Wurm Server Release History
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Release notes by year:
2024 - 2023 - 2022 - 2021 - 2020 - 2019- 2018 - 2017 - 2016 - 2015 - 2014 - 2013 - 2012 - 2011 - 2010 - 2009 - 2008 - 2007 - 2006 - 2005 - 2004
2024 - 2023 - 2022 - 2021 - 2020 - 2019- 2018 - 2017 - 2016 - 2015 - 2014 - 2013 - 2012 - 2011 - 2010 - 2009 - 2008 - 2007 - 2006 - 2005 - 2004
Contents
110426 Long awaited client and server update
- The client and server has been updated. This should solve a lot of problems and cause very few new ones.
- The biggest changes are on the client which no longer uses JOGL, but instead only LWJGL.
- Major changes on the server:
- Movement code changed which should cause less disembarking.
- Creature spawning now has two pools where 50% is reserved for aggressive animals and 50% for non-aggressive. This should even out over time. In the next update, creatures older than approximately 6 months will start dying unless they are on deed, loyal or ridden. Uniques, humans and guards are not affected.
- There are lots of small bugfixes such as with meditation and artifact recharging.
110323 Old embarking bug resolved
- The old bug that often teleported you shortly after embarking a boat was found and fixed in the unstable client.
- A bug with handing out Slayer of Champion titles was fixed
110322 Tunneling and ignore powers
- Opening tunnels is now a bit harder in certain circumstances as a counter measure to an exploit. This may be improved after some feedback.
- The weird wild lag should be gone.
- Experiment: The /ignore command now has the functionality to auto mute for an hour if enough premium players from the same kingdom use it on another player in a short time frame. You only have one such vote within a set time frame as well. This system may be abused for a while so try not to take such mutes too seriously initially.
110316 Artifacts change
- Instead of artifacts insta-disappearing after a month of finding them, they will now have 120 charges. Every week 10 charges are removed. Every time you use an artifact one charge is used. You can recharge the artifacts at the enemy altar of light. If an artifact has 0 charges it will disappear within the week.
110311 Sleep bonus frozen by default
- By default, sleep bonus is now frozen when you log in so don't type /fsleep until you want to start using it.
110310 Registration and artifacts
- Registration emails work again but for yahoo and hotmail they usually end up in the spam folder. We'll try to figure out which settings are wrong.
- Artifacts will now disappear after around a month of use. The current ones will disappear randomly in about 3 weeks. Most artifacts had new functionality added and shorter cooldown.
- Transfers between different types of servers are now limited to at least one hour.
110309 Servers moved, all systems online
- We officially have to declare this last effort to move the server software to new hardware a success. There have been many failures and worries along the way but everything seems to be up and running perfectly now on the new hardware.
- The registration and shop pages are open and working again.
110309 Shop and registration down due to server move
- The shop and registration is down because we have moved the game servers to new hardware and operating system which means a lot has changed. Since these pages use dns entries we had to move the servers so that we can pinpoint the problems and find solutions.
- The forums are also undergoing some changes in case you think they look different.
110303 Horses buffed and mine door restrictions
- Horses have received a buff and barding protects the whole horse for now.
- Various restrictions on surface mining was imposed because of exploitability, and you can no longer attach mine doors to openings larger than "90" steps/dirt
- A bug with staff skill was fixed that prevented them from working properly
- Archery will act a bit weird and deal damage with a delay until next update because we are making arrows visible during flight.
110302 Guards and horse barding
- Spirit guard combat rating was returned to what it was before
- Horses now can wear barding (just bug fixed)
- Armour chains are now created in larger doses.
- Two handed weapons now give CR bonus versus creatures on vehicles if you're not on a vehicle yourself.
- The brand new polearms give double damage against mounted moving creatures
110301 Guards nerfed
- Spirit guards were nerfed because they were deemed over powered with the recent changes.
- The amount of village bonus you get from sacrificing was made ten times higher. There's a forum post in City Hall covering the details.
- The server move was a moderate success but we had to rever again. It seems the servers themselves are very fast but there is something wrong with the network.
110228 Village faith bonuses
- There are now a couple of small faith bonuses that apply to the whole village. You gain these bonuses as you sacrifice items. They are visible in the Settlement Info window.
- A new attempt at changing the hosting will take place on Tue 1st of March at 10 AM CET. Estimated downtime is up to 4 hours.
110217 Champions gone
- Apparently the deities decided that there were too many champions and removed them all. The skill bonuses they received have been reverted. Those who raised channeling a lot after champing long ago have been compensated somewhat.
- The deities have apparently agreed to only allow a certain number of champions - 3 Magranon champions for Mol Rehan, 3 Vynora or Fo champions for Jenn Kellon, and 6 Libila champions for Horde of the Summoned.
- Champions no longer have real death - instead they lose 1 point extra characteristic when they lose champion status. They are required to gather champion points by slaying enemies and raiding deeds. A champion starts with 15 champion points and loses 1 per day. In other respects they are the same as before.
- The three known champions who sacrificed their lives for their deities will stay revered in the memory of the people they served: Longshanks, Teslas and Maincorpse.
- On another note - spirit guards have changed some and may be a bit too hard now. They may attack mounts and also attack in larger groups on extremely heavily guarded deeds. Give feedback.
- Most creatures hunt a bit differently - hopefully more effectively.
- Priests should now be able to finish unfinished items.
- OH and you are now able to do more things on boats such as crafting in inventory. Possibly archery and spells. This may be disruptive so come with feedback as soon as possible after trying it out.
110131 Deeds, contracts, and skill corrections
- Merchants now trade ownership when the contract is traded
- A bug which let you control mounts and vehicles with too little skill was fixed
- A bug where non-premiums were able to trade deeds for founded settlements was fixed
- Lamp/sign/flag decay bugfix
110124 Zombie skill-gain
- Skill-gain when fighting summoned Zombies is now lower since people suspected exploits. Skill-gain shouldn't need to be 0 since it has summoning cost but it shouldn't be safe skill-gain either.
110121 Jewelry enchantments
- You can now cast no-locate on rings, bracelets and necklaces. This is a first jewelry enchantment and we may get a few more. The chance that it will hide you against a Locate Soul is (ql+power)/2 %. The enchantment slowly gets worn out when a locate soul is cast.
- You will now see how many more items your personal merchant may put up for sale in the management windows.
- No-locate cast on creatures now stays 3 times longer as well. Locate Soul was unchanged and never increased favor cost. The time to cast was increased instead but that was reverted.
110120 Locate, creature enchants, and healing
- The locate player spell cost was increased to 20 favor because it made it too cheap to keep track of invaders
- Creature enchantments and healing now works on allies like they should
110117 More spell and champion tweaks
- Vulnerable actions such as casting and healing are more often interrupted by being hit now
- A speed bug with web armor was fixed
- Frantic charge now updates movement properly
- Using key-bind to repair through walls was fixed
- Area spells still are too dominant on the battle field so favor cost was increased to 30
- Fire Pillar no longer targets creatures. Instead Fire Heart received a buff. The corresponding Vynora spell is Shard of Ice which is a bit slower but with more damage.
- Willow-spine should work better now
- Being overheated invalidates your link just as if you are out of range
- Champions no longer receive Faith bonus in their own territory
110114 Spell tweaks
- The Fo spell Charm Animal is now available, and the Magranon spell Frantic Charge is now available.
- Ward should have more effect. Creatures should become more careful overall.
- Web Armour didn't have the slow down effect it was supposed to which was fixed.
- Zombie infestation now creates more powerful zombies.
- Scorn of Libila casting time was reduced to 15 (from 20) and favor cost to 40 (from 50)
- Signs, lamps, banners and flags will be maintained by existing spirit guards in villages now
110112 Favor overheating test
- We are going to test a form of cool-down where you get overheated if you use a lot of favor in a short time. The reason behind the solution is that linking was deemed to be a bit too powerful sometimes. If this initial code is too much we'll have to ease it up but we need real fight situations to test it on.
- Area spells now cost 20 favor instead of 10. Pain rain cost was reduced to 40 since the new favor cool-down should make it harder to create death zones with it now.
- A minor tweak: you should now be able to dig 1 deeper than you can flatten.
110110 Area spell & leading bug-fix
- Casting area spells below ground now properly is obstructed by cave walls
- The bug with leading your mounts on foreign deeds was fixed
110105 Lag situations reduced
- The lag that occurred after a Fire-pillar spell was cast has been remedied
- A situation where the server froze like last Friday because of a chase-case with Tweets has also been sorted