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Genre: Puzzle, Role-playing (RPG), Simulator, Adventure, Indie

Wurm Unlimited

Beta Patch Notes 1.8.0.0

Greetings wurmians!

Todays beta brings 1.8 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 beta 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.

As usual, the beta is expected to run into next week, pending feedback and any major issues which can be reported on our steam forums, official forums at http://forum.wurmonline.com , or discord at https://discord.gg/wurm.

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:


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:























Patch notes: 1.7.0.0



Hi Everyone,
This update brings several major things including updates to our archaeology system, animal cages, and the ability to place items on tables. We've also removed PvP centric personal goals, making the system much easier to get into, full details below.

This update also brings a new distributed JRE version 1.8u172

Changes and Additions:


Archaeology changes:








Item Placement:








Creature Cages:

















Personal goal changes:

















Client Changes:








Bug Fixes:


















Devblog: 1.7 Incoming!

Greetings!

As some of you may have seen, Wurm Unlimited 1.7 beta is now available, and we're preparing to launch it live early next week! In case you haven't seen what's in it, I'm here to give you a bit of a quick overview, so let's jump in!

Creature Cages!



While the ability to transport animals is an existing mod, we've introduced an official way to transport creatures, the creature cage.

This cage will hold any creature you can lead (it must be tamed or dominated if necessary) and can be carried by vehicles too. We're also introducing a new vehicle that can hold more cages than other land based vehicles, the creature transporter.

If your server consists of multiple servers linked by sailing this will also allow you to transport creatures between them, meaning you can take your favourite horse with you always!

Items on tables!



Long desired, and again appearing as a mod by the awesome modder Bdew (seriously, check out his mods) is another huge feature, the ability to place items on tables! No more eating on the floor while your fancy marble dining table sits unloved, this addition really brings out the interior decorating in you, and opens up a whole new aspect of designing your home

Archaeology Updates




With Archaeology coming out in 1.6, we're expanding upon it with this update, adding the ability to find items of any material type, record details about deeds, and also adding new unique statues to find!

You'll be able to make an archaeology journal, and as you explore and investigate, you'll find information out about old deeds, and thus add them to your journal.


Newer servers need not fear being left out though, there's a command to seed servers with fake villages and mayors, giving you a server filled with old deeds to explore!



Future works:



Graphical improvements



A long standing issue many have had with Wurm is the dated graphics, and we're all too aware of just how it can look sometimes. A big focus of ours at the moment is to really up the ante on the graphics and overhaul a lot of it with the addition of a few systems, improved lighting, and the addition of normal and specular maps.

Distance shadows:
We're working on some improvements to terrain textures, but this update will have something that smooths out the shadows on distant terrain, making the mountains and shadows look far less blocky than before.


Normal maps: Normal mapping is a layer placed over an existing model, that simulates more lumps and bumps, allowing for rendering of shadows and light without actually requiring complex lighting calculations or more heavily detailed models, this means models and textures will look less flat without causing major performance penalties.

Specular maps: Specular mapping is a way of dictating how a model or texture "shines" on certain parts, e.g. Making that golden part of a model shine without the stone part shining too.

An example of just how amazing this can make things look, we have some work in progress shots of metal shields, check them out here:
https://youtu.be/uAVnxuLi5fA

Both of these will add quite a significant change to just how a lot of things look and feel, but that's not all!

We're also adding a new lighting system which will remove issues with dynamic lights flickering without impacting performance greatly, with this new system you'll be able to see all the lights in an area, and it'll look amazing!



The full beta patch notes can be found here:
https://steamcommunity.com/games/366220/announcements/detail/1699429024565457994
We'll be preparing to launch this all to live early next week, so get your tools ready, there's work to be done!

Until next time, keep on Wurming!
Retrograde & the Wurm team.

Like us on Facebook:
https://www.facebook.com/wurmunlimited
Join us on Discord:
https://discord.gg/wurm
Follow us on Twitter:
https://twitter.com/wurmunlimited

Patch notes: 1.7.0.0 beta - Archaeology changes, animal cages and items on tables



Hi Everyone,
This update brings several major things including updates to our archaeology system, animal cages, and the ability to place items on tables. As usual the beta will be available for a week or so before it becomes the live build which is currently planned for Tuesday, 3rd of July. As usual, any issues please report them via the forums.

-First edit.
We've bumped the version up to 1.7.0.0 as to avoid issues with new clients connecting to older servers.

Changes and Additions:


Archaeology changes:








Item Placement:








Creature Cages:

















Personal goal changes:

















Client Changes:








Bug Fixes:



















As usual, the class change list can be found in the notes here:
https://www.wurmonline.com/2018/06/26/wurm-unlimited-beta-patch-notes-1-6-5-3/

1.6.4.2 - Client Bug Fix

Hi all,

Just a quick bug fix for the strangely-colored grass in the client.

Patch Notes 1.6.3.2



Greetings Wurmians!

Todays beta patch brings the return of creature conditions, meaning each conditioned creature (raging, greenish, slow, etc) will now have subtle (and sometimes not so subtle) colourings distinguishing them.
This update also brings a few tweaks to the mission system and metal system, as well as a few PvP centric systems.
This update should work on existing 1.6.0.0 servers until they update, but if you are experiencing issues you can use the beta branch previous_version.

NOTE: If you encounter graphical issues such as the one below, setting "Limit max dynamic lights" in the settings to 8 or fewer will fix it, we will be releasing a client update once it is available


Happy Wurming!
 
To keep up to date with everything, make sure you visit our official forums
https://forum.wurmonline.com
Catch up with us on social media:
https://www.facebook.com/wurmunlimited
https://twitter.com/wurmunlimited
And chat with other Wurmians on our official Discord:
https://discord.gg/wurm
 

Changes and additions:














 

PvP Affinities and rank rework:


Patch Notes 1.6.1.1 Beta

 
Greetings Wurmians!

Todays beta patch brings the return of creature conditions, meaning each conditioned creature (raging, greenish, slow, etc) will now have subtle (and sometimes not so subtle) colourings distinguishing them.
This update also brings a few tweaks to the mission system and metal system, as well as a few PvP centric systems.
As usual, the beta will be available for the next week or so with a live launch soon after.

Happy Wurming!
 
To keep up to date with everything, make sure you visit our official forums
https://forum.wurmonline.com
Catch up with us on social media:
https://www.facebook.com/wurmunlimited
https://twitter.com/wurmunlimited
And chat with other Wurmians on our official Discord:
https://discord.gg/wurm
 

Changes and additions:














 

PvP Affinities and rank rework:


Wurm Unlimited 1.6 Patch Notes

Greetings wurmians!

Wurm Unlimited 1.6 is now live!

With new skills, overhauls of many systems, and major features, this update is quite large, and may break servers, so never run this version without making a backup copy of your existing server!

As always, you can report bugs via our steam forums or official forums here:
https://forum.wurmonline.com/index.php?/forum/269-technical-issues/

Enjoy!
The Wurm team

Urgent PSA for server owners!



If you upgraded your server from 1.5 you are likely missing the following important lines in your wurm.ini:

# DO NOT ENABLE
USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_OWNER_IN_DATABASE=false
USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_LASTOWNER_IN_DATABASE=false
USE_SCHEDULED_EXECUTOR_TO_UPDATE_ITEM_PARENT_IN_DATABASE=false

It is extremely important that these are added and set to false, as these features are not currently stable. We will be releasing a fix for this in the next beta but in the meantime please update your wurm.ini file and restart your server.

Thank you Bdew for raising this with us!

General Changes & Additions

Overkilling Changes:

(Note: Overkilling is the mechanic that stops any skillgain, affinity gain, rank bonuses etc from killing a player in PvP too often)

Epic system changes:

These changes are activated by ticking the epic checkbox in server settings.

Player Gods

Deity Fights

Mission Difficulty

Mission Changes

Scenario Rewards

New Affinity System:

GM Changes:

Client Changes:

 

Bug Fixes:



To keep up to date with everything, make sure you visit our official forums
https://forum.wurmonline.com
Catch up with us on social media:
https://www.facebook.com/wurmunlimited
https://twitter.com/wurmunlimited
And chat with other Wurmians on our official Discord:
https://discord.gg/wurm

Wurm Devblog: 1.6 incoming!

Hi Everyone!

Retrograde here with a quick overview of some of the major features coming with 1.6 which is due out tomorrow! There are a few bugs that will be addressed in a later update some time next week, but since this update has been delayed long enough, it's time to check it all out! This update is planned for around midday CET on the 6th April, so not long now!

Make sure to update any mods and check with server owners about any potential issues!

Archaeology and Restoration


Archaeology and Restoration are two new skills coming in this update!

When using a trowel on ground tiles, you'll be able to find fragments of items across the lands of Wurm. As you search you will find remnants of ancient, long forgotten deeds and also learn a little history about the deeds and those who occupied them.

Investigating will only yield small fragments, and you'll need to work on them with a chisel and brush to identify what they might be. once you've worked out what the fragment is you'll have to piece together multiples of the same fragment in order to restore the item to its former glory.

Items restored via Archaeology and Restoration have the chance of having unique runes, as well as multiple enchants that are normally not possible via enchanting.

There are also Archaeology only statues, such as the statues of the four deities of wurm, as well as various creatures:



Valrei Changes


There are a fair few changes going on with the Valrei system on both Epic and normal server systems so we’ll just touch on a few of the main points for now.

First up, and one of the larger changes to how Valrei works, if that player gods will no longer roam the board on Valrei. Players that use the key to the heavens will still exist on the Valrei board while they are demigods, but once they fully ascend to godhood they will be removed from the board to live out their days as gods. Existing player gods will also be removed from the board when this update goes out, however they will still provide missions and all other benefits of being a god to players. Missions for player gods will act as other missions, but will not affect the Valrei board in any meaningful way - instead they will just provide bonuses and rewards to the players completing the missions as normal.

We’ve also revisited all mission types, difficulties and rewards to hopefully be a bit better than currently. Each mission type will have its own related difficulty levels and rewards scaling with difficulty. More info will be available in game for these missions than currently available, showing what needs doing and what the player (and god) will receive when the mission is completed. Successfully completing a mission for a god will cause the next mission to spawn at a higher difficulty (and higher reward for completion), where failing a mission will cause the next mission to be at a lower difficulty.

Related to this is a rework of how end of scenario rewards work, where the rewards have been split up into different tiers based on scenario participation by the player. More participation in missions across the scenario will mean a higher chance to get a reward at the end of the scenario, and also a higher chance to get a better reward than those with less participation. The god that wins a scenario will also have a reworked reward system over what it currently used.

We’ve also changed how the entities on Valrei fight each other when they move. Currently the entities on Valrei have two stats for their attack and vitality - these stats are used in fights when one entity tries to leave a tile that contains an enemy. These stats will be completely changed and reset in this update to instead be related to the 7 characteristic skills that are in game - Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Strength and Soul Depth. All of these stats will be used in a more complex fight system where the entities can move around a smaller game board with various actions available to them - such as ranged attacks, casting spells, and melee attacks. Once a fight occurs, a history of it is then saved on the server and will be available to players in game where you will be able to watch a replay of the battle and see exactly how your favourite god lost (or won!)



Coloured armour


Another long long desired feature is the ability to dye and colour armour. Allowing players to show off their own style and customise further, we're really excited that this has come to fruition!



We're keen to see what fashion sense Wurm Unlimited players have (or don't) so make sure to share your results with us too!


Bulk movement


Another thing coming with this update (there's so many things!) is the ability transfer items between bulk containers without constant clicking! Moving from one container to another will trigger a timer, that moves as many as you can carry each second (ignoring 100 item count, just weight limit). This will surely make Shifting contents of bulk storage a breeze (and save those wrist injuries!)

Leaky roofing begone!


This last update introduced a long desired feature, and one of the benefits of the new client, rain occlusion! This means that rain will no longer show indoors! This has been a long frustration for many a wurmian, with leaky roofing leading to poor sleep and all sorts of maladies, but no more.


 

Drag to container



I'm sure absolutely everyone has had to move items between containers in the past, so I don't need to go into detail how annoying it can be managing big windows as you shuffle it all. Reducing the amount of windows needed open is one focus of ours with the new UI works, and we'll be introducing a new feature within the next update



Normally to drag items into a container, you will need to have the window of the container with the items in it open as well as a window of the recipient container. With this new feature, you'll be able to drag items directly from the window of the container with the items in it onto the model itself, it will then place the items inside the container

Affinities


As we all know, (or for those who don't) affinities grant a 10% skill gain bonus to the skill they're attached to. The existing mechanic with affinities is each player starts with one (hidden until premium), but it can be lost through a death to an enemy kingdom player when above 20 fight skill.

With the next update, we’ll be changing how affinities are gained and lost, as well as expanding on a more PvE friendly mechanic as well.,

Firstly, we’ll be introducing the ability to gain new affinities via the use of skills, with a small chance to gain any affinity of a skill you’re using, including characteristics, parent skills, and sub skills.

Secondly, gaining affinities via PvP will be changed to take into account the killer’s existing affinities in that skill, where there will be an increasing chance to not gain the affinity lost by the deceased depending on the number of affinities the killer has in that skill. This will mean neither the deceased or the killer will get that affinity.

We’ll also be making some changes to how the overkilling mechanics in PvP work, so alt abuse is less prevalent. Firstly with overall kills on a single character being taken into account rather than just the number of kills on that character from a specific other character, and secondly with tweaking how the existing overkilling timers work.

Forge cleaning


A long running request has been to have a way to utilise forges in order to generate ash, and in the next update we'll be adding the ability to collect ash out of unlit forges

It will take a few things into account including firemaking skill, and we'll have the full details available in the patch notes

Shiver me Timbers


A long long time ago, on a server far far away, each boat wood type had their own textures, from cedar to willow to olive (the best). This was all changed with the addition of new models such as ships and bulk storage, but that may soon change...




Dye improvements





With this update, we'll be introducing the ability to dye the sail separately to the rest of the ship, requiring less dye, and allowing for greater showing off, the colours are more vivid, and don't turn the boat the entire shade too, meaning you can show off your wood type AND favourite colour.

But also...



Yep, the personalisation doesn't end at sails, we've also added better dye systems to many things, allowing you to colour the cushions of your chair, the sheets of your bed, and most importantly, banners!

Metal types


With the work on introducing shaders for wood types, we began to expand our horizons in ways the new shader system could be used, as well as some long term projects we've been wanting to implement for some time, and next update, they'll be here!

We'll be introducing shaders for metal types as well, from silver to gold to steel and bronze, metal weapons, shields, tools will all have the shade of the metal used to make them.

but there's one slight problem! Most metal items are limited to either just iron or steel, or very limited in terms of metal choice, which renders the shader system a little less effective.. but not anymore.


Coming in the next update, we'll be introducing the ability to craft many metal items from any metal, rather than just iron or steel. Be it a bronze hatchet, a brass rake, a copper halberd or lead great helmet, you'll be able to create your custom items and show them off! Some items such as nails and ribbons, as well as altars will still only be craftable using their current recipes however.
Each material will have slightly varying properties compared to iron, as shown below:
















A little to the left


if you've ever tried placing an item in just the right spot on the ground, you know it's a major hassle of pushing, pulling, gently pushing and pulling, swearing, crying and throwing cobs of corn at it, but that's about to change

In the next update, you'll be able manually place items on the ground! Simply select drop > place via the menu, and you may move an image of the item around. Holding ctrl while moving will align to small grids, while holding alt will moving will move in larger grids. Scrolling the mouse wheel will rotate the model. Once you have lined up the perfect place, simply left click, and it appears exactly where you intended!

This can also be used on items existing in the world already, simply right click > place. If the item is too heavy to pick up normally, you will automatically move it in push motions, with the distance moved depending on total weight of the item.




That's by no means all that's coming in 1.6, and it's simply way too big to include it all in one post, the full notes are currently available via the beta notes, but will be again posted when the update goes live.

As always, keep on Wurming!

Retrograde & the Wurm team

To keep up to date with everything, make sure you visit our official forums
https://forum.wurmonline.com
Catch up with us on social media:
https://www.facebook.com/wurmunlimited
https://twitter.com/wurmunlimited
And chat with other Wurmians on our official Discord:
https://discord.gg/wurm



Wurm Unlimited 1.6 Beta

Greetings wurmians!

The long delayed 1.6 update is finally here in beta!

With new skills, overhauls of many systems, and major features, this update is quite large, and may break servers, so never run this version without making a backup copy of your existing server!

As always, you can report bugs via our steam forums or official forums here:
https://forum.wurmonline.com/index.php?/forum/269-technical-issues/

Enjoy!
The Wurm team


General Changes & Additions

Overkilling Changes:

(Note: Overkilling is the mechanic that stops any skillgain, affinity gain, rank bonuses etc from killing a player in PvP too often)

Epic system changes:

These changes are activated by ticking the epic checkbox in server settings.

Player Gods

Deity Fights

Mission Difficulty

Mission Changes

Scenario Rewards

New Affinity System:

GM Changes:

Client Changes:

 

Bug Fixes: