Wurm Server Release History

From Wurmpedia
Revision as of 11:27, 19 February 2006 by Lainiwakura (talk | contribs) (added /news from 060217)
Jump to navigation Jump to search

This is a shameless, unofficial copy of the Wurm server release notes as shown by /news. Some people might find it interesting to see what has been changed over the past few months. I hope that people will be able to see just how busy Mojang has been. The section headings are the date the server was updated; YYMMDD. Please note that this page was not created by Mojang, so it is not an official document.

This page shows the release notes from 2006. The server release notes from 2005 and from 2004 are on separate pages as this page is getting quite large.

If anyone has the /news from before March 2004 please add it to this page.

Contents

060217

  • Fighting skills have been restored for those who lost them.
  • Thorns will no longer damage GMs and are tougher to cut down.
  • Bug with stealing items from deeds fixed.

060216

  • More on pets:

Bug where the pet did not fight back fixed. Taming should now work on deeds. You can now give away pets to friendly players. Pets should now have blue outlines to people from the same kingdom with positive reputation. Usually non-aggressive creatures may now attack you if you fail your taming skill. Unicorns are much harder to tame.

  • Beware of old thorn bushes! Followers of Fo may pass unhindered if faithful enough.
  • Stamina drain is a bit higher when moving. Followers with high faith are inspired in their deities favored terrains, and tire less there. Vynora get bonus on roads, Magranon on rock, and Fo on grass, dirt, trees.
  • Followers of Vynora with high faith have slower skill decay (they already get bonus when learning all skills if they have enough favor). Followers of Magranon now receive skill bonuses in fighting if faith and favor are high.
  • Village and Area (i.e Server) history are now gathered properly and may be found on the village tokens.
  • Found a bug where unexpected shuddering occured when mining south.

060214

  • Bugfixes for pets:

They should now be much harder to tame. You now need food and stamina to tame pets. Reborn pets are now more menacingly called Zombies. Old pets keep their names though. Zombies should still alert the village guards when raised, but the attack should cease immediately. Pets should not be able to attack themselves. Using a pet to grief same-side players now results in skill-loss. Cows and other creatures should now hunt at least a little. Pets should now find their way a bit better. Zombies should be more aggressive. Zombies now have a lifespan of about 1 rl day. You should no longer be able to trade with Zombies.

060213

  • Pets! Everyone may now tame animals. Followers of Libila have a harder time though.

Followers of Libila may raise souls from corpses with a spell. These creatures may be equipped if human. Their skills are lower than the original creature. Followers of Magranon may dominate monsters, even the dragons (good luck). Followers of Vynora will receive something special as well later/soon. You may lead pets with ropes. Pets will attack and be attacked by creatures that would attack you. If you log off, your pet should be safe from same kingdom village and kingdom guards. If the animal is an aggressive creature, it will attack people with negative reputation or from other kingdoms. This means they may work as watchdogs. Pets will stay logged on for now when you leave the game.

  • Praying now goes faster overall, but the initial amount you receive is limited.
  • Enchantments now work on items with ql 70+ instead of 90+.

060206

  • Casting spells, taunting and shieldbashing should now be interrupted if the target dies.
  • Excessive wall/fence damage on unguarded deeds fixed.
  • Spellcasting through windows is prevented for now.
  • Mining graphical bugs should no longer be possible.
  • Some players may now receive the possibility to mute other players to regulate foul language in kingdom chats, so keep it clean.

060131b

  • Mining should work better now, and yield some more information.
  • A reason for disappearing items fixed.

060131

  • Debugging. A few reboots with bug fixes may occur after this one.
  • Dye now uses up more scrap material. * Attacking a village wall or fence now should draw the guards out.
  • Respawning guards should look for enemies more efficiently now.

060128

  • Creatures should now enter unfinished buildings
  • Fixed an interesting bug with mining flint. Thanks, Swisscheese.

060126

  • Two types of fish only no longer yield a steak.
  • Found a bug with tunneling.
  • Deed guards may now walk through walls and doors.
  • Disappearing item bugs fixed, and a bug where creatures could become irresponsive.
  • You should now be able to find flint, so you can create steel and flints.

060124

  • Most fruits are now combinable.
  • Steaks can now be made also from corn, or onion, or bread.
  • Dog statues can now be painted as well.
  • New color outlines fix.
  • The bug where players could not move after login fixed.
  • Creatures stuck underground should be destroyed.

060123

  • Pigs now eat pig food:P.
  • Some items that were unusable on ground now should be usable.
  • Disconnects at log on should be more rare, at the cost of a bit slower initial terrain rendering.
  • You now need pumpkin or potato to make steaks.
  • Color outlines fix for aggressive creatures from other kingdoms.

060118

  • Trader demands tweaked a bit.
  • Expect much less cave-ins.
  • It should now be possible to use the /stuck command more then once.
  • Banked containers now show up when you open the bank.
  • A cause for lag may be fixed.
  • Leading cows out of caves does not make them untouchable.
  • Ores will now respawn in a regional fashion, so certain ores will be more common in certain areas. This will work for caveins and new maps.
  • Practice dolls, ovens and other items will now show what is needed to improve or finish them.

060116

  • When villages disband, all the gates are unlocked
  • Cave decay has been slowed down, and corrected. Now reinforcing both walls on the side of a passage stops decay for the center tile, as will reinforcing all three walls around a dead end.

Reminder: You can not be killed by cave decay. People seem to think so.

  • Bug fixed where if you used only a weapon in your left hand it increased barehand fighting. Note that your primary weapon should always be in your right hand. You will use your left hand much less often. You now have a small chance to parry with your left hand weapon as well.
  • You may now correctly change kingdoms up to 3 times instead of 1.
  • Money has been redistributed between the traders and the king to test the economy.

060112

  • Bug with door locks fixed. They will now always be locked when you attach them.
  • Possible cause for creatures disappearing underground fixed.

060111

  • If you reconnect inside a cave wall the game will try put you on a safe tile nearby, so it should be extremely uncommon.
  • One possible cause for periodic lag removed.
  • Bug with tempering fixed.
  • Various other small bugs and improvements.

060110

  • Cave decay is now implented. This means: Always bring a pickaxe, food and drink when going underground. You won't get killed by it right now, but items will be destroyed.

The decay rate is fairly slow. Minerals may respawn. Reinforcing walls help. Large chambers decay quicker. Entrances may also cave in.

  • Stamina-regen-movement delay removed, and fighting-stamina-regen-delay set to 2 seconds.
  • You may now plan a new structure after 4 days unless your old structure becomes finished before that.
  • Golden altars should now be improvable again.
  • Prices of armour chains and cloth strings now better reflect similar product prices.

060105b

  • Fighting skillgain bug fixed.

060105

  • FIGHTING SKILL UP AND RUNNING AGAIN. The old skills were not restored, since they were 'dirty' and we want to test skill progress and balance with this system. You now gain no fighting skill if your stamina is at the bottom, or if you or your opponent fight barehanded with a skill over 20. If you have killed your opponent during the last hour you gain a lot less skill also. Expect further tweaks to this system.
  • Lost bodyparts should reappear.
  • Guards skills have been centered around 30, 50 and 80 for the various guard types.
  • Catapult bug fixes, including the very broken aiming algorithm and the too high damage dealt.
  • Skillgain changed a bit, so that you will now gain skill less often for very easy tasks.

060103

  • FIGHTING SKILL RESET. Most fighting related skills capped at 30 until we have a satisfying solution to afk skillgain.
  • You may no longer use catapults to shoot your live bodyparts away.
  • New lag code is in place. It should be unnoticable for the most part.
  • You who catapulted your bodyparts: login again if you are messed up. It should work.

060102

  • Fighting has changed some: Mauls are now slower than axes and swords. Swords are much better at parrying, and take less damage when parrying. Axe and sword damage has been adjusted upwards. You no longer gain skill if either the attacker or the defender is link-less.
  • Prices for combined items now correctly affect trader demand. Consecutive teleports due to a lag teleport should not be as common.
  • Walking through wall plans should no longer render a teleport. Metal altars no longer require heating to be finished or improved.
  • Citizens that may destroy walls and fences now should be able to perform these actions a lot quicker within their own village. Improving walls should be possible again like before but only for finished walls.
  • A bug made it so only the deed owner could continue building on a house. Fixed.
  • There is now a small catapult available.