To compensate for downtime and instability at the Steam launch, all accounts have been awarded 10 hours of sleep bonus (to a maximum of 10 hours)
Client changes
PvP Changes:
PvP Bug Fixes
Get your sleep on!
Greetings Wurmians!
After consideration of the stars, consultations of the soothsayers and their omens, and whispers from the wood witches, our next update will be on the 24th of October.
This update will include the sleep bonus merge between Northern Freedom Isles and Defiance, and will also have the 10-hour sleep bonus compensation given out.
To make the most of the awarded sleep bonus, make sure you are empty by that date!
As for the rest of the update, stay tuned for a Valrei International coming to you soon!
Regards, The Wurm team
Wurm Online Roadmap: The Road After Steam!
Hello Wurmians!
As we haven’t had a proper summary to the Steam launch yet, let’s start with that - the player counts since that time have been just unprecedented, and we are very excited to see how lively Wurm has become. Now that has also brought an extreme load to both our dev team as well as the entire staff, hence the initial hiccups - but it seems we’re well past that point and almost back to normal. (almost, since we still have some unresolved things to handle)
The surge in popularity has definitely exceeded our expectations and it seems like it can give us some headroom in expanding the development team, which should help us increase the development pace of both new features and bug fixing. Most of you might not know this, but we have had very few hired or contracted developers for quite a while now, much fewer than you would expect from a game of this scale - but we’re well on the way to fixing that.
I ask for your patience in this part, as it might take us a while to actually get to that point, and the recruitment and training itself might be taking some time away from the direct development in the meanwhile, but after that’s sorted out we will be going ahead faster than ever. And obviously, any new developers will be put on the mandatory bug duty first, fixing those pesky recurring bugs! :)
In addition to expanding the dev team, we’re expanding our marketing efforts as well, which we’ve already started on - we haven’t been great about that before, but we have a lot of ideas in store for promoting the game now and in the future, and you might’ve already seen some Wurm ads around the web.
Now, the thing most of you are here for - what are we doing next?
While we’re happy with how the improvements to the new player experience and the new tutorial have turned out, it’s obvious from the feedback that there is still work to be done there. As we continue to have plenty of new players joining the game, that will be our focus in the upcoming weeks - the tutorial will be getting some polishing, and we’ll be introducing additional in-game tips and tools to help the newer Wurmians learn the ropes and perhaps not get too frustrated by constantly digging through the wiki. (though we do acknowledge that at some point that might always be a requirement)
This will also include further UI improvements, which should make the UI more comfortable to use for everyone and bring some of the requested features and tweaks.
I’m sure that’s boring stuff to most of you reading though - worry not, during that time we’ll also be working on finishing up a large combat overhaul! This was something that was meant to be there for the Steam launch, but we have decided to postpone it to give it the attention and polish it deserves. The goal of the combat update will be to increase the interactivity and engagement of combat, by both providing much better visual feedback (significantly reducing the need to read combat chat) and changing certain mechanics, like making special moves more prominent and useful in PvE. This will be put to public testing before it goes live. We have done decent progress on this up to this point, but it still needs a good bit of work to be ready for us to show it to you in full.
Once we’re done with those first two focuses of ours, we have multiple major content updates planned out for the upcoming months - those will be released along large marketing pushes to bring even more players to the lands of Wurm, and should bring a lot of content for both newer and older players.
Included in those updates will be a large exploration focused update, intended to make the wilderness of Wurm more interesting to explore, with different random encounters to be had around the world. Something we are looking at as well is a unique creatures rework, as well as some more chances to brush up on some less used skills. This update overall should provide a less grindy alternative to other features of Wurm, and in general make PvE gameplay more varied.
We also intend to expand further on the construction features, adding both new building elements and decorative items and features. One of our desired features that we’ve been playing with are docks, which would allow you to create structures on water. On the decoration side, a popular suggestion (as well as something we want to see in the game) is hanging items on walls - we’ll be looking at how we can add that.
Animal keeping is another feature that we feel has much more potential to be realized. We’ll be working on expanding that part and making keeping different animals a more varied and in-depth feature, with perhaps a new animal or two thrown into the mix.
Other than regular content updates, we plan to continue improving the visual side of the game as well - certain elements of Wurm look aged compared to others and we want to fix that soon. One of our desired upgrades has always been an overhaul to how the characters look - while it might be a bit far off right now, we will be looking at improving the character’s appearance along with better customization options.
Along with any visual upgrades we’ll be working further on optimizing the game’s client, as we have identified some causes for the high memory and GPU usage issues that some of you may encounter.
Since we’re now talking about the client side of the game, another thing we want to tackle is the sound design, which is something we have to admit is quite lacking at this point. That will include adding more sound effects to creatures, as right now, your farm animals are a bit too creepily silent, but we also plan to have another pass at the general action sounds.
I realize this post is a bit short on the PvP side of the game - for more information on that part, you can see Darklords’ newest thread on our plans and ideas for the Defiance going forward. PvP forum thread here
Proposed PvP Changes
Weapons/Armour/Toolbelts/Horse gear will increase in quality up to 75 much quicker when improving them to speed up people gearing groups for pvp after a loss.(Defiance Only)
Roaming Depo(Defiance Only)
The intent of this is to get people out and looking for the depo every day or so, hopefully 10 sleep powder and some good possibly enchanted horse gear is enough to get people going out for it.
Same spawn rules as battle camps.
Will announce when it spawns on twitter/event tab.
Will first spawn with no indication of where it is, after 5 hours of not being claimed it will give off the effect from the old depo to better help locate it.
You claim the loot with a 5 minute action on the depo, after which the depo will vanish until it respawns again.
Spawns 24-30 hours after the last one vanishes.
Claim Reward
3 lumps of adamantine or glimmersteel(picked randomly)
10 sleep powders
5 75QL horse sets(Shoes/Saddles)
Chances these sets will come with varying degrees of WOA precast on them.
Upgraded Chest Loot(Elevation/Defiance)
This is intended to give out more sleep bonus for things done while out roaming.
The first person to open a rare chest spawn after it spawns will receive between 1-3 hours of sleep bonus depending on the loot roll of the chest.
Hota Changes(Elevation/Defiance/Chaos)
These changes will revert hota back to more of an event than something running continuously. Moon metal is still awarded to people who did not win just by trying, and they should not be nearly as easy to find and be dominated by a single group.
6 battle camps spawn at the same time all over the map with no location information anymore.
First to 4 captures wins.
First to capture a camp after spawning receives a few pieces of moon metal. Captures after will not give any more.
Happens 40 hours after the last event finished.
Your kingdom is alerted in event tabs when an enemy kingdom steps onto a battle camp your kingdom owns, it will not say what kingdom but will say which battle camp. This message cannot happen more than once every 30 minutes.
Building inside battle camps when you have it claimed still provide all the protections from before.
Pendulums will still help find them but will have the range at which they do adjusted to make them much harder to find.
Increased raid windows for lager deeds over 50x50 tiles total in size to 8 hours to give more time to raid larger deeds.
Safe zones/deeds smaller than 50x50 stay unchanged.
The exact values of this are up for debate so please let us know what you think.
Shield bash will have a separate easier roll to just cancel actions that may be interrupted along with the roll to stun.(All Servers)
Will allow all players a much better chance to kick a spell being cast right next to them without making stuns to common.
Equipping or unequipping a piece of armor will cancel any spells/archery actions currently being cast.(All Servers).
Hopefully this should address the concerns about players swapping armor on and off while casting/shooting to get around the penalties.
Tangle weave cooldown reduced to 60 seconds/ favor cost reduced back to 15.(All Servers)
The nerfs to tangle weave where too heavy handed I admit, we are stepping them back much closer to the original values.
Increased healing resistance a bit more.(All PvP Servers)
This is subject to more testing, exact values will be updated when finalized.
Aggressive creatures(excluding zombies/domestic creatures) you kill will have a chance to place a sleep powder inside the final hitting players inventory. (Defiance Only)
This is intended to give out more sleep bonus for things done while out roaming.
The chance for this will be dependent on the CR of the creature and will be an uncommon drop.
This will not happen inside the safe zones or on settlements.
NFI PvP/PvE characters will share more things like titles/sleep bonus.(NFI Only)
Looking for feedback on what all people would like merged between the 2 NFI accounts.
The goal is to make them feel more like 1 accounts with different inventories than 2 accounts with the same skills only.
Random teleport will always take you onto land.(All Servers)
Scorn no longer heals non tamed creatures.(All Servers)
Future Plans
More pvp related points of interest in the world along with the exploration update planned.
Reworking spell damage/resistances to find a better middle ground between them being useful vs them being spammed especially for pillar spells.
Looking into WL vs BL priest balance with BL only having 1 god vs 3 WL gods.
A revised version of player champions on much shorter timescales/less harsh penalties for reverting/different bonuses than just DR.
Generally, they will be much less powerful than current champions but will still be useful to have with little to no penalty for becoming one, and short several week max duration for them.
New methods of removing kings from office/deciding new kings for base kingdoms.
Removing meditation level limits from defiance/elevation with balance consideration for the more overpowered one that it was intended to remove. (Defiance/Elevation Only)
Open to suggestions here for what you would like to see as future content for All PvP servers in general.
Mine doors locking off deed somehow.
Pending some deep thinking and testing as this one will be hard to get right and could actually turn into a negative if people find new metas around it.
There have been quite a few questions and suggestions regarding the future of Jackal. While the first iteration of that has been quite fun, it does require a ton of work and changes to make it worthwhile to run another edition of it, and that is not something we’re interested in - we feel that work is currently much better directed at improving the base game, and not the extending “episodic” content. Generally, you should not expect another Jackal run for quite some time, as we prefer to focus on the other things we have planned. But, never say never!
Since the questions about the status of the Northern and Southern Freedom Isles clusters keep appearing, we do want to reiterate that at this point we do not plan on a merge, and it will be a long time before we will start considering one (it is not guaranteed in any case). We’re happy with how both of the clusters are working out and there seems to be a healthy population on both of them.
While our promotion of the game with the launch focused on the new Northern Freedom Isles cluster, the future promotion we do will most likely focus on all of Wurm, so that all servers should have new players joining them, depending on each of the server’s qualities rather than our own recommendations.
The final thing that I want to announce today is that we're also currently working on a long desired and requested feature which is a complete account system, the main purpose of which is to consolidate character ownership into a single account, improve the security of your accounts and ease the management of them. This will also help us with adding some more features that you could manage about your characters without logging into the game, improve account recovery methods and more. We'll reveal more details on this soon.
This should cover some of our plans for Wurm and hopefully makes things a little bit more clear. I want to mention though that this is not an exhaustive list of the things we have in store, and there are plenty of other features and changes coming to the game soon, many of which stem from your suggestions, so make sure to keep those coming!
For now, keep on Wurming!
Patch Notes: 28 September 2020
Patch Notes: 11 September 2020
Client changes
New: Reintroduced missing functionality to the fight window - it should now properly show special moves, stance difficulty and stun status
New: 'Filter' Items has been added to the containers listed below. This is not available on the old UI.
Bulk storage bin
Food storage bin
Small crate
Large crate
Crate rack
Bulk container unit
Change: Fight window was reduced in size
Change: Chat tabs will glow now when they have new messages, to bring more attention to it
Change: Skill tracker background can now be toggled with a right-click option
Change: Inventory filter buttons will now glow if they are activated. They will also reset on reopening the inventory
Change: Width of QL and DMG inventory columns was decreased
Bugfix: Fixed "Repeat action" bind not recording actions in certain cases
Bugfix: Fixed misaligned input boxes in manage merchant screen
Bugfix: Reduced text size on small status effect icons
Bugfix: Fixed skill tracker options window appearing too small and requiring resizing
New: A /balances command has been added.
Using /balances in a chat window will display the following balances in your event window:
Bank balance
Marks balance
Rift points if greater than 0
Jackal points if greater than 0
Other Changes
Change: Higher-priority actions will now properly stop and interrupt any lower-priority action they override, instead of both actions occurring simultaneously.
Change: Drinking follows the same rules as eating as far as permissions are concerned. (See notes below)
You can only drink an item if you have permissions to take it, or if it's in a locked container you have permission to access.
Note that water is still totally exempt from permissions (no change here).
For example, a player can drink from a well full of water regardless of any deed or building permissions being applied.
PvP Change: Removed kingdom tweeting from in-game using a title and replaced it with an event message and area history notation.
Change: Doubled the chances to become king on Defiance
Bug Fixes
Bugfix: You will no longer get shield/weapon skill when players are fighting things on different layers/floors.
Bugfix: Karma summoned creatures can no longer be bred.
Bugfix: Floating tabs with members list will now update properly when you move in and out of local.
Fixed: Some piles of seeds were using the tool box graphic.
Fixed: Fixed plain white cloth sleeves, bronze lump fragment, keystones, woodpulp (wood types visible too now), pile of wood pulp (if same woodtype)
Patch Notes: 26 August 2020
Change: When enemies are in local, you will always disembark vehicles and mounts directly under them. Embark/ride max distance is now limited to 1 tile. (PvP only)
Change: Maximum drake and scale drop from unique kills has been slightly reduced on Defiance. (PvP only)
Note: No dragon or hatchling has been killed yet on Defiance.
Fix: Fixed stealing action making items busy, stealing can make settlement guards attack you. (PvP only)
Fix: Reverted the creature spawning distribution changes. Creatures should still no longer migrate north, but we are investigating the issue with creatures getting crowded in enclosures. <*> Shortly after this update, failed PayPal payments will be reimbursed. Purchasing through PayPal currently works as usual and should have no delay.
Update:
During today's update and backup, we noticed that Independence had some noticeable issues with transferring data. To avoid causing further problems, we kept all servers down while we collected the backup off Independence. After investigating the server, we have decided to use this opportunity to migrate Independence to our new hosts on Cloudnet. We expect this to go as smoothly as the other server migrations have and that downtime for Independence will be minimum. The other servers will be coming back up shortly, but travel to Independence will not be possible.
Patch Notes: 21 August 2020
Change: Sleep bonus will now automatically disable after 5 minutes of inactivity instead.
Note: Auto-disabling sleep bonus still does not trigger the cooldown.
Change: Made preparations for Cadence launch today (19:00 CEST).
Note: The tutorial world portal will require a client pack update later in the day to show the new server - if you log in before that, you will need to restart and update it to portal through.
Fix: Tower guards will now properly disappear when their tower is destroyed.
Fix: You can no longer light a forge through keybinds without using the correct tool for that
Fix: Addressed one of the major server lag causes on Defiance.
Patch Notes 18 August 2020
Change: Creatures will now respawn in the areas where there's few of them, instead of randomly around the map. This will eventually make the creature density around the servers to even out.
Bugfix: Fixed issues causing client to silently and randomly disconnect from the server.
Bugfix: Creatures should no longer migrate north.
Bugfix: Fixed an exploit enabling to drop RGB values of dyes with very small amounts of lower RGB dye.
Valrei International. New Server
Wow, what a launch! It's had ups and downs but on the whole it's been amazing! We have smashed all time records peaking at a concurrent 2200+ users! It's big times for Wurm and we'll continue on making them bigger, so let's get into what's happening!
New lands found!
After the massive influx of players with the launch on Steam, the lands of Harmony and Melody have quickly become densely populated as new players find their home. We've been monitoring deed density and player count, and with the continuing growing player base, we've decided to launch another server to accommodate all the new players!
Cadence will be a 16km x 16km map equal to Harmony, with a focus on waterways providing plenty of coastal lands.
We will be launching this server on the 21st of August, so get prepped!
Priest faith
After announcing our intentions to merge faith, we have been listening to your feedback on the matter. We spent time discussing this internally and have decided to not go forward with the merge. Our initial goal was to address the meta of skilling on PvE servers while being priests within PvP, but given your feedback, we're willing to change our plans. We want to encourage priest play on the PvP server rather than skilling off the server and will work on a more agreeable solution.
Priests, links, and favor
As we have worked on addressing balance issues with priests and linking, we have spent considerable time reading through your feedback on the forums and in-game. The appeal of linking multiple priests is due to the way the existing favor regeneration and sacrificing systems work. With this in mind, we will be introducing a new system to address those weak spots within playing a priest.
Expect to see a discussion post regarding that soon!
There's plenty more in the works and we're looking forward with working with all of you in making sure it continues to improve Wurm as we keep the ball rolling after the amazing Steam launch!
I'll be continuing to farm and smith (more likely stand around idle) and I know you will too, keep on Wurming!
Retrograde & the Wurm team
Patch Notes: 15 August 2020
Change: Tutorial server should no longer show CA Help (shows Tutorial Help instead), Freedom or GL-Freedom chats.
When checking for disease due to too many creatures being on the same tile:
For now, players will no longer become diseased or contribute to other creatures becoming diseased.
Non-diseased creatures hitched to the same vehicle as each other will no longer cause each other to be diseased. This includes hitching posts.
Bugfix: Fixed Alignment still falling in the opposite way of your deity during sermons
Bugfix: Tamed/Dominated creatures from other kingdoms will now attack people with deity immunity to creatures/monsters.
Bugfix: Fixed issue with teleporting not cancelling actions.
Bugfix: Non-English Help channels will now show CA colours properly.
Bugfix: Shortly after the servers come back up from the update, sandstone and rocksalt veins will appear on the new servers (Harmony, Melody, Defiance), as they were missing from the start.