Posted May 19, 2017 All is pristine - Kasumi Hi Everyone! First of all, apologies for the hiccup with last nights update, I hope you're all enjoying the additions (I've seen many of you running around scribbling down reports!) and look forward to some information on what's to come, but first... Patch Notes Spoiler The Almanac! Crafted with sheet of paper and string + 2 leather strips, the almanac will hold reports you create about the nature of the tree, bush or trellis and estimate the harvest times. Reports are created by studying a harvestable tree, bush or trellis during its harvest season. You then can write down the record using a reed pen with ink or dye on paper. Forestry skill will determine how much information is collected. Resulting quality of the report will determine how far in the future you can see harvest times. These reports may then be stored inside the almanac. The almanac can then be used to check on harvest times and read up on information about the reports they have stored inside. The command /almanac will tell you what is in season as long as you have the applicable reports. Catapult tweaks Tweaked distance for crowded message when using siege weapons. Shouldn’t be able to use 3 rams on a single wall anymore. Increased skill gain from using catapults. Tweaked damage output from catapults upwards, should be a bit harder to hit the 20 damage cap at 10 winches now. Damage from catas/trebs over the 20 damage cap that is currently ignored will now increase the splash radius, and deal a small amount of the extra damage (the ignored damage over 20) to things in that increased radius. Cooking affinity adjustments An option to fix players missing certain available cooking affinities has been added to your character profile. This is a ONE TIME TOGGLE which will switch your character to the new affinity system. The new affinity calculation will not take rarity of cooker into account for determining affinity This will recalculate affinities gained from existing meals as well as all future meals. New characters created after this update will automatically be on the new system. Repairing changes Changes to fence, floor and wall repairing and improving. Base timer for repairing and improving these is now 4-8 seconds, depending on your repair or building skill. This applies to all building material types. Timer is doubled if there is an enemy presence nearby. Damage repaired per action is now between 5 and 10 damage, depending on repairing skill and the quality of the item you’re using to repair. Cave building Clad reinforced cave walls introduced, created by activating a trowel and building on a reinforced wall. Pottery brick Sandstone brick Slate brick. Rounded stone. Marble brick. Plain brick. Wooden clad (uses mallet or hammer). Paved reinforced cave floors introduced. Created by preparing a reinforced cave floor with mortar and then applying paving. Epic CA Help changes Epic now has 3 global CA help grouped by kingdoms; JK help, MR help, HotS help. These Channels are visible globally by all members of the kingdom. Harvest time changes Harvest times have been adjusted slightly. Changes: Olives: Starfall of Fires, Week 1 Lemon: Starfall of Ravens, Week 2 Orange: Starfall of Ravens,Week 4 Walnut: Starfall of Dancers, Week 1 Additions: Raspberry: Starfall of Dancers, Week 1 Blueberry: Starfall of Shark, Week 3 Lingonberry: Starfall of Dancers, Week 3 Harvest times will still vary slightly to the actual starting week Olives have been reduced to once season now that multiple olives can be harvested. Other changes and introductions New transmutation liquids have been added to change moss to tundra and tundra to dirt. Copper and Orange juice transmutes moss to tundra. Iron and Raspberry juice transmutes tundra to dirt (tundra will still disappear when packed and dug). 3 new fruit bushes have been added – blueberry, raspberry and lingonberry. Blueberry and raspberry sprouts can be found by foraging so that you can plant your own bushes. Lingonberry bushes will spawn on tundra and will not have sprouts for planting. All three berries can still be found via foraging. Skillgain for anything that produces liquid has been scaled by the amount of liquid created. Tundra will now spread faster and more often. Metal sheets in the crafting window now properly reference the material they are from in crafting recipes. Decorative pillars can now be built inside buildings. Path of Insanity Random Teleport menu option now has a confirm to help prevent erroneous clicks. Move to Center has been added to the move items menu. Weight of paper has been reduced from 0.50 to 0.01. Trellis ages have now been added. Currently despite having sprouts they cannot be picked or pruned. Tile borders and corners now show in caves This allows the building of fences and gates on deed only Higher fences may require mining the roof higher to provide sufficient clearance. Bug Fixes: Bugfix: Fixed examine description for slate slabs. Bugfix: Fixed examine description for sandstone shards. Bugfix: Fixed an issue where loadable items which were planted/secured off deed could still be loaded. Bugfix: Tarring a corner tile floorboard should no longer change the tile to a full tile floorboard. Bugfix: Fixed a bug which prevented fences from being built on the south and east sides of buildings with the new arched walls. Bugfix: Fixed a bug which gave masonry skill for building wooden fences. Bugfix: Fixed an issue where you were not disembarked from animals which could only be ridden when tamed when they became untamed. Bugfix: You are again able to use rename on chairs. Bugfix: Battering Ram now checks destroy fences permission when being used to destroy fences instead of destroy buildings permission. Bugfix: Fixed an issue where the level command would dig a dirt instead of reporting that you needed dirt in your inventory to fill the corners. Bugfix: You can now use a mallet/pliers to add or remove trim from underground plain stone walls. Bugfix: Build option was removed when right clicking on complete walls with a mallet activated. Bugfix: Fixed an issue which caused replaced locks to become bugged and not reusable. Bugfix: The snake and the woman HotA statue is now available. Bugfix: Fixed an issue which caused single use spell runes to not work properly Bugfix: Fixed a bug where decorative pillars never decayed off deed. Bugfix: Fixed the double nature menu on mycelium tiles. Bugfix: Fixed an issue preventing some gates in underground structures from opening properly. Bugfix: Rock salt can now be analysed. Bugfix: Fixed an issue where vehicle passengers entering a cave could not distinguish veins and reinforcements from regular cave walls. Bugfix: Fixed the issue where some passenger seats of some boats could not access the hold because of distance. Bugfix: Fixed an issue preventing dragging items through arched walls. Bugfix: Fixed a few problems related to underground error messages when performing tasks if a bridge was above ground on those tiles. Bugfix: Fixed a bug which sometimes caused an error message when improving items in carts. Bugfix: Fixed an issue which caused you to log in on a vehicle as a commander even though you logged out as passenger. Bugfix: Tackled more spelling and text errors. Bugfix: Levelling with a dredge should now give an error when the dredge is full. Client updates New players (under 15 farming) will be able to see the state of growth of the farm field they are currently on, range will increase as usual as skill goes up. Added borders and tile corners to caves. House floors now have tile corners. Keybind for MOVE_CENTER added in settings (Move to center under keybindings – Items) (4.0 Client) Dyes have been tweaked closer to current stable look. Bugfix: (4.0 client) Fixed an issue on flooring tile borders which did not allow you to select the item on that border. Bugfix: (4.0 client) Fixed tunneling animation when switching from equipped to unequipped pickaxe. Bugfix: (4.0 client) Fixed ghosted model images when pushing and pulling items. Update issues While we endeavour to test everything we can some times we cannot replicate enough scenarios on test before things go live, or they have completely unintended side effects. We really do appreciate everyone understanding and we will be making some changes to ensure that if things like this happen again a rollback wouldn't be such a painful option. Hopefully it's not one that's needed any time soon, but we'd like to know that if such a situation occurs we can remedy the situation with much less impact than the potential loss. We're still looking into a decision regarding compensation, and will update you all accordingly. If you lost a vein and would like it replaced please log a support ticket for our GM team to handle that, it takes a little bit of time to do so as we verify from our info, but they will all be processed as fast as possible. More Bridges?! Hot off the heels of the new house textures, comes our new bridge textures! Just the way to style up your deed, we'll be introducing these beautiful works! Sandstone Slate Pottery Round Stone As you can see, they're absolutely gorgeous, and will delay my deed choices even further `Wurmpedia improvements We've also been at work behind the scenes with the wurmpedia, and will be introducing three new namespaces: Historical - This will be used for official Wurm data that is no longer present in the game (for example, old maps to servers that don't exist, removed features). Anyone with an editor account can access these pages, but not user accounts. Lore - This will be used for player-made stories and history, and can be accessed on user accounts. Guides - Player-made guides will go here. We will have some official bias-free guides on the wiki in the main namespace, but anything else can go in this namespace. Accessible by user accounts. These namespaces will help users write their own stories, store old information, and write new guides, so it's a great day for the wiki, and therefore, the game. Community content This weeks community content comes from eyesgood, who celebrated his EIGHTH year in wurm by dedicating a little poem to it, and I think it's awesome Spoiler Eyesgood's Ode to Wurm The game of Wurm Some would say Is a game you live Not a game you play. From dawn to dusk With labors many A Wurmian's work Is always plenty. Rising early Lighting the forge The smith knows well His many ores. He crafts his weapons Shields and tools. His armor protects The bravest fools. A villager takes hold Of rake and seed Providing the village With food they need. Making and baking The finest treats From recipes learned In lore and in feats. Tending to horses And breeding them right She seeks the traits For speed and might. While yonder at The tailor's loom One crafts her squares And dyes them too. For tailors know That proper attire Helps craftsman, soldiers, And even the Friar. And speaking of soldiers A friend returns bleeding. His encounter with trolls Was not so succeeding. But lucky for him A Fo priest was nearby To cast such a spell As to heal the poor guy. And what's that sound From the water's shore? Looks like a village Springs up next door. The ships came in And with shovels ready They flattened the land And constructed a jetty. The miners worked hard To open the rock. A cave they soon made To house their stock. Dropping trees and Mining stone They fashioned walls And built their homes. They worked all day And into the night. They turned that wilderness Into quite a sight! They said they were heading To chaotic lands But needed a base For their faction's plans. They needed safety To train and prepare. They weren't quite ready To sail over there. But best of all We loved to see They had a Shipwright Which is what we need. And talking much We then discovered They lacked the horses For a wagon covered. So trading we did A bargain we struck. A sailboat for four Speedy horses they took. Returning home Our band was glad We gave them the Finest horses we had. And the boat we received When we looked in the hull Had a shiny anchor And a lock not so dull. We anchored our boat And swam ashore We'd made new friends Not one but four! Arriving home as The lamps were lit We sat and we talked Just a little bit. Tomorrow's plans We tried to make A trip for lemons We needed to take. Our alchemist wanted To create some clay. More amazing things We do every day. By then it was late We retired to bed. And as we slept The tomatoes grew red. For Wurm is a place With seasons and weather. A place we call home Where we all live together. The game of Wurm Wurmians say Is a game you live Not a game you play. Here's to eight more! That's it for this week folks, I hope you're as keen for the bridges as I am, until then though, keep on wurming! Retrograde & the Wurm team 20 Share this post Link to post Share on other sites
Posted May 19, 2017 omfg! slate bridges! *wets himself* 3 Share this post Link to post Share on other sites
Posted May 19, 2017 Retro- any word on slate/sandstone/marble parapets? Share this post Link to post Share on other sites
Posted May 19, 2017 Just now, Wargasm said: Retro- any word on slate/sandstone/marble parapets? Nothing has changed on that front, bridges don't use the same system as walls Share this post Link to post Share on other sites
Posted May 19, 2017 Mirror, sweet mirror, are you ever nearer? Why do you elude me still? I just want to hold you, gently and close To undo the faulty gender I chose... How happy I'll be when I finally will! 10 Share this post Link to post Share on other sites
Posted May 19, 2017 (edited) I can't keep up with all these new textures! Nice problem to have. Speaking of which, 59 minutes ago, Retrograde said: Bugfix: Fixed a bug which prevented fences from being built on the south and east sides of buildings with the new arched walls. Nice! Now to decide if I want to keep the work-around I put in, or grab the large maul... 58 minutes ago, Retrograde said: (I've seen many of you running around scribbling down reports!) [11:12:13] You cannot read your own hand-writing. just kidding. Edited May 19, 2017 by Reylaark Share this post Link to post Share on other sites
Posted May 19, 2017 8 bridges. EIGHT BRIDGES over my canal that i -just- finished and now i'm gonna want to redo them all.....goddamnit. 14 Share this post Link to post Share on other sites
Posted May 19, 2017 1 minute ago, Nadroj said: 8 bridges. EIGHT BRIDGES over my canal that i -just- finished and now i'm gonna want to redo them all.....goddamnit. I sell cheap mortar if you need any 1 Share this post Link to post Share on other sites
Posted May 19, 2017 Slate bridge does not even come close to a slate brigde appearance. Why did you again not do a quick research before making stuff? Share this post Link to post Share on other sites
Posted May 19, 2017 (edited) :;D Edited May 19, 2017 by Sila Share this post Link to post Share on other sites
Posted May 19, 2017 That bridge!!! ("Pay no attention to the old man on his horse...") Share this post Link to post Share on other sites
Posted May 19, 2017 Aww, is that you Yaga? (the old man on the horse) (now I totally forgot rest of the weekly as all my focus is on the old man on the horse) 1 Share this post Link to post Share on other sites
Posted May 19, 2017 3 minutes ago, Cecci said: Aww, is that you Yaga? (the old man on the horse) (now I totally forgot rest of the weekly as all my focus is on the old man on the horse) aye 2 Share this post Link to post Share on other sites
Posted May 19, 2017 The bridge pics look great!! Just a teensy little observation though, wholly related to my ocd leanings....the landings need matching slabs. Now to decide which of my bridges I want to redo first. lol. Share this post Link to post Share on other sites
Posted May 19, 2017 We need to be able to reinforce and pave cave entrances! Love the updates though, more things to build and so many ways to change the looks of the mines, its a whole new world underground. Only thing that could top the new changes for mines is 3D mines. 8 Share this post Link to post Share on other sites
Posted May 19, 2017 Cool But I have to "aw " over old server maps not being readily accessible to "the masses". From time to time it is a nice walk down memory lane to look at the old maps and remember where you lived and what you did.. or if you come across another "ol' timer" to both look in the maps and compare where you lived and whatnot. I've even run across people and "reunited" when we both realize we were the same area at the same time. That's always fun 1 hour ago, Retrograde said: Historical - This will be used for official Wurm data that is no longer present in the game (for example, old maps to servers that don't exist, removed features). Anyone with an editor account can access these pages, but not user accounts. Share this post Link to post Share on other sites
Posted May 19, 2017 I edited it to clarify, "access" means edit, all pages will be visible 1 Share this post Link to post Share on other sites
Posted May 19, 2017 Those bridge textures are awesome, and I know which bridge is the model I hope you forgot to revert it back to the stone version haha I wish... I wish... I wish if we could have bridges in the mines - now that we have tile borders.............. that would unlock a LOT of awesome designs. Even if only building <-> building ones could be enabled... 1 Share this post Link to post Share on other sites
Posted May 19, 2017 2 hours ago, Retrograde said: Keybind for MOVE_CENTER added in settings (Move to center under keybindings – Items) Out of everything i love this the most. Now my lamps can be perfectly placed! 3 Share this post Link to post Share on other sites
Posted May 19, 2017 1 hour ago, Yaga said: That bridge!!! ("Pay no attention to the old man on his horse...") I recognized it right away Psst, sandstone fits south xD 1 Share this post Link to post Share on other sites
Posted May 19, 2017 That sandstone bridge is looking mighty fine! Now if you'll excuse me... *runs off with paper in hand to write more reports* (and awesome job team I am having a blast!) 1 Share this post Link to post Share on other sites
Posted May 19, 2017 3 hours ago, Cecci said: Aww, is that you Yaga? (the old man on the horse) (now I totally forgot rest of the weekly as all my focus is on the old man on the horse) The old man had to watch his bridge get zapped for the sake of screenshot and testing... Then there's a poor bear in the water traumatized by all of it. We had to send him to therapy for it. Share this post Link to post Share on other sites
Posted May 19, 2017 3 hours ago, JakeRivers said: We need to be able to reinforce and pave cave entrances! I've looked into this and it would require a fair few new cave entrance type tiles, and loads (and i mean loads) of code changes in the movement code (where it needs to know you are on an exit). It would require a cave reinforced exit tile, one for each of the pavings as well (and the prepare one). But most worrying was the number of places it is checked. So dont expect it soon (if ever) 7 Share this post Link to post Share on other sites
Posted May 19, 2017 4 hours ago, Nadroj said: 8 bridges. EIGHT BRIDGES over my canal that i -just- finished and now i'm gonna want to redo them all.....goddamnit. I am in a similar predicament; I just decided to complete my project requiring 20k bricks with normal stone walls because I couldn't get matching bridges. Now I have to decide if I want to switch or not lol. Share this post Link to post Share on other sites