Change: Hedges and non-blocking fences (such as woven fences, low rope fences, and flowerbeds) are no longer considered valid protection for yard enclosures.
Change: Added "ladder" as a valid target category for default actions.
Bugfix: Harvesting grain from large planters using a scythe will now provide tool skill in the same manner as harvesting from a crop tile.
Bugfix: Large planters will no longer use a tool for timer calculations or in any other manner unless it is a scythe being used to harvest grain.
Bugfix: Mining depth fixes.
Depth checks when mining cave walls, floors, and ceilings have been fixed. The lowest you can mine a cave floor is now always 25 below sea level.
Cave walls may be mined as long as none of the corners of the cave wall tile have a floor below this depth.
Cave ceilings may be mined regardless of the depth of the floor, as long as the ceiling is not too high.
Bugfix: Ornate puzzle boxes may now transfer freely between all servers, including Guidance.
Bugfix: Level and Flatten skill gain size now matches what it was in the old actions system.
Bugfix: Leveling or Flattening a tile border should now more reliably check for which surrounding tiles can't be modified.
Bugfix: Leveling and Flattening now only give skill when the skill actually modifies a tile.
Bugfix: Fixed damage calculations for chopping down shriveled trees and bushes.
Bugfix: Duplicate "tar" action has been removed from the right-click menu.
Bugfix: Tarring floor boards and replacing highway pavement should now work properly.
Bugfix: Fixed being able to open a cave tunnel with an open cave directly to the side of the cave entrance.
Bugfix: Action range checks have been corrected when targeting tile borders and corners with new actions, such as Dig, Flatten, and Level.
Bugfix: Targeting a tile corner with the Dig action will now work properly, both when using the right-click menu and when using a keybind.
Bugfix: New actions on bridge parts should now show up in the right-click menu properly.
Bugfix: Flatten and Level using a dredge now works properly while on a boat.
Bugfix: Flatten and Level using a dredge now has dirt correctly go into the boat and dredge container.
Bugfix: Fixed invalid actions being added to the queue in some cases via default action use.
Bugfix: Fixed some issues resulting in default actions showing for targets they shouldn't have - such as climbing crude fences.
Patch Notes 09-July-2024
Server Changelog
Bugfix: Bashing fences inside a building you own now works properly with less than 21 Body Strength.
Bugfix: Fixed sleep bonus inactivity timer not being reset by new actions.
Bugfix: New actions with short action timers should once again have similar skillgain to before.
Bugfix: New actions will now consume fatigue properly.
Bugfix: Fixed work music start not being triggered by new actions.
Bugfix: Planting hedges and flowerbeds will now search containers inside the inventory for the required items, not just the inventory itself.
Bugfix: Tending crops with new new actions system will now do the same amount of damage to the rake as the old actions system.
Bugfix: Fires will no longer burn out faster if they are underground when it’s raining.
Bugfix: Fixed another cause of flattening and leveling not changing tiles to or from rock when it should.
Bugfix: Fixed restlessness value being updated erroneously after using a portal.
Bugfix: Item temperature will now be saved more reliably instead of sometimes rolling back to a previous value.
Patch Notes 05-July-2024
Server Changelog
Change: Item creation time on Epic has been significantly shortened to better match their previous lengths.
Due to the complexity of the code and bugs in the old timer calculations, these may still be faster than they used to be in some circumstances, and slightly slower in other circumstances, compared to before the launch of the action system rework.
Change: Actions in the new action system have had their timer lengths reduced further in order to better match the behavior of the old action system.
Bugfix: Fixed the hand not being automatically selected for actions in the new action system, such as pottery improvement.
Bugfix: Finishing a fence on any side of a yard tile should now properly try to validate the yard as protected.
Planting hedges and flowerbeds will now also inform the player about changes to yard protection as a result.
Bugfix: Removing a building or yard tile should no longer be blocked due to lack of skill even when your Carpentry skill is high enough.
Bugfix: Fixed an issue causing house packing with a puzzle box to end the action before renaming the item or fully destroying the structure.
Bugfix: Reeds can once again be planted on tiles where only one corner is underwater, instead of requiring all of them to be.
Bugfix: Fixed water depth checks when planting rice and reeds as field crops.
Bugfix: Creatures should no longer let you interact with their body parts to manage your settlement.
Bugfix: Hedges that have already been chopped down should no longer allow you to chop them down.
Bugfix: Removing reinforcements is once again limited to while on deed.
Bugfix: Corrected tool belt item limits to be the intended (2+(ql/10)+rarity). Toolbelts over 99.5ql will count as being 100ql.
Bugfix: Dredges should once again hold both dirts properly while dredging.
Bugfix: Surface mining on cliffs should now work again.
Bugfix: Level and Flatten should work with a dredge while on a boat again.
Bugfix: Deities should once again frown upon improving fences and mine doors.
Bugfix: You should no longer be able to complete actions (such as lead) on dead creatures.
Bugfix: "Stop leading" should no longer be interrupted by things such as walls or fences.
Bugfix: Tame should no longer use the active item in the skill check.
Patch Notes 02-JULY-2024
Changelog for previous updates:
(these went live last week but did not receive a changelog post)
Server changelog
Bugfix: Settlement management actions should work again from the settlement deed.
Bugfix: Copying a house plan, deploying a house plan, and repairing will now properly stop the action if the player moves.
Bugfix: Thatch can now be planted inside buildings again.
Bugfix: Fixed players being able to mine cave floors 1 unit of height deeper than intended.
Bugfix: Fixed being able to plant hedges and flower beds underwater if the other end of the border is above water.
Bugfix: Fixed being unable to plant hedges and flower beds next to certain tile types when you should be able to.
Bugfix: Fixed not being able to repair while moving while on a vehicle.
Changelog for today's update:
Server changelog
Bugfix: Taming actions will now take priority over combat again.
Bugfix: Fixed leading not being properly queued.
Bugfix: Default actions on items inside containers should now work properly.
Bugfix: Mining down a reinforced cave exit is no longer possible.
Bugfix: Mining down a cave exit border is no longer possible.
Bugfix: It is once again possible to mine ceilings near reinforced floors and walls.
Bugfix: It is once again possible to mine walls near reinforced floors, and floors near reinforced walls.
Bugfix: Digging a tile down to rock should now convert the tile to rock more reliably when it should.
Bugfix: Fixed a bug preventing mining a wall next to a cave floor of maximum depth.
Bugfix: Magranon players will once again receive alignment from mining cave walls.
Bugfix: Fixed a problem with farming that resulted in erroneous crop quantities after failed tending actions.
Bugfix: Harvesting a field should no longer damage items that aren't being actively used to harvest.
Bugfix: A toolbelt with items inside should now fit properly inside a container if that container could hold all the items individually.
Bugfix: Planting non-sprouts should no longer sound like planting sprouts.
Bugfix: Fixed mining animation.
Bugfix: Dredges should now hold the same amount of dirt when dredging as previously.
Bugfix: Dredging on a boat will no longer fill the boat with more than 100 dirt.
Bugfix: Fixed new Flatten and Level actions not changing affected tiles to the appropriate tile type.
Bugfix: Fixed treasure hunt caskets not properly triggering on new actions.
Bugfix: Fixed some cases of multiple "Level", "Flatten", and "Tame" entries appearing in right-click menus, or appearing when they shouldn't.
Bugfix: New actions will fall back to using the current active item when there are no valid items in the toolbelt, instead of picking one randomly.
Bugfix: Fixed new Tame action giving feedback about the edibility of seemingly-random items in your toolbelt when neither the activated item nor any toolbelt items were edible to the creature.
Bugfix: Harvesting grains or hay with a scythe or pitchfork will now give skill for those items again.
Bugfix: Fog spiders will no longer spawn on Guidance.
Bugfix: Fixed some combat actions not cancelling properly when the player moved.
Bugfix: Default actions on field should now work properly on all field types.
Bugfix: Setting default actions on items in the world will now use their proper type name, instead of their hover information (e.g. "On any corpse" instead of "On any corpse of aged brown bear".
Bugfix: When using a portal to leave Epic or Defiance, artifacts should once again drop to the ground instead of becoming hidden.
Bugfix: Actions being interrupted by wounds will no longer sometimes put the action queue into a bugged state.
Client changes
New: Added new tab switching keybinds for the quickbar. Toolbelt keybinds will now also work for the quickbar, to maintain compatibility with previously created settings.
Change: The Quests tab of the journal is now disabled by default on servers other than Guidance
Change: Added temperature display to inventory container windows, such as toolbelts
Bugfix: Minimizing the character window will no longer cause a client crash
Bugfix: Quickbar's action buttons won't erronously appear if a quickbar with the action part closed, is near the screen edge
Bugfix: Fixed ADD_TO_CRAFTING_WINDOW keybind and made it work with quickbar items
Bugfix: Fixed inconsistently shiny walls on modern renderer. Note: We're aware that some walls and other objects still are too shiny, this bug is about walls next to each other having different visuals.
Bugfix: Reduced large memory allocations, leading to reduced overall memory (RAM) used by the process
Bugfix: Adventures (old journal tiers) will now update properly in the new journal and show the progress percentage
Bugfix: Console commands "quickbar" and "toggle quickbar" will now open the new quickbar
Bugfix: Permanent spell effects and status effects will no longer display an erroneous amount of time remaining in the spell effects window or status effects bar
Please note: We are aware of the issues related to the crafting window and the harvesting action and are currently looking into it.
Hotfix:
Change: You can now shift-drag items directly to container objects in the world
Bugfix: Creation window should properly use stacks of items again
Bugfix: Fixed moving stacks of items causing a crash or a client connection loss
Bugfix: Friends list should no longer randomly break or lose friends on server transfers
Bugfix: Fixed buff images displaying odd remaining times
Bugfix: Fixed harvesting requiring an activated item and damaging the used item
Bugfix: Fixed repair action taking longer than before and doing more damage to the item
Bugfix: Remove reinforcement actions should be available again
Bugfix: Digging should now continue to put dirt into your inventory (if there is room) after the pile you're digging to is full
Update Launch Event & Post-Mortem Info
Update post-mortem
Now that we’ve caught your attention with the event (extra skillgain, sleep bonus and free premium time!), we can talk about some boring stuff. Or you can just scroll down!
As you may have seen, the recent update launch went… about as expected, for that many months of work to go in all at once.
There have been fair questions about why we released all of it at the same time.
Here’s the answer - as we were starting work on many of these projects, and we ended up in a situation where it made most sense to base some projects off work already done in other ones, such as the quest implementation (only available on Guidance, so far) depending on the large action rework, and the entire project of Guidance being dependent on portals, so that players can actually enter and leave it.
Those are some huge projects that we knew would have a hard launch, as not even public testing managed to catch most of the issues, and our limited resources don’t let us duplicate the live server setup, which would’ve been the only thing that could let us avoid some of the portal issues. Portal related bugs in general have had a tendency to happen only to some characters, which also makes for scenarios often impossible to find in pre-release testing.
We’ve resolved most of the urgent issues and we’re preparing an update to be released on Tuesday, to address more of the problems that you’ve been reporting. Many of those are still high priority for us, and you can be sure we’re completely focused on squashing bugs, and we'll switch later to some QoL improvements to polish the freshly added features.
There will be a server restart on Friday, to enable the event, so more fixes may make it into the game that day as well.
Other than that, we’ll be aiming to get back to a weekly maintenance restart schedule, with bugfix updates released at the same days, if we have any fixes pending.
Finally, I’d like to give a huge thank you to other developers for managing the issues with this update so quickly, and to our staff that’s been very patient with us and eager to help with the massively increased workload while handling the launch and its aftermath.
Post-Launch Event
From Friday, July 5, 15:00 CEST until Monday, July 8, 15:00 CEST, all players will receive a 15% bonus to skill gain and a 15% higher chance to gain affinities.
In addition to that, all players with an already active premium account at the start of the event will receive 3 additional days of premium for free. The exact conditions are:
You already must have an active premium account at the time of the event start, when the servers will be down for maintenance right before that. You cannot purchase premium during maintenance, so you should make sure your account will be premium at that point well before the event starts.
Purchasing premium time while the event is already running doesn't count
Your premium account is extended by 72 hours at the time of the event start if you meet these requirements
Last but not least, all players will receive 5 hours of sleep bonus on July 9, around the usual maintenance restart time. That one’s a thank you for sticking with us through the more annoying issues and extended downtime.
With the event happening right before that, you should be able to empty out your remaining sleep bonus to make room for it.
We would like to apologize again for the rather bumpy launch days and hope that you'll enjoy the benefits of this event. Happy Wurming!
Patch Notes 26-June-2024
Server Changelog
Bugfix: Picking sprouts from trellises is now working again.
Bugfix: Sheared wool quality is now calculated correctly again.
Bugfix: Items harvested from trees and bushes are no longer damaged incorrectly when harvesting.
Bugfix: Bracelets of Inspiration now work properly even when you might have otherwise failed the improve action.
Bugfix: Mining meteorites should now work again.
Bugfix: Action timers for actions that don't care about the active item (some harvesting actions for example) have been fixed.
Bugfix: Skill checks for actions that don't care about the active item (some harvesting actions for example) have been fixed.
Bugfix: Harvesting trellises and Wishing Trees should now work again.
Bugfix: Queueing actions on a stack of items now properly uses your full queue again instead of one less.
Bugfix: Reduced the amount of stamina used in shearing to bring it in line with milking.
Note: This update contains internal portal-related fixes, but we are not ready to enable them again yet until we go through a bit more testing.
We're also working on improving client performance in any situation where it's lower than before this update.
Patch Notes: Guidance, Portals, Actions and more!
The update finally arrived! It includes a new tutorial server, portals, a reworked action system, client rendering improvements, quality of life changes and so much more.
All major changes have been grouped into their own lists below for easier reading.
New Server: Guidance
Added a special tutorial server for new players to learn the game named Guidance
Web shop items can't be bought while on Guidance
Mail can't be sent between Guidance and other servers
Treasure hunts, rifts, holy sites and the highway system are disabled
Many stronger/high-difficulty creatures are prevented from spawning
Unique creatures are prevented from spawning
Becoming priest is not possible on Guidance, priests travelling there from other servers can't cast spells
All skills are limited to 30 while on Guidance
Player-owned villages/deeds are disabled on Guidance, use building permissions and the new yard system to protect your property instead
Players can only own one building at a time
Newbie buffs, including the new item protection buff, have their timer frozen while playing on Guidance, making them effectively permanent until you are leaving the server
Wells and fountains are always refilled, no matter what tile they are on
New Feature: Quests
Quests given by NPCs have been added to Guidance, to help introducing new players to the gameplay
NPCs with quests available have a "!" icon above their head
The "Talk" option in the right-click menu of such NPCs opens a dialogue window with all the details
An improved "Journal" window was added to the quick bar where you can always track your quest progress
Quests can have multiple stages with multiple goals
Quests can have rewards for completing or starting them, reward details are displayed in the NPC dialogue or Journal window
New Feature: Yards
Added a yard system to Guidance which lets you protect small areas surrounded by fences
The "Expand yard" and "Remove yard" options are available in the right-click menu for tiles when a mallet, hammer or trowel is activated
Yard tile sections are only protected if connected to a building at some point
The building which owns the yard must be entirely surrounded by walls or fences
The "View protection" option in the right-click menu lets you view currently protected tiles and tiles which need additional fences for protection to apply
Yard tiles can be invalid if not surrounded by fencing, making them removable by any player
Yard tiles require the same amount of carpentry skill as adding tiles to a building, minus the skill required for the walls as yard tiles don't have those
The total number of yard tiles is limited to the number of actual building tiles, so a 2x2 building for example would allow 4 yard tiles
Yard tiles have the same placement restrictions as actual building tiles, which means they can't touch other buildings
Items that are not allowed inside buildings are also not allowed inside yard tiles (such as mission structures or guard towers)
Yard tiles can protect mine entrances as long as a mine door is present, removing the mine door will also remove the yard tile
Yards prevent actions that would invalidate the yard, such as tunneling a cave entrance, unless the player has permission to modify the structure
New Feature: Building packing & deployment
Added a building packing mechanic to transfer buildings from Guidance
Added "ornate puzzle box" item as quest reward which lets you pack a building into it
You must stand outside of a building owned by you on Guidance and activate the ornate puzzle box to get the "Copy building plan" option in the right-click menu
This stores the entire building (excluding yard tiles) inside the ornate puzzle box and destroys the structure
After moving to another server, the "Preview building" and "Deploy building" options will appear for the filled ornate puzzle box
The area needs to be prepared (flat) and you need permissions for it in order to deploy the building from the box
After the building is deployed, the ornate puzzle box is destroyed
The ornate puzzle box cannot be dropped, traded or lost on death
Deploying a packed building is not possible on PvP servers
Quality of Life & New Player Experience Improvements
Fences within buildings (or their yards on Guidance) are now protected against destruction, lock picking or locking/unlocking using the building permissions
Iron rocks now yield 2.0kg of iron lump instead of 0.8kg
Bashing a fence, bridge or part of a building now always uses the same damage bonus you would get from having the deed permission to destroy structures as long as you are the owner of the structure
In other words, bashing your own structures is now as fast as bashing structures as a village mayor
Bashing a fence, bridge or part of a building no longer requires 21 body strength if you are the owner of the structure it is part of or if you are the mayor of the village it is in
In other circumstances you now require 21 body strength in all cases
"Reimbursements" action on settlement tokens is no longer shown when it's irrelevant/doesn't do anything anyway
"Manage player payments" action on settlement tokens has been renamed to "Purchase premium time" and was moved out of the "Bank" submenu
A new newbie buff has been added, granting item protection on death
Changes have been made to action timers:
Penalties to action speed caused by hunger, thirst or low stamina have been decreased, with the maximum penalty staying the same but partial penalties being substantially lower
Having the water bar above 85% prevents thirst from affecting your action timers at all
Most actions have had their maximum timer lengths shortened significantly
These changes have the general effect of faster action timers at low skill, low stamina or low tool quality, with far less impact in cases where the timers were close to the fastest possible times already
Change: Action System Rework
The whole system handling Actions is now more robust and has a lower impact on server performance
Actions converted to the new system can always be bound to keys, be set as default action or are able to use the new toolbelt mechanic
Some converted actions may have minor changes made to their functionality to fix various bugs or to improve their usage
Invalid actions are now visible in the right-click menu and show more informationabout what is needed in order to complete them
These invalid actions can be enabled and disabled by clicking the [?] icon in the top right-hand corner of the right-click menu
This should help new players to understand what to do how, the "Dig" option for example shows up and hints that you need a shovel set as active item
Some actions now have embedded options in the right-click menu, indicated by a triple-dot icon on the right edge
Right-clicking the triple-dot icon allows you to toggle or select more options related to that action
The "Dig to pile" option can be toggled for the "Dig" action that way for example
Not all actions are converted to the new system yet, but will slowly be updated over time
Converted actions are usually placed on top in the right-click menu, with icons showing their required active item
If you run into any issues with actions not performing as they previously did, please create a bug report
New Feature: Action Queue Window
The action queue is now visible in its own UI element inside the event window
Actions in the queue can now be reordered or canceled in their UI window
Holding alt while hovering an action in your queue shows more information about that action
The action queue window can be undocked from the event window and moved around on the screen
The action queue window can be hidden entirely by right-clicking the top right corner of the event window
Change: Toolbelts
The existing toolbelt UI element has been removed, including all its functionality
Toolbelts are now containers, holding up to 15 items (2 base, 1 additional for each 10 quality, 1 additional for each rarity level)
While a toolbelt is equipped, all items inside are considered activated for actions which have been converted to the new actions system
If your actual activated item is not valid for a given action, items inside your toolbelt are checked by the system to see if something from them will work
If your actual activated item is valid, it will be used instead and the toolbelt items are ignored
Actions which work with multiple items have their own preference list for items, "Cut down" will prefer a hatchet over axes, weapons or a saw for example
If multiple items inside your toolbelt have the same preference level, the item with higher quality will be used
An icon on the left in the right-click menu indicates what item will be used for the action
More details about the action and the used item is available when hovering over the action in the action queue
Change: Quickbar Improvements
Added a new quickbar which combines functionality from the existing quickbar, select bar and toolbelt
The quickbar consists of two rows for slots, each slot able to hold an item or a quick bar button
You can drag items from your inventory onto quickbar slots
You can remove buttons by dragging them off the quickbar
Clicking the [+] icon at the top right of the quick bar opens a menu with more buttons which can be dragged onto the quickbar
The top row of the quickbar changes its contents based on the selected tab on the quickbar, making large amounts of items and buttons available for it
You can create up to 10 tabs by clicking the [+] next to an existing tab
The bottom row of the quickbar will not change when selecting a different tab, allowing a static list of commonly used items or buttons
Clicking an item on a quickbar slot will activate it
Quickbar slots can be bound to a key by hovering the slot with your mouse pointer and holding the key you want to bind it to
You can scroll with your mouse wheel to activate items in the top row when hovering your mouse pointer over the quick bar
The arrow on the far right corner of the quickbar allows you to toggle the select bar
The lock icon on the quick bar locks all slots to prevent accidental changes to them
The size of the quickbar can be adjusted by right-clicking it
Change: Default Actions
Default actions have been changed from a static list of action combinations to a dynamic, customizable system
Default actions must be enabled in the user interface tab in the client settings in order to work
When hovering something that has a valid default action, the default action keybind and the name of the action that will be performed are shown
If "Repeat action" is bound to a key, the last action performed on that target type is also shown so you can repeat the action with that key
The new star button in the top right of the right-click menu can be used to edit your default action configuration for the currently active item and target type
When hovering the star button with your mouse, you can hold down a key to change the default action keybind
The currently set default action for the given combination is highlighted in the right-click menu
Clicking the star button lets you edit your default action for the current combination of the active item and target type
Clicking the star button will start the "edit mode", making valid options for the default action begin to flash
Clicking a highlighted action (the current default) in edit mode will remove that default rule from your settings
Clicking a non-highlighted action while in edit mode will set that as new default for the current combination of active item type and target type
Advanced customization for default action rules is available when right-clicking a valid action while in "edit mode"
The first option is the rules related to the active item, letting you select any item of the current item type (e.g. any hatchet), just the current item (e.g. a specific hatchet), any item, or any item that match any of the selected categories
After selecting the active item rules, you can select the rules relating to the current target of the action
Similar to the active item options, these let you choose any of the target type (e.g. any birch tree), just the current target (e.g. a specific birch tree), a broad "any" category (e.g. any tile), or any target that matches any of the selected categories
These advanced rules can differentiate between being mounted, not mounted, or both, which can be toggled between by clicking the very bottom option of the target rules before selecting the target rule
Once a new default action has been set for the current active item and target pairing, if any other default actions that exist have a higher priority than the newly set rule, they may be removed from your configuration to ensure the new default works
The new default action settings are saved in their own configuration file alongside any other settings files the game client creates (e.g. the keybindings file)
The client is shipped with a preset file of default actions, allowing you to use many of the new default actions immediately without having to customise anything
New Feature: Portals
Added a new portal system, allowing access to all servers with a single character
The new portals (big blue crystals) will soon become available in starter towns on PvE servers and Chaos, allowing you to select another starter town on your current server or on another server to teleport to
Your current server and the destination server combination will determine what will transfer together with you
Travelling between Southern Freedom Isles (SFI) and Nothern Freedom Isles (NFI) transfers everything except items
Travelling to a server which is also reachable with a boat transfers everything that would also transfer when you would be travelling with a boat
Starter items are an exception and will transfer between Southern Freedom Isles, Nothern Freedom Isles and Guidance
Existing transfer rules between Northern Freedom Isles and Defiance are unchanged, use the PvP portal like before to travel between these servers
Existing transfer rules between Southern Freedom Isles and Epic are unchanged, use an Epic portal like before to travel between these servers
All servers have a direct link to Guidance, where everything except items will transfer to
When leaving Guidance, all items you have will transfer together with you (away from Guidance)
When travelling to Guidance from another server, you must return to that server first before you can continue travelling to another server
The master cape is exempt from item transfer rules and will always follow you to any server
There is a 10 minute cooldown for using the portals
The terrain renderer has been completely rewritten
Added support for mesh tessellation, which adds fine geometric details to tiles depending on their texture
Remastered all terrain textures to higher resolution for more details
The video memory usage (VRAM/GPU memory) should be lower by a few hundred megabytes now
Only available when the modern renderer is selected in the graphics settings
New Feature: Eye Adaptation ("Auto Exposure")
The total brightness of displayed objects on screen now affects the scene exposure, preventing overly bright scenes
This prevents light sources making snow tiles blindingly white and reduces overall light intensity when many light sources are around
Only available when the modern renderer is selected in the graphics settings
Change: Lighting Improvements
Added moonlight and moon shadows
Fixed sun shining through objects after sunset
Updated light rendering formulars to more modern calculations, better incorporating the specular light component
Updated ambient lighting (base light independent of light sources) to use hemispheric lighting, which makes objects in low light scenes more detailed
Added environment reflections to metallic objects
Only available when the modern renderer is selected in the graphics settings
Change: Client Improvements
Implemented multiple major performance improvements
Some new rendering features might negate these improvements, please report situations with worse performance than before so we can investigate
The modern renderer is still disabled on Mac until we can fix the remaining issues on MacOS which emerged during testing
Other: Server Changelog
Change: Pushing, placing and dragging other peoples items onto lava is possible again on PvP servers
Change: Added the ability for alliance capitols to enable/disable sending alliance messages to Discord
Change: Offdeed fences on PvP servers are now 5x easier to bash (with a 5 second bash timer)
Bugfix: Vehicles and mounts can now be commanded once reaching the exact required skill instead of requiring skill higher than that value
This allows new players to ride donkeys without the need to raise their body control skill at least once
Bugfix: Updated text for achievements related to foraging and botanizing
Bugfix: Fences can now be constructed on all edges of a village underground
Bugfix: "Lore" should work more consistently now on containers with recipe ingredients inside
Bugfix: Fixed rare cause of a server crash due to meditating
Bugfix: Added creator name to items purchased from the rift store
Bugfix: Containers with glow runes applied to them will no longer give a false warning that items placed in or on them might be burned
Bugfix: Fixed wrong names of some vehicles in the vehicle management window
Bugfix: "Seal" action should now appear properly in the right-click menu for the basins inside alchemist's cupboards
Update release on Monday, June 24th
The release date is set! A big update with the previously announced features is coming on Monday, June 24th, 2024.
As it includes multiple new features and the launch of the new tutorial server, the update process might take longer than usual. The servers will go down at around 16:00 CET on that day and will be unavailable for a few hours.
While the update will ship all new features onto the live servers at once, not all of them will be available instantly. We need some time to set up and verify the new portals and the new tutorial server, and might even have to delay their launch a bit if something unexpected happens during testing. Everything else will be available right after the servers come back up however. We are doing it this way to keep the server downtime for you as low as possible.
Below you can find a preview of some of the biggest changes. The linked topics are test server announcements or feedback threads, so don't take them as final. We are still tweaking things according to your feedback, and will continue to do so after release. The full patch notes will only be available on launch day.
New tutorial server: "Guidance"
We are launching a new server aimed at new players together with this update. It has some special features and restrictions, and should make learning how to play Wurm a lot easier. It will feature a new quest system and some other special changes such as no deeds, a skill limit of 30, no strong dangerous creatures, and infinite newbie buffs. Please check out its announcement post for more details: https://store.steampowered.com/news/app/1179680/view/5998312279131303318
New portal system
We are finally linking Southern Freedom Isles and Norther Freedom Isles together through a portal system, allowing you to play with any of your characters on any server, including the new tutorial server. While there are some restrictions for item transfers and such between some clusters, you'll finally be able to move your character to any server. Please check out its announcement post for more details: https://store.steampowered.com/news/app/1179680/view/5998312279131231252
Rework of the action system
The whole action system has been reworked, and a few changes to existing features were made. Your action queue will be visible in the user interface now, the way toolbelts work was changed and a quick bar was added to the UI. You'll also be able to set default action behaviours for specific item combinations and keybinds for almost any action. For more details about these changes, please check out the public testing announcement of this feature: https://store.steampowered.com/news/app/1179680/view/4196868529812485777
Client renderer improvements
The client received some major rendering changes, which are available on the test server for a while already. New features include a new terrain renderer with terrain tessellation, better lighting and environment reflections, eye adaptation, improved compatibility for MacOS and a better rendering performance in general. Fore more details about these changes, please check out the public testing announcement of this feature: https://store.steampowered.com/news/app/1179680/view/4156338308018336474
Introducing Guidance
Guidance is a new 2048x2048 server, aimed to host more of a controlled learning experience for people first starting to play Wurm.
Playing on Guidance will differ significantly from the regular Wurm experience. Here is a list of the more important differences:
No deeds - players will instead use the new enclosure mechanics, which will allow them to protect a fenced area around their house, where the building’s permissions will be enforced. This will also prevent the fences that make the enclosure from being bashed by other players. To prevent abuse, the maximum size of the enclosure will depend on both the Carpentry skill and the size of the building
Players will only be able to own a single house on the entire server
House packing - players will be able to move their house to a regular server of their choice, packing it into an inventory item.
Skill limit - players will only be able to reach 30 skill, and accounts that transfer there will be capped to 30 skill (non-premium accounts are still limited to 20 skill)
No priests - players cannot become priests, and current priests will not have their priest abilities on this server
Limited creature type spawns - more dangerous creatures will not spawn on Guidance, so there’ll be no trolls or hell hounds chasing newbies there
No rifts, holy sites, uniques
Quests - inside the starter village, you will be able to find an NPC giving introductory tasks to anyone that wishes to do it. These will touch on multiple subjects that you need to learn to get started in the game, with new, more complex quests unlocking when you finish the simpler ones. Players can get some small rewards by finishing the quests, to help them on their way and motivate them further
Newbie buffs will not run out while the player is on Guidance
Some smaller QoL changes will make their way into the game when this releases as well, including:
New players that still have the newbie buff will no longer drop items on death - so on Guidance, new players will never lose items when dying
Scavenged iron rocks will give more iron
Players will be able to bash their own structures without 21 Body Strength (so also without premium)
Bashing bonus normally applied only while bashing structures on deeds, will now apply to all situations where an owner is bashing a structure, both on or off deed
Many actions will have their duration reduced, and low stamina will increase the action time less than before. This will affect low skill action timers the most.
More details of the changes will be in the changelog released on update day.
We’re also planning to launch a staff led village, as an exception to the no deed rule, to further assist newbies in learning the game. Having staff members around new players should also help us learn more about the pain points they encounter so that we may tweak the experience further.
Players will be able to use a portal to exit or come back to Guidance at any time. Items will only leave that server, but may not be brought back there.
We don’t want to prevent people from playing with their friends if they want to learn the game on Guidance, so we allow everyone to use the portal to get there. However, it is not a regular playing server, so we do not recommend anyone to move there full-time. You can also expect moderation to be much more strict on the new server, so any intentional disruption to the actual new player learning experience won't be accepted there.
Since it’s a lot of fresh concepts that’ll make their way into the game with this, we will likely tweak it significantly after release according to feedback and how player retention looks after it goes live.
Here are some pictures of the new quest UI and the new journal window (work in progress), which should become even more of a guide for the early game experience.
We're also ready to unveil the details of the new portal system. For more information, see the separate post here: https://store.steampowered.com/news/app/1179680/view/5998312279131231252
We're not ready to give you a release date for Guidance and the other projects, but we intend to post a separate announcement with the release date in the upcoming days
Portals incoming!
Hey everyone! The release of the previously announced server portals is just around the corner. Therefor we'd like to give you an overview of the details, so you can prepare yourself accordingly. (We will reveal the release date of this and other already shown off projects in the upcoming days) In short: you will be able to play with any character on any server, as the portals will allow you to travel between Northern Freedom Isles (NFI) and Southern Freedom Isles (SFI), making them no longer separated.
How will it work?
A blue portal crystal will appear in every starter town on PvE servers and on Chaos
Using it allows you to teleport to any starter town that has a portal in place
This also includes Guidance, the new starter/tutorial server
The portals allow you to teleport between SFI and NFI servers/starter towns, no more separation
You can use any Epic portal on SFI to play on Epic
You can use any PvP portal on NFI to play on Defiance
Skills, affinities and tome effects will transfer between NFI/SFI
Your bank money and premium time will transfer between all servers
Item transfer restrictions may apply
Item transfer restrictions
Items won't transfer through the portals, unless it's on the same cluster and already transferable by boat (NFI/SFI)
On Guidance (the new tutorial server) items will transfer, but only into one direction: off the server when leaving it
No-drop items or other special items on the same cluster will transfer the same way they would when crossing the server border with a boat
The master cape will always transfer between all servers
Epic
Epic transfer mechanics stay unchanged
You can use any epic portal on SFI servers to get there as usual
If you are on NFI, teleport to SFI first using the new portal system, then use any Epic portal
The current Home Server<->Elevation portal mechanic for starter towns stays in place
Defiance
Defiance transfer mechanics stay unchanged
You can use any PvP portal on NFI servers to get there as usual
If you are on SFI, teleport to NFI first using the new portal system, then use any PvP portal
Chaos
Freedom starter towns are connected to the portal network
Player made kingdoms will receive a special mechanic which won't make it into initial release
Selection UI Preview To make everything clear and easy to understand for (new) players, the server transfer portals will receive their own user interface. Below is a work-in-progress preview from the test server.
It lets you cycle through all available destination servers and shows some basic information about them, with an option to hide PvP servers. After selecting a server, more details will appear. It shows all available portals on the destination server and lets you select one. The UI clearly states what's tranferred and what's left behind, so there should be no surprises.
The portals will launch together with the new tutorial server (Guidance), which is explained in detail in a separate announcement: https://store.steampowered.com/news/app/1179680/view/5998312279131303318