Todays update is a little bit of a bittersweet one, marking the end of official content support for Wurm Unlimited. Over the past four years we've introduced many new features and shared many things. It's no secret that the mods brought to Wurm have made the game far more than we have with the vanilla version, and this update makes a few things easier for them to implement mods, both mechanics, client AND graphical.
We'll continue to work with modders and address any major issues raised and of course, Wurm Unlimited is still on the store and we will still be supporting those with questions, technical issues and the like.
With that said, these notes include a guide on how to create a resource pack, easy addition of mods (just place them in the mods folder!)
We'd also like to thank ago for giving us permission to integrate his moad loader, as well as those who worked on it and provided updates to it as well.
Wurm Unlimited wouldn't be the game it is without you all, and we deeply thank you for that.
Fixed duplicate SteamID history entries in the database.
Fixed journal entries showing 100% but not completing.
Fixed forges becoming lit after a server restart for no reason.
Fixed getting multiple rare ashes from forges.
Fixed quivers in inventory being prioritized over quivers equipped on hip.
Fixed metal materials on cache lumps.
Fixed being able to cast multiple lurker spells on one item.
Fixed being able to put low quality pages in the journal from bulk containers.
Fixed wells with items placed on top not filling up.
Fixed being able to cast dirt on storage racks.
Fixed being able to cast mirror self on yourself, it only worked when cast on tile.
Fixed being able to rune liquids.
Fixed locks disappearing on server transfer.
Fixed being able to fit a corpse into a mailbox.
Removed Rift related journal goals.
Removed Manage player payments option.
Removed pruning of players from the db after 90 days of inactivity.
Beta Update - 2020/01/21
Fixed version not showing as current 1.9.2.7
Client and server once again load dependencies from the /lib folder instead of using a bundled client/server jar.
Patch notes 1.9.1.6
Quick fix to address achievement dates loading incorrectly.
Players will still be able to play on servers that have not updated from 1.9.1.6 but we do encourage server admins to update when possible.
Regards,
The Wurm team
Patch Notes 1.9.1.5 LIVE
Greetings Wurmians!
The time has come to launch the 1.9 version of Wurm Unlimited, and it's huge!
So huge infact, that it was simply impossible to give the full notes in even 2 posts, so we've made the decision to simply link to them here to our forums for coverage.
To view the patch notes check our official forums here:
https://forum.wurmonline.com/index.php?/topic/169510-patch-notes-1915/
Until next time, keep on Wurming!
Retrograde & the Wurm team.
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Patch Notes 1.9.1.2 / 1.9.1.3 Beta update
Bugfixes
1.9.1.2
1.9.1.3
Patch Notes 1.9.1.1 Beta Update
Bugfixes
Patch Notes: 1.9.0.0 Beta: Gone Fishing
Greetings Wurmians!
This beta update is HUGE with a capital, well, everything! It catches Wurm Unlimited up to 1.9.0.0 with Wurm Online, containing the archaeology cache system, priest overhaul system, and the new fishing system.
The priest rework notes are also quite extensive, so will be in a separate post
The new fishing system is the last project worked on by senior developer Tich, before her passing. Unfortunately she did not live to see it go live, but we finished it off and launched it in her honour. To further honour her memory we have included a statue of Tich, doing her favourite thing, fishing!)
Changed classes is pretty extensive, and as such will be included in a separate link later on.
We expect this beta to be around for 2-4 weeks before going live, during which we'll be performing one or two updates to tweak and update to add a few performance improvements due in WO in the next update.
New: Fishing is now interactive with many new features and items.
New item: Fishing rod
New fishing reels
Fishing Reels
Fishing Reels are added to rods so that they can be used for fishing. A fishing reel holds up to 1 line (which in turn may contain other things), and may be placed in a rod. Fishing Reels will take damage from use, with rare fishing reels taking less damage and less likely to break rod.
Rare reels make it easier to reel thefish in.
New handles for fishing:
New fishing lines:
Floats
Floats can be added to lines which affects which fish are more likely to be caught. There are 4 types of float:
Floats will take damage over time when used, and will need replacing from time to time.
Hooks
Hooks behave as a container, which may contain bait, and will take damage over time as they are used.
Wood type will affect how fast a fish turns up
Bait
When used on a hook, bait increases the chance of catching particular fish. There are 12 types of bait:
Each time a fish bites on a baited line, the bait will take damage (e.g. the fish eats a bit of it). Bait is not required to catch fish (i.e. you can catch fish without bait), but the chances are a lot lower. Different fish prefer different bait.
Fishing Net
The fishing net can be used to catch small fish in shallow waters. Small fish may be used directly, or turned into bait to use on larger fish. This is the only way to catch sardines.
Keep Net
A keep net may be attached to a boat, and is used to preserve freshly caught fish (i.e. reduce decay). It can also be planted on the ground next to a player. Note that it must be planted, in water, to behave as a container; just dropping it will not allow fish to be placed in the keep net. It can only be picked up when empty.
Tackle Box
The tackle box is a special new container designed to streamline fishing. As well as being a convenient place to put spare floats, lines, bait, and other fishing paraphernalia, it automatically replaces fishing consumables as they are used up. In particular, as bait and floats are consumed (i.e. reach 100 damage), if your tackle box contains a suitable replacement, it will be automatically be moved to the rod when it gets to 100 damage at the end of the fishing action. The tackle box needs to be in inventory to work, and a consumed item will only be replaced by the same type of item (e.g. a feather float will only be replaced by another feather float; it will not be replaced with a moss float).
The auto-replacing will happen at the end of the Fish action. The auto-replacement depends on fishing skill, with each item type having a specific skill requirement:
When an item is consumed (i.e. it wears out), you will get a message at the end of the fish action.
Spears
In addition to rod fishing, this update includes spear fishing. This utilises the current spears already in game, with no functional difference (as far as fishing is concerned) between metal and long spears.
Fishing Rod Rack
The rod rack is a new container for storing fishing rods and poles when not in use. It operates in a similar fashion to a polearm rack, and has different models for empty and utilised states. Rod racks may be placed and secured.
Fishing Buoy
Buoys can be used to mark fishing spots. They are floating items that are anchored to a particular item, and may be used to show special fishing spots, for example. Buoys use the same placement rules as sign posts, except they need to be placed on underwater tiles. They operate as light sources (similar to a street lamp), and may be dyed. If blessed will not use fuel, but do require fuel to be lit.
Water
All water tiles are now categorised into 6 groups:
Note: Any water tiles underground, uses Lake or Pond (or Water)
Note: The calculation is performed on server start so modifying water sources will not change their type until the next restart.
Brackish water
Lake water is considered fresh, while sea water is considered brackish. Brackish water can be drunk and used for cooking as usual (with no ill effect), and can be boiled to make salt - 1 salt per kilogram of brackish water.
General Attributes
All fish now have a set of attributes which determine where and when they are more likely to be caught:
Special Tiles
Special tiles are an area where special (rare) fish may be caught. They will now move with the season, and have been recalculated (i.e. they will have moved on server restart). Non-special fish types may be caught on special tiles, but special fish can only be caught on special tiles, and a lesser chance if close to a center spot. These areas can overlap, so its possible to find places where two special fish can be caught.
Special tiles are only found in open water (i.e. sea). Finding and recognising tiles is unchanged, and uses a pendulum.
Misc Info:
New: Chicken coop added
Requires 50 Fine Carpentry skill to create and continue.
Coop info
Coops contain multiple sub items inside.
Locks and permissions
Loading
Feeding and watering
Egg output
Misc. info
New: Tower influence chaining system on PvP servers:
Influence Chaining
An influence chain is any land that a kingdom has influence over that is fully connected (chained) back to a valid starting point for that influence. All kingdom capitals and starter deeds (for base kingdoms) are considered a chain start point, and any tower or deed in a kingdom must connect back to that start point via influence chaining.
In order for a tower or deed to be considered chained to a kingdom’s influence, it must have a continued chain of influence (from kingdom towers) back to a chain start point. Towers radiate an influence out to 60 tiles from their base, and deeded land has influence as well. Because of this, any new towers built must be built within a 100 tile range of another tower of the same kingdom (minimum range remains 50) in order to continue the chain.
In order to carry over the current state of towers on the servers at the moment, any tower within 120 range of another will still be considered chained, and allows for a valid spot between those two towers to build a new one to maintain the chain should one tower be destroyed after the update (and can no longer be rebuilt at 120 range).
There are a few penalties involved with this system to promote completing and holding chained influence:
Tower Conquest
Towers will no longer be able to be conquered to convert them to your kingdom. To remove a tower, you will have to bash/destroy it, then reconstruct a new one within your tower influence chain.
Bashing a tower will now spawn waves of guards when it reaches 30, 60, and 90 damage, and waves will become more challenging as the damage increases.
At 90 damage, the kingdom that owns the tower will get a message in the Deaths tab stating that the tower is under attack.When the tower is destroyed, there will be a global message to all kingdoms on the server that the tower has been destroyed.
New Tutorial
New Journal system added
Misc Additions & Changes
Gm Changes:
Upon further investigation of causes of lag we have identified the GMTOOL being the culprit of some rather long lag spikes. We have taken steps towards addressing the spikes but be aware that searching for an offline player using GMTOOL can cause spikes.
Client changes:
Art Changes:
Bug fixes:
1.9.0.0 Beta: Priest rework notes
Due to the size of these notes these are separate to the 1.9.0.0 patch notes, this all goes within the beta patch out now.
Many offensive spells in the game now also have their own resistances. These function identically to the healing resistance above, but have much lower maximum durations for their resistance values.
Drain Health - Resistance applies to both the offensive and defensive portions of the spell. For example, using this to heal will give you a resistance to Drain Health, which not only reduces healing received from consecutive casts, but also reduces damage taken from others attempting to Drain Health you. Resistance is capped to 5 minutes.
Locate Rework
Locate Resistance
Specific Spell Changes
Player Demigods
Miscellaneous & Messaging
Enchanting Improvements
Patch Notes 1.8.0.3 Live!
Greetings wurmians!
And the update is live! 1.8 is now launched with all the goodies from Wurm Online in the past few months, including a new metal alloy, electrum, more titles, and a rework to the armour balancing system. This system also includes the ability to ban players by steamID as well as making setting up a server by automatically identifying which IP and port to use.
And as always, keep on Wurming!
Retrograde & the Wurm team
Wurm Unlimited additions:
Additions:
Changes:
PvP work:
The majority of this will apply to both epic and non epic PvP servers, barring the locate soul range
Bug fixes:
Client changes:
Normal and specular mapping have been added: Normal mapping is a system aimed at giving items a more 3d look, simulatings depth and shadows without requiring vast amounts of work by the GPU or CPU. This has been added to many areas of the game, including terrain, trees, houses and several items. Over time more normal maps will be added until everything is done, but it's a big process!
Specular mapping is a system that determines how "shiny" an object is, and is used on certain features such as clay, and marble pavement/housing. More will be added as time goes on!
Both these features are disabled by default incase of any systems that cannot handle them, they can be enabled via the settings under advanced graphics "use normal mapping".
The modern renderer is now an available option: To enable the modern renderer, in the launcher settings (not ingame) go to the graphics tab, and under renderer select Modern, Legacy will be the old renderer.
The modern renderer contains a vast amount of changes and improvements, namely:
Beta Patch Notes 1.8.0.3
Fixed an issue with character creation and steamID bans.
Beta Patch Notes 1.8.0.1
Fix for an issue creatures not being properly cleared from cared for lists when dying on another server.