARENT_IN_DATABASE=false

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

    Thank you Bdew for raising this with us!

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

    To keep up to date with everything, make sure you visit our official forums
    https://forum.wurmonline.com
    Catch up with us on social media:
    https://www.facebook.com/wurmunlimited
    https://twitter.com/wurmunlimited
    And chat with other Wurmians on our official Discord:
    https://discord.gg/wurm]]>
    Wurm Devblog: 1.6 incoming! https://wurm-unlimited.com/blog/9/wurm-devblog-16-incoming/ https://wurm-unlimited.com/blog/9/wurm-devblog-16-incoming/ Thu, 05 Apr 2018 23:35 CEST
    Retrograde here with a quick overview of some of the major features coming with 1.6 which is due out tomorrow! There are a few bugs that will be addressed in a later update some time next week, but since this update has been delayed long enough, it's time to check it all out! This update is planned for around midday CET on the 6th April, so not long now!

    Make sure to update any mods and check with server owners about any potential issues!

    Archaeology and Restoration

    Archaeology and Restoration are two new skills coming in this update!

    When using a trowel on ground tiles, you'll be able to find fragments of items across the lands of Wurm. As you search you will find remnants of ancient, long forgotten deeds and also learn a little history about the deeds and those who occupied them.

    Investigating will only yield small fragments, and you'll need to work on them with a chisel and brush to identify what they might be. once you've worked out what the fragment is you'll have to piece together multiples of the same fragment in order to restore the item to its former glory.

    Items restored via Archaeology and Restoration have the chance of having unique runes, as well as multiple enchants that are normally not possible via enchanting.

    There are also Archaeology only statues, such as the statues of the four deities of wurm, as well as various creatures:



    Valrei Changes

    There are a fair few changes going on with the Valrei system on both Epic and normal server systems so we’ll just touch on a few of the main points for now.

    First up, and one of the larger changes to how Valrei works, if that player gods will no longer roam the board on Valrei. Players that use the key to the heavens will still exist on the Valrei board while they are demigods, but once they fully ascend to godhood they will be removed from the board to live out their days as gods. Existing player gods will also be removed from the board when this update goes out, however they will still provide missions and all other benefits of being a god to players. Missions for player gods will act as other missions, but will not affect the Valrei board in any meaningful way - instead they will just provide bonuses and rewards to the players completing the missions as normal.

    We’ve also revisited all mission types, difficulties and rewards to hopefully be a bit better than currently. Each mission type will have its own related difficulty levels and rewards scaling with difficulty. More info will be available in game for these missions than currently available, showing what needs doing and what the player (and god) will receive when the mission is completed. Successfully completing a mission for a god will cause the next mission to spawn at a higher difficulty (and higher reward for completion), where failing a mission will cause the next mission to be at a lower difficulty.

    Related to this is a rework of how end of scenario rewards work, where the rewards have been split up into different tiers based on scenario participation by the player. More participation in missions across the scenario will mean a higher chance to get a reward at the end of the scenario, and also a higher chance to get a better reward than those with less participation. The god that wins a scenario will also have a reworked reward system over what it currently used.

    We’ve also changed how the entities on Valrei fight each other when they move. Currently the entities on Valrei have two stats for their attack and vitality - these stats are used in fights when one entity tries to leave a tile that contains an enemy. These stats will be completely changed and reset in this update to instead be related to the 7 characteristic skills that are in game - Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Strength and Soul Depth. All of these stats will be used in a more complex fight system where the entities can move around a smaller game board with various actions available to them - such as ranged attacks, casting spells, and melee attacks. Once a fight occurs, a history of it is then saved on the server and will be available to players in game where you will be able to watch a replay of the battle and see exactly how your favourite god lost (or won!)



    Coloured armour

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



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


    Bulk movement

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

    Leaky roofing begone!

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

    Drag to container


    I'm sure absolutely everyone has had to move items between containers in the past, so I don't need to go into detail how annoying it can be managing big windows as you shuffle it all. Reducing the amount of windows needed open is one focus of ours with the new UI works, and we'll be introducing a new feature within the next update



    Normally to drag items into a container, you will need to have the window of the container with the items in it open as well as a window of the recipient container. With this new feature, you'll be able to drag items directly from the window of the container with the items in it onto the model itself, it will then place the items inside the container

    Affinities

    As we all know, (or for those who don't) affinities grant a 10% skill gain bonus to the skill they're attached to. The existing mechanic with affinities is each player starts with one (hidden until premium), but it can be lost through a death to an enemy kingdom player when above 20 fight skill.

    With the next update, we’ll be changing how affinities are gained and lost, as well as expanding on a more PvE friendly mechanic as well.,

    Firstly, we’ll be introducing the ability to gain new affinities via the use of skills, with a small chance to gain any affinity of a skill you’re using, including characteristics, parent skills, and sub skills.

    Secondly, gaining affinities via PvP will be changed to take into account the killer’s existing affinities in that skill, where there will be an increasing chance to not gain the affinity lost by the deceased depending on the number of affinities the killer has in that skill. This will mean neither the deceased or the killer will get that affinity.

    We’ll also be making some changes to how the overkilling mechanics in PvP work, so alt abuse is less prevalent. Firstly with overall kills on a single character being taken into account rather than just the number of kills on that character from a specific other character, and secondly with tweaking how the existing overkilling timers work.

    Forge cleaning

    A long running request has been to have a way to utilise forges in order to generate ash, and in the next update we'll be adding the ability to collect ash out of unlit forges

    It will take a few things into account including firemaking skill, and we'll have the full details available in the patch notes

    Shiver me Timbers

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




    Dye improvements




    With this update, we'll be introducing the ability to dye the sail separately to the rest of the ship, requiring less dye, and allowing for greater showing off, the colours are more vivid, and don't turn the boat the entire shade too, meaning you can show off your wood type AND favourite colour.

    But also...



    Yep, the personalisation doesn't end at sails, we've also added better dye systems to many things, allowing you to colour the cushions of your chair, the sheets of your bed, and most importantly, banners!

    Metal types

    With the work on introducing shaders for wood types, we began to expand our horizons in ways the new shader system could be used, as well as some long term projects we've been wanting to implement for some time, and next update, they'll be here!

    We'll be introducing shaders for metal types as well, from silver to gold to steel and bronze, metal weapons, shields, tools will all have the shade of the metal used to make them.

    but there's one slight problem! Most metal items are limited to either just iron or steel, or very limited in terms of metal choice, which renders the shader system a little less effective.. but not anymore.


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

    • Adamantine:
      • Armour
        • 5% DR
        • 5% Movement Speed
      • Weapons
        • 10% Damage Dealt
      • General
        • -60% Damage taken
        • 8x Trader Price on jewellery items
        • +15% shatter resistance
        • -60% decay damage  taken
        • +5% bonus to lockpicking
        • +15% Pendulum Area of Effect bonus
        • +7.5% bash damage bonus
        • +10% ql bonus to items created when using a tool of this metal type
    • Brass
      • Armour
        • 1% DR bonus
      • Weapon
        • -1% damage dealt
        • +5% bonus to damage dealt to armour
      • General
        • -5% damage taken
        • +2.5% ql gain per improvement action
        • 6x trader price
        • -5% decay damage taken
        • +10% bonus to quality upon creation
        • +2.5% bonus to repairing
        • +2.5% bonus to pendulum area of effect
        • +5% bonus to bash damage
    • Bronze
      • Armour
        • +1% DR bonus
      • Weapons
        • -1.5% damage dealt
        • +7.5% bonus damage dealt to armour
      • General
        • -10% damage taken
        • 5x trader price on jewellery items
        • -15% decay damage taken
        • +5% bonus to quality upon creation
        • +5% bonus to pendulum area of effect
        • +2.5% bonus to bash damage
    • Copper’
      • Armour
        • -1% DR
        • +1% movement speed bonus
        • -2% glance rate
      • Weapon
        • -35%  damage
        • Deals extra poison wound at 30% of damage after 35% reduction
      • General
        • 5x trader price on jewellery items
        • +15% damage taken
        • -5% decay damage taken
        • +5% bonus to quality gain per improvement action
        • +2.5% bonus to repairing
        • -5% penalty to lockpicking
        • -5% to pendulum area of effect
        • -10% to bash damage
    • Glimmersteel
      • Armour
        • +5% DR Bonus
        • +10% movement speed bonus
      • Weapons
        • +10% attack speed
      • General
        • -40% damage taken
        • +25% shatter resistance
        • +10x Trader prices on jewellery items
        • -40% decay damage taken
        • +5% bonus to repairing
        • +5% bonus to lockpicking
        • +20% bonus to pendulum area of effect
        • +10% ql bonus to items created when using a tool of this metal type
    • Gold
      • Armour
        • -1% DR
        • -5% movement speed
        • +2.5% bonus to glance rate
      • Weapons
        • -5% attack speed
        • -2.5% damage dealt
        • +5% bonus to armour damage
      • General
        • +10x trader prices on jewellery items
        • +20% damage taken
        • -60% decay damage taken
        • +20% resistance to shatter
        • -5% penalty to repairing
        • -2.5% penalty to lockpicking
        • +10% bonus to pendulum area of effect
        • +15% bonus to bash damage
        • Can be used to make unicorn Shoes
    • Lead
      • Armour
        • -2.5% DR
        • -2.5% movement speed
      • Weapons
        • -50% damage dealt
        • Deals extra poison wound at 75%% of damage after 50% reduction
      • General
        • .75x trader prices on jewellery items
        • +30% damage taken
        • -20% decay damage taken
        • +10% bonus to quality gain per improvement action
        • +5% bonus to quality upon creation
        • -10% repair speed
        • -5% penalty to lockpicking
        • -10% penalty to pendulum area of effect
        • +20% bonus to bash damage
    • Seryll
      • Armour
        • +5% DR
        • +10% bonus to movement speed
      • Weapons
        • +5% attack speed
        • +5% damage dealt
      • General
        • 12x trader prices on jewellery items
        • -50% damage taken
        • -50% decay damage taken
        • +100% shatter resistance
        • +5% bonus to repair speed
        • +5% bonus to lockpicking
        • +25% bonus to pendulum area of effect
        • +7.5% bonus to bash damage
    • Silver
      • Armour
        • -.75% DR
        • -2% movement speed
        • +1% glance rate bonus
      • weapons
        • +10% damage to hunter mobs listed here.[www.wurmpedia.com]
        • -2.5% parry rate
      • General
        • 8x Trader prices on jewellery items
        • +2.5% damage taken
        • -30% decay damage taken
        • +10% resistance to shatter
        • +2.5% bonus to lockpicking
        • Can be used to make unicorn shoes
        • +5% bonus to pendulum area of effect
        • +10% bonus to bash damage
    • Steel
      • Armour
        • +2.5% DR
      • Weapons
        • +2.5% extra damage to armour
      • General
        • 2.5x trader prices on jewellery items
        • -20% damage taken
        • -30% decay damage
        • +2.5% bonus to repair speed
        • +5% bonus to lockpicking
        • +2.5% bonus to pendulum area of effect
        • +5% bonus to bash damage
    • Tin
      • Armour
        • -1.75% DR
        • +2% bonus to movement speed
      • Weapons
        • +4% bonus to attack speed
        • -7.5% damage dealt
        • -5% parry rate
      • General
        • +20% damage taken
        • -7.5% decay damage taken
        • +2.5% bonus to quality gain per improvement action
        • +5% bonus to quality upon creation
        • -2.5% penalty to repair speed
        • -2.5% penalty to lockpicking
        • -5% penalty to pendulum area of effect
        • -10% bash damage
    • Zinc
      • Armour
        • -2% DR
        • +2.5% bonus to movement speed
      • Weapons
        • +5% attack speed
        • -10% damage dealt
      • General
        • .9x trader prices on jewellery items
        • +25% damage taken
        • +20% decay damage taken
        • +7.5% bonus to quality gain per improvement action
        • -5% repair speed
        • -2.5% penalty to lockpicking
        • -5% penalty to pendulum area of effect
        • -15% bash damage

    A little to the left

    if you've ever tried placing an item in just the right spot on the ground, you know it's a major hassle of pushing, pulling, gently pushing and pulling, swearing, crying and throwing cobs of corn at it, but that's about to change

    In the next update, you'll be able manually place items on the ground! Simply select drop > place via the menu, and you may move an image of the item around. Holding ctrl while moving will align to small grids, while holding alt will moving will move in larger grids. Scrolling the mouse wheel will rotate the model. Once you have lined up the perfect place, simply left click, and it appears exactly where you intended!

    This can also be used on items existing in the world already, simply right click > place. If the item is too heavy to pick up normally, you will automatically move it in push motions, with the distance moved depending on total weight of the item.




    That's by no means all that's coming in 1.6, and it's simply way too big to include it all in one post, the full notes are currently available via the beta notes, but will be again posted when the update goes live.

    As always, keep on Wurming!

    Retrograde & the Wurm team]]>
    Wurm Unlimited Patch Notes 2016-05-19 https://wurm-unlimited.com/blog/8/wurm-unlimited-patch-notes-2016-05-19/ https://wurm-unlimited.com/blog/8/wurm-unlimited-patch-notes-2016-05-19/ Sat, 21 May 2016 01:19 CEST
    Updates
    • Updated deed permissions. “Destroy any building” is now a permission that can be set for any role other than ‘non citizen’.
    • Only players with “Modify Building” will be able to catapult a friendly house
    • Archery penalty is no longer affected by helms.
    • Changed archery penalty for heavier armours from a flat fail % to added difficulty depending on armour.
    • Combat tab now shows offensive, karma and healing spells (+ creature targeted dispel) Meditation messages are yet to come.
    • Throw has been removed from valrei mobs, uniques will still throw.
    • Shield of the Gone has been reduced to a 30% Damage reduction. An option to transfer one time from Path of Insanity will come in a future update.
    • Information Minister territory messages have been removed.
    • Branches, Rock Iron and slate/marble shards can now be discarded from inventory.
    Text Fixes
    • Fixed example cost when mailing (1c rather than 10c).
    • Corrected instances of “alot” to “a lot”.
    • Corrected capitalisation on some titles.
    • Many grammar and spelling issues corrected.
      • “After breeding you will start stop leading.” is now “After you finish breeding you will stop leading.
      • “Rumours of The Unique Name is starting to spread.” is now “Rumours of The Unique Name are starting to spread.”
    • Corrected double period text with ‘Get Info’ Skill.
    Bug fixes
    • PvP Enemies will can now properly take from any structure they gain access to.
    • Casting dirt in loaded crates is now possible again.
    • Corrected Worm Brains precondition check.
    • Only one unit weight will be used when levelling with concrete (1 3kg unit per individual raising action).
    • Changing the contents of the mailbox while sending will now abort the sending process.
    • You are no longer able to cast ‘Dirt’ on Bulk Storage Bins in your inventory.
    • Salt, flint and gems will now land in the same pile as shards.
    • Floor reinforcements can now be removed even when the tile is at maximum mining depth.
    • During some actions checks for errors should now occur before giving skill gain.
    • Allowed the ability to always lead animals on a PvP server.
    • Expelling kingdom members has been improved, with feedback given upon failures.
    • Combat Rating calculation for Player Vs Player has been corrected to 1 CR point per 5 fight skill.
    • Some reported height problems with creating bridges have been resolved.
    ]]>
    Wurm Unlimited Patch Notes 2016-03-01 https://wurm-unlimited.com/blog/7/wurm-unlimited-patch-notes-2016-03-01/ https://wurm-unlimited.com/blog/7/wurm-unlimited-patch-notes-2016-03-01/ Tue, 01 Mar 2016 21:13 CET
    Fixes & Changes
    • Two security issues that allowed players to login without authenticating and verifying if they are the same steam user as the account they are trying to login with was fixed. 
    • An issue where you could not login because there was an old socket connection lingering from a previous attempt was fixed.
    Fixes brought in from beta
    • Fixed an issue with smelting. 
    • Updated movement code, trying to make it smoother. 
    • The server shutdown message have been split in two parts, time and reason. Only the time part will show as an on screen message. 
    • Spell messages can now show as on screen messages. 
    • The "You got mail" on screen message is now of the info type and can be disabled. 
    • A fix for village destroy permission to work on structures. 
    • Fixed an issue where deeds could get disbanded due to upkeep when the upkeep was disabled. 
    • Finding bones should now be more likely when digging. 
    • Increased the amount of iron you get from smelting rock iron, that you rummage from the ground. 
    • Added new rare colors for horses. 
    • Creatures should now unhitch from a tent when the tent is destroyed. 
    • Commanders of vehicles should now continue to lead any animals when they embark. 
    • Lowered the volume of wooden beams to better match the volume of a log. 
    • Fix so that you cannot surface mine next to a fence. 
    • Fix for archery killing animals regardless of deed permissions. 
    • Fixed the message for when you dig up a bone. 
    • Changed the size of trellises, will only affect new ones. (code size, not visual) 
    • Limited take event broadcast to 10 tiles. 
    • Added a check ensuring that you are on the surface when conquering towers. 
    • Added a check when trying to change alliance capital to make sure they are still in the alliance. 
    • Made unstringing bows part of the 'take' family for deed permissions. 
    • Fix so that you cannot create a campfire if there is already a lit one on the same tile. 
    • Fixed an issue that cause newly made lanterns never cool down unless you put fuel in them first. 
    • Changed it so that you can't to a confession on an invulnerable player. 
    • Changed it so that players can only have their religion changed if they are not invulnerable. 
    • Fix so that examining unfinished items now include the rarity description. 
    • Fixed an issue where skill gained was not displayed properly when the 'always' option was on. 
    • Fixed is so that the contribution culling will remove the torch flame effects when the item is culled. 
    • Removed the xsi model loading thread, all old xsi models should now be converted. 
    • Limited the number of collada model loading threads that the game can start to 1, most models should have been converted now. 
    • Proper checks were added to make sure altars can only be used on ground. 
    • Reduced the internal size of markers (deed, perimeter, construction). 
    • Changed it so destroy floors act as walls for Vynora. 
    • The take option should no longer be visible on items in the bank. 
    • You should no longer get smithing sounds when making common hats. 

    • It should now be possible to play the game offline. 
    • Fix for incorrect height combat modifier when the opponent is mounted. 
    • Fix for creation of common wool hats incorrectly depleting the weight of the needle instead of the wool. 
    • The damage on a deed stake should no longer transfer to the deed papers when setting up a deed. 
    • The Dirt spell should no longer work on containers with liquids inside. 
    • Move actions (push/pull) should now be 5 times faster. 
    • Load/Unload is now faster as well. 
    • Planting off deed is now slightly faster, and on deed much faster. 
    • The max allowed depth you can build fences at was changed to -15. 
    • Rock iron can now be foraged. 
    • Added a strength check for stealing kingdom flags. 
    • Tile transformation liquids have been added. 
    • Fixed an issue that prevented enemies to attack anything on deed (archery). 
    • Fix so that enemies can take planted items. 
    • Fixed some lingering issues with village invites. 
    • It should now be possible to equip tower guards with shields. 
    • Changed the creature pregnancy message to show that it's days remaining. 
    • Fix for fences blocking surface mining when they are not supposed to. 
    • Fix for double pray options in the menu when the deity is both mountain god and water god. 
    • Killing a fog spider will now start reducing the fog across the server. 
    • An issue that made it possible to get a fence inside a wall was fixed. 
    • Crude axes and rock iron, should no longer be requested by missions.
    Source
    ]]>
    Wurm Unlimited Patch Notes 2016-01-28 https://wurm-unlimited.com/blog/6/wurm-unlimited-patch-notes-2016-01-28/ https://wurm-unlimited.com/blog/6/wurm-unlimited-patch-notes-2016-01-28/ Fri, 29 Jan 2016 00:37 CET

    Fixes & Changes


    Fixes for both beta and live 
    • Fixed an issue that made it possible for a modified client to crash the server when logging in. 
    • Duplicated messages in global chats should now be fixed.

    From Beta to live 
    • Fading on screen messages have been added for system messages and different types of events. Event messages of different types can be turned off in the settings menu. 
    • A fix for the take option not showing for unplanted items off deed. 
    • Flames should now disappear when the fire goes out in fireplaces. 
    • Fireplaces should now auto-fill and auto-light on deed, taking from the deeds oil barrel. 
    • If you have permission to pickup planted items on deed you should now also be able to turn/move said items. 
    • Loading catapults will now check all the items inside containers for prohibited items, to prevent bypassing the restrictions. 
    • Changed the height restrictions for building bridges to 0. 
    • Fixed a null pointer exception that could happen while moving vehicles.

    Beta Update 
    • Most models in the graphics.jar have been converted to our own format. If you see models with incorrect UV/textures please let us know. 
    • Fix so that when a fire place runs out of fuel the flames vanish. 
    • Allow flags and banners to just show their description. 
    • Fix so that items that will be created on ground don't check for parent container size before being placed on ground. 
    • Fix so that action sounds can start playing earlier for a lot of actions. 
    • Removed the low nutrition penalty. 
    • Preventing players from unloading catapults if the unloaded item weighs too much. 
    • Added default terraforming action and keybind. 
    • Planted items off deed will now unplant if they go over 70 damage or under 10 quality. 
    • A banner for Wurm Online was added to the launcher.
    Source
    ]]>
    Wurm Unlimited Patch Notes 2016-01-14 https://wurm-unlimited.com/blog/5/wurm-unlimited-patch-notes-2016-01-14/ https://wurm-unlimited.com/blog/5/wurm-unlimited-patch-notes-2016-01-14/ Fri, 15 Jan 2016 01:27 CET
    Fixes & Changes

    The following changes and those from the last beta patch will leave beta next week. 

    • Message protocols have been changed so both server and client needs to run the same version or it will crash. 
    • Container size was not checked properly when moving items from bulk containers. 
    • Village timer check bypassed for same village when trading deed. 
    • Rice wine can now get you drunk. 
    • An issue that caused harvest times to be put too far off in the future was fixed. 
    • Added a warning at 5 minutes of sleep bonus inactivity. 
    • Marble tables and the wood bedside table can now be picked up. 
    • Corrected capitalization for several titles. 
    • Additional fixes for mycelium spreading. 
    • Fix so that people cannot repair/improve buildings in deed perimeters without permissions. 
    • Fix for losing permissions on server reset after crossing servers. 
    • Mushrooms can now be stored in food storage bins. 
    • Fix for deity name when favor is full. 
    • Fixes for structure permissions in pvp. 
    • Fix so structure managers can pick their own locks off-deed. 
    • Ritual of Sun should now remove damage on floors when cast. 
    • Fix for hiring a bed, so it correctly remembers who rented it. 
    • Fix so that the rangepole quality is used correctly. 
    • Passengers on wagons should now be enabled. 
    • Fix for items and creatures sinking into floors on ground level. 
    • Fix for floor, staircases and roof quality when just made. 
    • Added a toggle for swapping between standard Wurm camera control scheme and a Free look / mouselook mode( same way as most FPS games have it), look in the options menu and keybindings to set things up the way you like it. 
    • A new model loader for our own format have been added, no models yet but expect us to start swapping them out. 
    • Fixed some issues with player texture lod when embarked on large vehicles, like a knarr. 
    • Removed some server transfer limitations for sailing to other servers.

    Source : http://steamcommunity.com/games/366220/announcements/detail/72422580573295169
    ]]>
    Wurm Unlimited Patch Notes 2015-12-03 https://wurm-unlimited.com/blog/4/wurm-unlimited-patch-notes-2015-12-03/ https://wurm-unlimited.com/blog/4/wurm-unlimited-patch-notes-2015-12-03/ Wed, 09 Dec 2015 01:12 CET
    Fixes & Changes
    • Fixed some instances where it was possible to plan walls on top of unfinished walls. 

    • Fixed max charges when digging up artifacts. 

    • Modified valrei quest item spawn and treasure chest spawns to be based on map size. 

    • Removed no take flag from village recruitment boards. 

    • Added santa hat to items available from mission ruler. 

    • Fix for mine door permissions not changing correctly when a deed is founded over them. 

    • Fix so clay will lower every 50 - 100 dig actions. 

    • Added check so that dominated animals only can be cared for by whomever dominated it. 

    • Added plant to trellises. 

    • Fix so that underwater myelium will revert to dirt/kelp/reeds when no longer within a domain that can have mycelium. 

    • Fix for paint terrain not painting trees. 

    • Fix so black sheep have black corpses. 

    • You can now bury corpses on rock using a pickaxe. 

    • Made it possible to sit on chairs. 

    • The artifact charge message have been changed. 

    • Fix so diagonal roads don't revert to non-diagonal when dug. 

    • Some memory leaks was fixed in the client. 

    • Fix so that dragging a locked item into a container, does not change ownership 

    • Entry server code changes to fix traders, weather, some creature spawns, mailboxes, and some building restrictions. 

    • Fix for becoming champion. 

    • Sleep bonus idle timeout option added. Sleep bonus will automatically turn off if no action or combat happens within 10 minutes. You can turn this off in your Profile. 

    • GMs can now destroy ground-use-only items (such as the Altar of Three) from their inventory with Items > Destroy 

    • Destroying a huge altar will now remove the client-side effect and give a message indicating whether they will respawn on the next restart. 

    • GMs can drop huge altars on the ground. When End Game Items is enabled the GM must remove the previous version of the altar first, and the proper light effect is created. When End Game Items is disabled, the GM can freely drop the altar anywhere and no light effect is created. 

    • End Game Items toggle added. When disabled, it prevents loading of artifacts and huge altars. Old artifacts and altars may still remain in the world but the light pillars will not spawn and they will not respawn when destroyed by a GM. 

    Source : http://steamcommunity.com/games/366220/announcements/detail/121958370319578009]]>
    Wurm Unlimited Patch Notes 2015-11-19 https://wurm-unlimited.com/blog/3/wurm-unlimited-patch-notes-2015-11-19/ https://wurm-unlimited.com/blog/3/wurm-unlimited-patch-notes-2015-11-19/ Sat, 21 Nov 2015 18:14 CET

    Fixes & Changes

    • Removed the add to crafting window option from: Kiln, Gnomes and lairs. 
    • Fixed some issues that prevented the citizen group from working correctly with structure permissions. 
    • Non-villagers should now be able to grow hedges using wild growth if the permissions are set correctly. 
    • Summon worg has been changed: it now removes any pets you had before summoning. 
    • Bulk item decay has been removed on deeds. 
    • Added more items to the list of items that shouldn't appear as mission items. 
    • Removed the menu option to "blow up" or instantly destroy a building. 
    • Fix for branded creatures taking on kingdom from brands (PvP). 
    • Added lightning flash when buildings are destroyed from the building list. 
    • Small chests can now be unlocked/locked while in the inventory. 
    • Owners of small chests should now always have the unlock option. 
    • Added gentle push and pull actions. 
    • Changed it so that you can't trade a merchant contract to the merchant in question. 
    • Necklaces, rings bracelets, balls and chains will now form piles. 
    • Added destroy option to bell towers and snowmen. 
    • Anyone who can manage a building should now be able to attach locks. 
    • Fix so that most enemy actions are allowed in buildings. 
    • Removed hunted status from non-home and non-pvp servers. 
    • Fix so that enemies don't get the unlock option on building doors. 
    • Fix so that the steal option is only shown for pvp servers on planted items. 
    • Practice dolls should now only be usable if they are on the ground. 
    • Fix for mycelium spreading on PvP servers. 
    • Added discard option for logs and felled trees. 
    • Mycelium trees should now be able to revert back into normal trees. 
    • Free deeds no longer give money when disbanding. 
    • Smelters should now be craftable. 
    • Fix for loading of items that should not fit no matter how you turn it around. 
    • Fix for creating items within containers which they should not fit inside. 
    • Updated so that you get a notification when you get the alcoholic title. 
    • Dragging items into an unlocked bulk container should now use structure or village permissions. 
    • Several spelling errors in messages were corrected. 
    • Fix for flower spawning. 
    • It should now be possible to store slabs and wood beams in bulk containers. 
    • Removed Wurm Online specific output from /who command. 
    • Added PvP, Home Server and Home Kingdom to other server properties in the GUI. 
    • Added admin password to the GUI. 
    • Changed some Wurm Online specific checks in server transfer to make use of the server settings instead. 
    • The LaunchConfig files should now be generated with a lower heap memory value by default for 32-bit systems if it doesn't exist already.

    Source : http://steamcommunity.com/games/366220/announcements/detail/121957196525986050]]>
    Wurm Unlimited Patch Notes 2015-11-03 https://wurm-unlimited.com/blog/2/wurm-unlimited-patch-notes-2015-11-03/ https://wurm-unlimited.com/blog/2/wurm-unlimited-patch-notes-2015-11-03/ Tue, 03 Nov 2015 16:49 CET
    Changes
    • Fixed an issue that caused protected tiles to be saved endlessly. 
    • Tree growth should now be in the list of server options. 
    • New databases should now default to tree growth 20. 
    • Several items that was not previously turnable should now be. 
    • It should now be possible to sell items at settlement tokens. 
    • Added several command line parameters. 
    • Kilns should now be craftable and usable indoors. 
    • Kilns should now be movable and turnable by anyone. 
    • Added #give command for implementors (power 5) 
    • Kings can now change their titles. 
    • Fixed an issue where some tomes required you to be inside a mine instead of outside. 
    • Fixes for a race condition that caused crop polling to happen multiple times at once. 
    • Added admin commands to make it possible to change gameplay tweaks when the server is running (use /help to see them). 
    • Made birdcages craftable. 
    • It should now be possible to build diagonal roads for all road types. 
    • Fix so obelisks is only movable by the owner. 
    • Fix so planted signs show their description instead of the name. 
    • Added the /tinvite command, to invite players to your team. 
    • /stuck should no longer work while in combat. 
    • Added #locateavatars command to help finding avatars that was not removed at the end of a mission. 
    • The forecast spell is now treated as an offensive spell. 
    • Creature age should now be saved along with other creature statuses. 
    • The damage of catapulted got liquids have changed. 
    • Zombie milk have been rebalanced. 
    • Enchanted turrets should now be able to fire upon enemies once again. 
    • Added a right-click option on tabs called 'clear tab'. This will empty the content of the tab.


    New command line options for dedicated server
    queryport=<port> 
    Used to set the steam query port (27016-27030 UDP) 

    externalport=<port> 
    Used to set the port which the client connects through (Default 3724 TCP) 

    ip=<ip address> 
    The ip the server will bind to. 

    rmiregport=<port> 
    Used for server to server communication. 

    rmiport<port> 
    Used for server to server communication. 

    serverpassword=<password> 
    Sets the password that is used when trying to connect to the server. 

    maxplayers=<number> 
    Sets the max number of players allowed on the server, if this is set through this command line option then the internal game commands to change the player limit will not work. 

    loginserver=<true/false> 
    Defaults to true, should only be set to false if the server is intended to be connected with another server that is going to act as a loginserver. 

    pvp=<true/false> 
    Toggles PvP on or off on the server. 

    homeserver=<true/false> 
    If the server is a home server ( belongs to a single kingdom ). 

    homekingdom=<id> 
    The kingdom the server belongs to. 

    epicsettings=<true/false> 
    If true the server will follow the rules from the Epic servers in Wurm Online. 
    For instance it will use the skill curve. 

    servername=<name> 
    The name of the server that will be visible in server browsers. 
    If the name contains spaces surround it with "". servername="my private server" 

    adminpwd=<password> 
    Unlocks the admin commands from within the game, that can be used to change the gameplay settings of the server, such as skill gain rate and field growth time. 

    Note that only the admin password command do something when starting with gui. 
    To start without gui you have to use the start=<folderName> command, as example start=Creative would start the server using the database located in the creative folder.

    Source : http://steamcommunity.com/games/366220/announcements/detail/121955650287976124]]>
    Wurm Unlimited Patch Notes 2015-10-23 https://wurm-unlimited.com/blog/1/wurm-unlimited-patch-notes-2015-10-23/ https://wurm-unlimited.com/blog/1/wurm-unlimited-patch-notes-2015-10-23/ Fri, 23 Oct 2015 23:14 CEST
    Game Client
    • Settings should now be saved correctly. 
    • The "Cancel Refresh" button will now be enabled on start. 
    • The Quit keybind will now unbind itself if bound to the F12 key. 
    • The Quit keybind will no longer default to the F12 key, uses F11 instead. 
    • Screenshot binding now defaults to F12.

    Server
    • Missions should no longer be generated with the objective of slaying 0 creatures. 
    • Logs will now be created in the current server folder, for instance in Creative/Logs. 
    • Removed some logging that is no longer used. 
    • You can now change which steam query port to use, enabling multiple server instances on the same machine. 
    • NPCs should no longer stay in local chat when they die or are too far away. 
    • You should no longer start with the hatchet and carving knife equipped. 
    • Kilns should now be movable. 
    • Amphorae are now turn-able.

    Source : http://steamcommunity.com/games/366220/announcements/detail/121954666159519291]]>