Wurm Server Release Notes 2018

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Revision as of 19:38, 12 March 2018 by Wolfey (talk | contribs) (Patchnotes!)
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Main / Wurm Server Release Notes 2018

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Release notes by year:
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180308 Patch Notes 08/MAR/18

Changes and additions

  • 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.
  • Epic Change: Characteristic skillgain has been increased by 30%.

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.
  • Note: This allows lumps such as gold, silver and brass to be combined past the 64x count, allowing it to be used to create larger items.
  • Metal items will now have special bonuses and penalties depending on metal type used:
  • Note: All values are compared to iron.
  • Adamantine:
  • Armour
  • 5% DR
  • 5% Movement Speed
  • Weapons
  • 10% Damage Dealt
  • General
  • -60% Damage Taken
  • 8x Trader Price
  • 15% shatter resistance
  • -60% decay reduction
  • 5% lockpicking bonus
  • 15% Pendulum Area of Effect bonus
  • 7.5% bash damage bonus
  • 10% ql bonus to items created
  • 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
  • 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
  • -15% decay damage
  • 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
  • Deals 35% less damage
  • Deals extra poison wound at 30% of damage after 35% reduction
  • General
  • 5x trader price
  • 15% extra damage taken
  • -5% decay damage taken
  • 5% bonus to quality gain per improvement action
  • 2.5% bonus to repairing
  • -5% lockpicking penalty
  • -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
  • -40% decay taken
  • 5% bonus to repairing
  • 5% lockpicking bonus
  • 20% bonus to pendulum area of effect
  • 10% ql bonus to items created
  • 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
  • 20% extra damage taken
  • -60% decay damage taken
  • 20% resistance to shatter
  • -5% penalty to repairing
  • -2.5 penalty to lockpicking
  • Can be used to make holy items (altars, statuettes)
  • 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
  • 30% extra 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
  • -50% damage taken
  • -50% decay damage taken
  • 100% shatter resistance
  • 5% bonus to repair speed
  • 5% bonus to lockpicking
  • Can be used to make holy items
  • 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 (most aggressive)
  • -2.5% parry rate
  • General
  • 8x Trader prices
  • 2.5% extra damage taken
  • -30% decay damage taken
  • 10% resistance to shatter
  • 2.5% bonus to lockpicking
  • Can be used to make holy items
  • 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
  • -20% damage taken
  • -30% decay damage taken
  • 2.5% bonus to repair speed
  • 5% lockpicking bonus
  • 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% bonus damage taken
  • -7.5% decay penalty
  • 2.5% bonus to quality gain per improvement action
  • 5% bonus to quality upon creation
  • -2.5% penalty to repair speed
  • -2.5% lockpicking penalty
  • -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
  • 25% extra damage taken
  • 20% extra decay damage taken
  • 7.5% bonus to quality gain per improvement action
  • -5% repair speed
  • -2.5% lockpicking bonus
  • -5% penalty to pendulum area of effect
  • -15% bash damage


Bug Fixes:

  • Bugfix: Fixed the issue where all names on the UI friend list went blank instead of just the specified removed friend.
  • 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: Bridge pavement is now removed when a bridge section is destroyed and reverted to a 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 the double pray in the context menu for Nahjo on a water tile inside a cave.
  • 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: Freedom Isle missions should properly reset after 3.5 days if the mission is less than 33% complete. Note that this only applies to missions that gradually tick up (not tree, traitor, build etc missions).
  • Bugfix: Followup fix to the January 2018 change to further address the lag on Elevation.
  • Bugfix: Items should properly decay and cool off while inside saddle bags and saddle sacks equipped on horses.
  • 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.
  • Please allow a few weeks for everything to get a tick before reporting issues.
  • In the meantime, continue to move items from crates in racks to new crates in order to prevent the immediate tax deduction off deed.
  • 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.

  • Bugfix: Creatures should once again lose aggression if you walk a distance away and choose No Target.



180215 Patch Notes 15/FEB/18

  • Fix to address crashing issue on Elevation.
  • Digging to pile will now correctly take rarity and 10% ql rune into account.
  • Fixed issue with cleaning furnaces allowing for large quantities of ash.
  • Leather can now be made again.

180207 Patch Notes 07/FEB/18

Additions & Changes

  • 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
  • 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.

Client:

  • The ability to accurately place items with the use of the mouse cursor has been added:
  • To place an item, it must be possible to be in your inventory (not heavy objects or vehicles).
  • Right click the item, and select drop > place.
  • Default move is free move with the mouse.
  • Holding CTRL will align to an 8×8 grid within a tile(64 squares within the tile).
  • Holding ALT will align to a 4×4 grid within a tile (16 squares within the tile).
  • Mouse scroll will rotate the object.
  • Holding shift while mouse scrolling will rotate slowly for better precision.
  • Improved loading times of settings window.
  • Wood type will now show on equipped wooden things such as mallets, bows, and shields

Bug Fixes

  • Bugfix: Fixed various spelling and text issues.
  • 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: Wagoners have been instructed to keep their wagons repaired.

180128 Hotfix 2018-01-28: Fix for a crash bug

Applying a fix to prevent a crash and bring Independence back online. Also swapped out a few hamsters and cleaned their cages.


180119 Hotfix 19/01/18

Affinity system adjustments: We’ve made some adjustments to the affinity system to improve how affinities are gained. we’ll continue to log affinities gained and adjust accordingly.

180118 Patch Notes 18/JAN/18

Changes and additions:

  • We have 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. We’ll continue to monitor locations of large seal colonies.
  • 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.

Affinity System Adjustments:


Overkilling Changes: (Note: Overkilling is the mechanic that stops any skillgain, affinity gain, rank bonuses etc from killing a player 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.

Affinity Changes:

  • When using a skill premium 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.

Client Changes:

  • Bugfix: Various objects should not re-appear in wrong places after traveling
  • Bugfix: Keybinds set for GRAVE key will now save correctly
  • Bug Fixes:
  • Bugfix: An issue causing continued lag on Elevation since the release of 1.6 has been identified and addressed. We will continue to monitor the server for any instances of extended lag
  • Bugfix: You should no longer be able to drag more than 100 items into the saddlebags or saddle sacks.
  • Bugfix: The 2017 Saddle Sack gifts should no longer decay.
  • Bugfix: A roof on a south or east building border tile should no longer block wall plans.
  • Bugfix: Fixed an issue with keybind for combine fragment not working properly.
  • Bugfix: Fillets of fish and meat should no longer change to generic fish/meat fillets when dragging from one bulk container to another.
  • Bugfix: Weight reduction runes on tool and weapon heads will be ignored so that the items can be used for creation and not return a too little material message.
  • Bugfix: Corrected various text messages.
  • Bugfix: Fixed Valrei scenario mission rewards being awarded incorrectly.
  • Bugfix: You should no longer be able to resize a deed with enemy presence.
  • Bugfix: Removed double taste and drink option on sealed containers with something activated in inventory.
  • Bugfix: Fixed an issue with control-click and dragging containers inside containers.
  • Bugfix: You can now drag items directly into containers inside equipped saddle sacks/bags.
  • Bugfix: Disallowed PvP opportunity attacks on other players on PvE servers, except in spars/duels.
  • Bugfix: Removed double application of bloodthirst for archery on Epic.*