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Wurm Server Release Notes 2023

15,943 bytes added, 23:38, 30 June 2023
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Add 30-06-2023 Patch Notes
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==[https://forum.wurmonline.com/index.php?/topic/197534-update-post-and-patch-notes-30-jun-2023-and-julys-monthly-skin/ Update Post and Patch Notes 30-JUN-2023, and July's Monthly Skin!]==
 
Before listing the patch notes today, we wanted to take a moment and talk a bit about the changes and new things coming with this update.
 
===The New Silver Shop===
In the Silver Shop, you’ll now be able to purchase items from anywhere in the world and at any time that previously were available only by trading with Traders. You’ll also notice a few fun new ones! You can find the silver shop in the Menu Bar under the Shop tab.
In the Skins tab, you'll find a rotation of previously released skins available for purchase again!
The Services tab is where you’ll find Meditation and Deity changes and a one-time option for an extra hour of sleep bonus and an extra care slot for your critters. Please note that this is the same as buying them with Marks, and if you have already purchased them in that way you can not purchase them again.
Traders already placed on a deed will remain as a testament to the game's history, and any existing discounts tied to your deeds will still be applicable. As we progress, items available in the shop will also include those that offer discounts on deeds, fostering an even playing field for new players.
Traders will remain available for purchase until July 17th, so seize the opportunity to invest in the future of your deeds while you still can.
 
===A Fresh New Look for the Website!===
Today is also the release of our new website! We're working on freshening things up and bringing a brand new feel to our website. Please keep in mind that this is still a work in progress, and will have many more features in the future. Please also note that some of these images are placeholders and will likely change over the next few weeks as we settle down from this update.
What kind of features are we planning, you ask? Here's a few!
We will be working on be adding a dedicated community page to the website showcasing player-generated content, statistics, high-scores, and more. This community hub will offer newcomers a glimpse into the vibrant world of Wurm Online.
We're also developing a character dashboard to manage all your accounts from one place and share your character stats(opt-in).
While these feature aren't quite ready, be on the lookout for them! We will provide dates a bit closer to their completion on when you can expect them to go live.
 
===July's Monthly Skin!===
We have been so busy behind the scenes preparing for this update, we ran late on releasing June's Monthly Skin and are going to skip right to releasing this one for July instead. We apologize for missing a month, and will make sure to keep up the schedule going forward.
 
July’s “Trusty Axe” skin gives your Small Axe a lovely leather wrapped handle detail! Available through the month of July in the Marks Shop at any settlement token, this skin can be applied to any Small Axe to give it a unique and fancy look!
 
====A New Way to Redeem Keys====
You'll now find an option under "Interface" to paste your key codes, making the process much easier!
 
====Now Craftable: The Crude Canoe!====
Meant to be an easier way of traveling around for newer players, though many older players
may also find ways to make these easy-to-create boats useful!
 
All that is needed to create the canoe is an axe, a carving knife, and a wood source. Create the unfinished canoe using an axe on a felled tree, and then add an oar, two logs, and six pegs to complete it! These boats are meant to be short-term travel options though, and cannot be improved or repaired. Crude Canoes will always decay, even on deed.
 
====Another Round of Clarification Messages!====
Another slew of clarification messages is going in with this update, and it’s just as long as the first! From breeding animals to fueling furnaces, or practicing your archery to using spells and runes, messages in event will be even clearer. Some examples:
 
*When breeding: “The Young Bison doesn't seem to be in the mood right now: She is far too juvenile.” No need to wonder anymore whether age, hunger, or anything else is the problem.
*When fueling a furnace: “The forge is now burning as hot as it can get.” To prevent over fueling.
*When missing your target during archery: “The war arrow lands in the tall grass” or “The hunting arrow hits an overaged birch tree”. This may help find lost arrows.
*Fo’s “Refresh” spell is now “Second Wind” and will more clearly state its effect on the target; “You restore <Target name>'s stamina.”
*Glow runes will now specify whether they glow Faintly, Moderately, or Brightly rather than Slight, Okay, and Decent.
These are only a few examples. Check out the full list on the forums here:
 
====[https://forum.wurmonline.com/index.php?/topic/197527-event-message-changes-30-jun-2023/ Click here to see the Event Message List]====
 
====Alchemy Cupboard Changes====
Previously, Alchemy Cupboards only held 10 small pottery flasks for storing liquids... but now they’ll be able to hold a lot more!
 
*Flasks will become Measuring Flasks instead, with the ability to set their volume like a measuring jug (up to 5 liters) and the option to seal or unseal them freely without needing a peg or sealing kit.
*Basins can store 60 liters of of liquid and can be sealed with wax sealing kits
*Storage Cabinets can store any kind of bulk item (food and non-food) and can be locked (including quality locks being set), but they do have a much smaller capacity than a food or bulk storage bin.
*Existing alchemist's cupboards will automatically gain these additions without losing anything currently stored in them.
 
And Now... The Patch Notes!
 
 
===Server Changelog===
*Bug fix: Meditation path advancement timers will now properly update their displayed skill level when you gain skill during a play session.
*Change: Changes to Holy Sites
**Dogs have been added to the creature spawn pools for Magranon holy sites.
**Donkeys have been added to the creature spawn pool for Magranon sand (obelisk) holy sites.
**Holy sites can now spawn creatures over a wider area around the holy site than they could before.
**Random holy site spawns can now include hostile creatures under more circumstances when they previously would not. Specifically, there is a chance to allow a hostile creature to be spawned if the spawn location is outside the boundary of the holy site itself, and has a greater chance with increasing distance from it.
**Chance to get a map hint is now increased by your current Faith Bonus and altar rarity when praying or preaching, by the number of valid sermon listeners when preaching, and by rug rarity and meditation path level when meditating. Chance is also increased significantly if you are meditating on a special tile for your meditation path (this is not a new change, but may not have been adequately expressed in previous patch notes). This should result in hints being a bit more common going
*Bug fix: Corrected very large material weights showing incorrectly in the crafting recipes list.
*Bugfix: Tunneling will now correctly check for side shafts
*Bugfix: Fixed an issue where it would sometimes tell you about having left and rejoined freedom isles influence when resizing villages.
*New: You may now redeem game keys from an option on the Interface menu dropdown.
*New: Early Game Boat - The Crude Canoe!
**This type of boat is very easy to create, and can be crafted in the wild using nothing more than any axe or saw, a carving knife, and a source of wood.
**To create, start by using any kind of axe, hatchet, or saw on a felled tree (TODO: weight), then add an oar, two logs, and six pegs.
**To aid in this, oars can now be created using a carving knife.
**Crude canoes travel a bit more slowly than a small rowing boat, and cannot hold any cargo.
**As they are intended for short-term use and are simple to create, crude canoes cannot be improved or repaired, and will always decay, even on deed.
**Unlike other vehicles, crude canoes do not need to be over 10 QL to function.
**Decay will not destroy a crude canoe while it is being piloted, but the extreme damage will cause a minor decrease in its speed.
**Crude canoes can have up to 1 passenger in addition to the captain.
*Change: Alchemist's cupboards have been significantly improved:
**Vials have been renamed to "measuring flasks", can have their volume set like measuring jugs (up to a maximum of 5 liters), and can be freely sealed or unsealed without needing a peg or sealing kit.
**Each alchemist's cupboard now contains two basins and four storage cabinets.
**Each basin can store 60 liters of liquid and can be sealed using a wax sealing kit.
**Each storage cabinet can store any kind of bulk item (food or non-food), and can be locked and have a quality lock set, but also has much smaller capacity than a food storage bin or bulk storage bin.
**Existing alchemist's cupboards will automatically gain these additions without losing anything currently stored in them.
*Change: Containers with adjustable volume can now have their volume set with liquids inside, as long as the volume being set could still hold all that liquid.
*Change: Many warning, error, and other messages changed for the sake of clarity:
**Color, glow, farming, enchant success, and spell rune effect descriptions.
**Failure messages when hitching or unhitching creatures
**Failure messages when attempting to move or drop items that cannot be dropped
**Failure message when attempting to install a stone or metal mine door without enough Mining skill
**Failure messages when moving items into the wrong type of bulk container
**Failure messages when attempting to give a creature items it cannot equip
**Unclear or missing messages in archery, especially when arrows or thrown objects miss their targets or break.
**Messages when a creature is not in the mood to breed, with specific reasons given if Animal Husbandry skill is at least 15
**Failure message when casting a spell that still has a cooldown timer active (the time given is now more precise)
*New: Crafting success chance is now given under more circumstances, not just creating a new item:
**Continuing an unfinished item
**Creating a healing cover (requires 30 Natural Substances skill)
**Creating transmutation liquid
**Continuing a fence
**Success chance is now shown when hovering over the "Create" or "Continue" button with the mouse in the crafting window, whenever crafting is possible but a chance for failure is present.
*Change: Some minor quality-of-life improvements have been made to the process of creating transmutation liquid:
**You can now activate the liquid or its container and right-click the solid or its container, rather than having to specifically activate the liquid and right-click the solid's container.
**If the solid is not in a pottery amphora, attempting to mix the ingredients will give an appropriate failure message, instead of the option not appearing at all in the right-click menu.
**You can now create transmutation liquid even if one of the containers is on the ground, as long as you could carry any weight that would be added to your inventory.
**You can now create transmutation liquid inside large amphoras in addition to small amphoras.
*Change: The spell "Refresh" has been renamed to "Second Wind" in order to differentiate it from the Path of Love "Refresh" ability. The spell itself has not been changed, only the name.
*Bug fix: Unexpected destruction of a creature cage will now cause the creature to escape properly instead of getting stuck in limbo.
*Bug fix: Loading a creature into a creature cage is now blocked if the cage is above 80 damage, since that amount of damage would cause the creature to be dumped back out anyway.
*Bug fix: Corrected some messages shown when dragging items from a creature (or saddle bags) to a container and failing.
*Bug fix: Erroneous "too unruly" message is no longer given when trying to drag items to saddle bags that contain too many items already.
*Bug fix: Fixed bee smokers sometimes not allowing you to add more fuel even if there was some space left for more.
*New: Dragging equipment to empty space in the creature's equipment window will now attempt to automatically equip it to the right body slot, as if you had dragged it to the creature itself.
*Change: Branded creatures may now be renamed by anyone with both "Manage Item" permissions for the creature and "Brand" permissions in the village, not just the village mayor.
*New: Combat wound messages are now shown to players near the defender as well as creatures near the attacker.
*Change: Changed small metal shield name, so it will read, for example, "small iron shield" instead of "small iron metal shield".
*Bugfix: Running custom timers will now resume with the appropriate time remaining after quitting the game and launching it again later.
**For example, if you have a custom timer running with 8 minutes remaining when you quit the game, then log in again 5 minutes later, the timer will start running automatically with 3 minutes remaining.
*New: Adding fuel to a furnace, lamp, bee smoker, or anything else that burns fuel, will now send a message if it has been brought to maximum fuel capacity or temperature.
**This message is given to everyone in the immediate vicinity of the item, unless it is being held in a player's inventory, in which case only they will see the message.
*Change: Descriptions given when examining burning fires have been improved:
**Normal temperature descriptions such as "searing hot" have been removed, since for fires they are redundant.
**Two additional descriptions have been added for when a fire is at extremely high temperatures, at thresholds where the fire is hot enough for items inside to reach "glowing brightly" and "glowing white-hot" respectively.
**At over 20 Firemaking skill, an estimate of how long a furnace will continue burning is given. More information, and more precise times, are given at higher skill levels. Note that these are only estimates, as many factors influence how long a fire will burn. This applies to ovens, forges, kilns, smelters, campfires, and stills.
*Change: Dragging small carts, vehicles, or other items is now a bit more convenient:
**The amount of weight you are carrying on your body/inventory no longer contributes excessively to stamina loss when dragging things.
**Stamina loss now properly calculates the weight of bulk items stored inside the item being dragged.
**Movement speed is now a bit faster than before when dragging small carts, crude canoes, and rafts, and a bit slower than before when dragging large ships (corbitas, cogs, knarrs, and caravels).
**Movement speed penalties from dragging (and some other sources) now stack with movement penalties from carried weight in a far less punishing manner.
**Crude canoes, small rowing boats, and small sailing boats can now be dragged over land at any height, but with a penalty to speed, and a significant penalty to stamina drain from any weight stored in the boat.
**Creating items from a felled tree can now be done when the felled tree is on the ground.
**If either the item or the scrap created with it cannot fit into your inventory due to weight or item count limits, it will drop to the ground instead.
**Creating items from the felled tree will be prevented if you do not have appropriate permission to pick up the tree.
*Change: Medium axes and axe heads have been renamed again, this time to "large axe" and "large axe head", to be consistent with the skill the weapon uses, and their descriptions have been changed to reflect this.
*Change: Black ink can no longer be drunk. While cephalopod ink is perfectly edible in real life, the potential to misclick and accidentally chug your ink when attempting to fill your pen was simply too high.
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