Difference between revisions of "Wurm Server Release History"
Jump to navigation
Jump to search
(110426, 110323, 110322, 110316) |
(Updated changelogs) |
||
Line 1: | Line 1: | ||
{{update-header}} | {{update-header}} | ||
+ | |||
+ | == 110527 Breeding, spawning, caring, coloring == | ||
+ | *In order to bring the animal situation in control you may now start to "care" for animals. This prevents them from dying to old age. | ||
+ | #Starting next wednesday European time venerable creatures will lose their on-deed/tamed/leading/hitched protection and die at venerable age unless "cared for". | ||
+ | #You start and stop caring by right-clicking on an animal. The number of creatures you can care for increases with the animal husbandry skill. | ||
+ | #Type /stopcaring on the command line in order to stop caring for all animals. | ||
+ | #Thank Othob Rithol for the caring suggestion | ||
+ | * Trying to preserve a color when adding more of the same should be a bit easier now. Thank Tich. | ||
+ | * How traits are generated was changed thanks to a suggestion from Gaeron. The forum post is here: http://wurmonline.com/forum/index.php?topic=55489.0 | ||
+ | * Creatures should no longer spawn on severe slopes such as mountain sides. | ||
+ | |||
+ | == 110525 Traits and artifact recharging == | ||
+ | *Good traits were a bit too common for animals since the last change. Toned down. | ||
+ | *Recharging artifacts now gives a server wide message. Recharging also takes up to 4 minutes instead of 30 seconds. | ||
+ | |||
+ | == 110523 Light and wild modifications == | ||
+ | *We are looking at solving the problems with lights acting a bit weird. Also, you can soon light candelabras filling them up with candles first and candles should no longer pile. | ||
+ | *Horses now should slow down when they receive damage. Further tweaks may be required. | ||
+ | *You should no longer be able to use farwalker twigs and stones very close to the huge altars or duelling rings. | ||
+ | |||
+ | == 110516 Rebranding required == | ||
+ | *A golden opportunity to rebrand your creatures has surfaced! A bug made it so that brands were lost during server restarts, so creatures need to be rebranded. Uncertain Congratulations. | ||
+ | *Pets were often lost when changing servers since the last pet id was transferred from the previous server and saved. This should work properly in the future. | ||
+ | |||
+ | == 110513 More understandable faith bonus == | ||
+ | *The calculations for altars and the bonuses they create was improved and should yield more understandable results. | ||
+ | |||
+ | == 110509 Yet another small breeding tweak == | ||
+ | *Now your creatures can be made to mate so that you can gain skill, but if the creature max limit hit is reached there will be no offspring produced when the time for delivery is up. There is also now a space consisting of 1/25th of max creatures reserved for animals to spawn in the wild. | ||
+ | |||
+ | == 110502 Creature tweak and fat bug == | ||
+ | *A bug where creatures started gaining fat as soon as they lost fat was fixed. Note that creatures will starve to death when they lose all their fat levels. | ||
+ | *Very old and very young creatures will no longer breed and there is a period in life where animals are more prone to breed. Certain sick creatures stop breeding earlier as well. | ||
+ | |||
+ | == 110429 Late Easter == | ||
+ | *The Easter Bunny has arrived. Since we failed to summon it last weekend we asked for a special appearance now. It was sighted at a LOL on the wild server and in The Howl on Freedom. It seems that you may also accidentally find your easter egg while foraging. | ||
+ | *A bug where your pet could be attacked by your own tower guards when you attacked an enemy deed was fixed. | ||
== 110426 Long awaited client and server update == | == 110426 Long awaited client and server update == |
Revision as of 15:04, 31 May 2011
Release notes by year:
2024 - 2023 - 2022 - 2021 - 2020 - 2019- 2018 - 2017 - 2016 - 2015 - 2014 - 2013 - 2012 - 2011 - 2010 - 2009 - 2008 - 2007 - 2006 - 2005 - 2004
2024 - 2023 - 2022 - 2021 - 2020 - 2019- 2018 - 2017 - 2016 - 2015 - 2014 - 2013 - 2012 - 2011 - 2010 - 2009 - 2008 - 2007 - 2006 - 2005 - 2004
Contents
- 1 110527 Breeding, spawning, caring, coloring
- 2 110525 Traits and artifact recharging
- 3 110523 Light and wild modifications
- 4 110516 Rebranding required
- 5 110513 More understandable faith bonus
- 6 110509 Yet another small breeding tweak
- 7 110502 Creature tweak and fat bug
- 8 110429 Late Easter
- 9 110426 Long awaited client and server update
- 10 110323 Old embarking bug resolved
- 11 110322 Tunneling and ignore powers
- 12 110316 Artifacts change
- 13 110311 Sleep bonus frozen by default
- 14 110310 Registration and artifacts
- 15 110309 Servers moved, all systems online
- 16 110309 Shop and registration down due to server move
- 17 110303 Horses buffed and mine door restrictions
- 18 110302 Guards and horse barding
- 19 110301 Guards nerfed
- 20 110228 Village faith bonuses
- 21 110217 Champions gone
- 22 110131 Deeds, contracts, and skill corrections
- 23 110124 Zombie skill-gain
- 24 110121 Jewelry enchantments
- 25 110120 Locate, creature enchants, and healing
- 26 110117 More spell and champion tweaks
- 27 110114 Spell tweaks
- 28 110112 Favor overheating test
- 29 110110 Area spell & leading bug-fix
- 30 110105 Lag situations reduced
110527 Breeding, spawning, caring, coloring
- In order to bring the animal situation in control you may now start to "care" for animals. This prevents them from dying to old age.
- Starting next wednesday European time venerable creatures will lose their on-deed/tamed/leading/hitched protection and die at venerable age unless "cared for".
- You start and stop caring by right-clicking on an animal. The number of creatures you can care for increases with the animal husbandry skill.
- Type /stopcaring on the command line in order to stop caring for all animals.
- Thank Othob Rithol for the caring suggestion
- Trying to preserve a color when adding more of the same should be a bit easier now. Thank Tich.
- How traits are generated was changed thanks to a suggestion from Gaeron. The forum post is here: http://wurmonline.com/forum/index.php?topic=55489.0
- Creatures should no longer spawn on severe slopes such as mountain sides.
110525 Traits and artifact recharging
- Good traits were a bit too common for animals since the last change. Toned down.
- Recharging artifacts now gives a server wide message. Recharging also takes up to 4 minutes instead of 30 seconds.
110523 Light and wild modifications
- We are looking at solving the problems with lights acting a bit weird. Also, you can soon light candelabras filling them up with candles first and candles should no longer pile.
- Horses now should slow down when they receive damage. Further tweaks may be required.
- You should no longer be able to use farwalker twigs and stones very close to the huge altars or duelling rings.
110516 Rebranding required
- A golden opportunity to rebrand your creatures has surfaced! A bug made it so that brands were lost during server restarts, so creatures need to be rebranded. Uncertain Congratulations.
- Pets were often lost when changing servers since the last pet id was transferred from the previous server and saved. This should work properly in the future.
110513 More understandable faith bonus
- The calculations for altars and the bonuses they create was improved and should yield more understandable results.
110509 Yet another small breeding tweak
- Now your creatures can be made to mate so that you can gain skill, but if the creature max limit hit is reached there will be no offspring produced when the time for delivery is up. There is also now a space consisting of 1/25th of max creatures reserved for animals to spawn in the wild.
110502 Creature tweak and fat bug
- A bug where creatures started gaining fat as soon as they lost fat was fixed. Note that creatures will starve to death when they lose all their fat levels.
- Very old and very young creatures will no longer breed and there is a period in life where animals are more prone to breed. Certain sick creatures stop breeding earlier as well.
110429 Late Easter
- The Easter Bunny has arrived. Since we failed to summon it last weekend we asked for a special appearance now. It was sighted at a LOL on the wild server and in The Howl on Freedom. It seems that you may also accidentally find your easter egg while foraging.
- A bug where your pet could be attacked by your own tower guards when you attacked an enemy deed was fixed.
110426 Long awaited client and server update
- The client and server has been updated. This should solve a lot of problems and cause very few new ones.
- The biggest changes are on the client which no longer uses JOGL, but instead only LWJGL.
- Major changes on the server:
- Movement code changed which should cause less disembarking.
- Creature spawning now has two pools where 50% is reserved for aggressive animals and 50% for non-aggressive. This should even out over time. In the next update, creatures older than approximately 6 months will start dying unless they are on deed, loyal or ridden. Uniques, humans and guards are not affected.
- There are lots of small bugfixes such as with meditation and artifact recharging.
110323 Old embarking bug resolved
- The old bug that often teleported you shortly after embarking a boat was found and fixed in the unstable client.
- A bug with handing out Slayer of Champion titles was fixed
110322 Tunneling and ignore powers
- Opening tunnels is now a bit harder in certain circumstances as a counter measure to an exploit. This may be improved after some feedback.
- The weird wild lag should be gone.
- Experiment: The /ignore command now has the functionality to auto mute for an hour if enough premium players from the same kingdom use it on another player in a short time frame. You only have one such vote within a set time frame as well. This system may be abused for a while so try not to take such mutes too seriously initially.
110316 Artifacts change
- Instead of artifacts insta-disappearing after a month of finding them, they will now have 120 charges. Every week 10 charges are removed. Every time you use an artifact one charge is used. You can recharge the artifacts at the enemy altar of light. If an artifact has 0 charges it will disappear within the week.
110311 Sleep bonus frozen by default
- By default, sleep bonus is now frozen when you log in so don't type /fsleep until you want to start using it.
110310 Registration and artifacts
- Registration emails work again but for yahoo and hotmail they usually end up in the spam folder. We'll try to figure out which settings are wrong.
- Artifacts will now disappear after around a month of use. The current ones will disappear randomly in about 3 weeks. Most artifacts had new functionality added and shorter cooldown.
- Transfers between different types of servers are now limited to at least one hour.
110309 Servers moved, all systems online
- We officially have to declare this last effort to move the server software to new hardware a success. There have been many failures and worries along the way but everything seems to be up and running perfectly now on the new hardware.
- The registration and shop pages are open and working again.
110309 Shop and registration down due to server move
- The shop and registration is down because we have moved the game servers to new hardware and operating system which means a lot has changed. Since these pages use dns entries we had to move the servers so that we can pinpoint the problems and find solutions.
- The forums are also undergoing some changes in case you think they look different.
110303 Horses buffed and mine door restrictions
- Horses have received a buff and barding protects the whole horse for now.
- Various restrictions on surface mining was imposed because of exploitability, and you can no longer attach mine doors to openings larger than "90" steps/dirt
- A bug with staff skill was fixed that prevented them from working properly
- Archery will act a bit weird and deal damage with a delay until next update because we are making arrows visible during flight.
110302 Guards and horse barding
- Spirit guard combat rating was returned to what it was before
- Horses now can wear barding (just bug fixed)
- Armour chains are now created in larger doses.
- Two handed weapons now give CR bonus versus creatures on vehicles if you're not on a vehicle yourself.
- The brand new polearms give double damage against mounted moving creatures
110301 Guards nerfed
- Spirit guards were nerfed because they were deemed over powered with the recent changes.
- The amount of village bonus you get from sacrificing was made ten times higher. There's a forum post in City Hall covering the details.
- The server move was a moderate success but we had to rever again. It seems the servers themselves are very fast but there is something wrong with the network.
110228 Village faith bonuses
- There are now a couple of small faith bonuses that apply to the whole village. You gain these bonuses as you sacrifice items. They are visible in the Settlement Info window.
- A new attempt at changing the hosting will take place on Tue 1st of March at 10 AM CET. Estimated downtime is up to 4 hours.
110217 Champions gone
- Apparently the deities decided that there were too many champions and removed them all. The skill bonuses they received have been reverted. Those who raised channeling a lot after champing long ago have been compensated somewhat.
- The deities have apparently agreed to only allow a certain number of champions - 3 Magranon champions for Mol Rehan, 3 Vynora or Fo champions for Jenn Kellon, and 6 Libila champions for Horde of the Summoned.
- Champions no longer have real death - instead they lose 1 point extra characteristic when they lose champion status. They are required to gather champion points by slaying enemies and raiding deeds. A champion starts with 15 champion points and loses 1 per day. In other respects they are the same as before.
- The three known champions who sacrificed their lives for their deities will stay revered in the memory of the people they served: Longshanks, Teslas and Maincorpse.
- On another note - spirit guards have changed some and may be a bit too hard now. They may attack mounts and also attack in larger groups on extremely heavily guarded deeds. Give feedback.
- Most creatures hunt a bit differently - hopefully more effectively.
- Priests should now be able to finish unfinished items.
- OH and you are now able to do more things on boats such as crafting in inventory. Possibly archery and spells. This may be disruptive so come with feedback as soon as possible after trying it out.
110131 Deeds, contracts, and skill corrections
- Merchants now trade ownership when the contract is traded
- A bug which let you control mounts and vehicles with too little skill was fixed
- A bug where non-premiums were able to trade deeds for founded settlements was fixed
- Lamp/sign/flag decay bugfix
110124 Zombie skill-gain
- Skill-gain when fighting summoned Zombies is now lower since people suspected exploits. Skill-gain shouldn't need to be 0 since it has summoning cost but it shouldn't be safe skill-gain either.
110121 Jewelry enchantments
- You can now cast no-locate on rings, bracelets and necklaces. This is a first jewelry enchantment and we may get a few more. The chance that it will hide you against a Locate Soul is (ql+power)/2 %. The enchantment slowly gets worn out when a locate soul is cast.
- You will now see how many more items your personal merchant may put up for sale in the management windows.
- No-locate cast on creatures now stays 3 times longer as well. Locate Soul was unchanged and never increased favor cost. The time to cast was increased instead but that was reverted.
110120 Locate, creature enchants, and healing
- The locate player spell cost was increased to 20 favor because it made it too cheap to keep track of invaders
- Creature enchantments and healing now works on allies like they should
110117 More spell and champion tweaks
- Vulnerable actions such as casting and healing are more often interrupted by being hit now
- A speed bug with web armor was fixed
- Frantic charge now updates movement properly
- Using key-bind to repair through walls was fixed
- Area spells still are too dominant on the battle field so favor cost was increased to 30
- Fire Pillar no longer targets creatures. Instead Fire Heart received a buff. The corresponding Vynora spell is Shard of Ice which is a bit slower but with more damage.
- Willow-spine should work better now
- Being overheated invalidates your link just as if you are out of range
- Champions no longer receive Faith bonus in their own territory
110114 Spell tweaks
- The Fo spell Charm Animal is now available, and the Magranon spell Frantic Charge is now available.
- Ward should have more effect. Creatures should become more careful overall.
- Web Armour didn't have the slow down effect it was supposed to which was fixed.
- Zombie infestation now creates more powerful zombies.
- Scorn of Libila casting time was reduced to 15 (from 20) and favor cost to 40 (from 50)
- Signs, lamps, banners and flags will be maintained by existing spirit guards in villages now
110112 Favor overheating test
- We are going to test a form of cool-down where you get overheated if you use a lot of favor in a short time. The reason behind the solution is that linking was deemed to be a bit too powerful sometimes. If this initial code is too much we'll have to ease it up but we need real fight situations to test it on.
- Area spells now cost 20 favor instead of 10. Pain rain cost was reduced to 40 since the new favor cool-down should make it harder to create death zones with it now.
- A minor tweak: you should now be able to dig 1 deeper than you can flatten.
110110 Area spell & leading bug-fix
- Casting area spells below ground now properly is obstructed by cave walls
- The bug with leading your mounts on foreign deeds was fixed
110105 Lag situations reduced
- The lag that occurred after a Fire-pillar spell was cast has been remedied
- A situation where the server froze like last Friday because of a chase-case with Tweets has also been sorted