Wurm Server Release History

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Revision as of 16:57, 6 June 2006 by Lainiwakura (talk | contribs) (/news from gold server)
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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

060606 (Gold!)

  • Some initial game play tips: * Try to collaborate. Doing it all yourself is very time consuming.
  • Use the bartenders at the starting points for free food.
  • Don't wander off too far from the starting points.
  • Note: No spells are available for now, and faith will no longer rise above 30.
    • This is pending the religion fix where priests are very limited in their actions.
  • Planned feature number 1: Some kind of natural healing, like salves.
  • Planned features numbers 2 and 3: Religion fix and fighting system fixes.

060531

  • Note: The home server is still considered a test server! No account guarantees are given. No GM supported expected. Etc.
  • THIS IS UNTESTED: You should now be able to leave the server while carrying deeds, merchant contracts, and writs. These should not accompany you to the next server, but reappear when you return. Verify that it works before you head south yourself.
  • BLs should no longer be able to enter the home server. Beware of sharks!

60530

  • Falling damage on login should be much rarer.
  • You should now be able to leave the server with unused deeds.
  • You will not be able to return to the wild from the home server for a while. We are testing some premier account functionalities.
  • You may now build plan on cobblestone and it is now terraformable.
  • You may no longer create lockpicks until you have sufficient locksmithing. Also you need to have high ql picks to pick high ql locks.

060529

  • It is now easier to mine cave floor and roof.
  • You may now dig on dirt again..

060526b

  • Updates to the qos scheme fixing some bugs.

060526

  • We are testing a 'quality of service' scheme, which means creature positions are updated less often. We will see how it goes.
  • Fountains and statues and some other items are now created on ground. Shields are now created in inventory.
  • Prospecting on surface rock now gives better quality messages.
  • Fire effects that don't go away should be fixed.
  • Creatures that don't climb should no longer spawn on steep slopes or on high mountain tops.

060525

  • You may now cast 'break altar' on normal altars

060523

  • You may no longer disband enemy deeds directly, only via drain coffers.
  • Bandaging wounds should yield more accurate health back.
  • Village spirits will now blink to their target.
  • If you swim out to sea and encounter waves, proceed at your own risk. You may loose items, skills or even permadie.
  • Hens will lay fewer eggs. Kill off the chickens please. Such creatures now should die even faster.

060521

  • Gems now appear in piles.
  • A tile can now only contain one campfire.
  • One-item piles should appear only as a result of removing items from a tile.
  • You may now pick your own locks and gates without upsetting your deity. You will receive no skill though since there is no risk involved.
  • Items no longer yield too high amounts of temperature when burnt in fires.
  • Examining a village token will tell you how many guards are alive.
  • The bug where you could create cave openings with diagonal lowest corners is fixed, so you won't be able to mine on those.
  • Chickens and other very weak creatures die very easily now.

060517

  • You may now loot the corpses of outlaws.
  • Invitations to join a kingdom or to join a religion now requires the target player to type /invitations in order to accept them.

060516

  • The huge altars will no longer receive negative damage, and heal once every ten minutes.
  • Moving your bank account now works properly. Items in banks shouldn't crumble when you remove them.
  • Any white light religion may now sacrifice at the Altar of Three.

060514

  • Pets that you are leading no longer should go through gates or doors that you cannot enter.

060510

  • Faith gain was also increased.
  • Bows should not start spamming you when the string breaks.
  • Corpse models should change when butchered (if a model exists).
  • Leather items now use material when improving.

060508

  • Livestock now have shorter lifespan.
  • Skills.. now rise at.. 12 TIMES FASTER, so this last month will roughly resemble one year of playing.. promised child!
  • Steaks are now more properly called meals.
  • Another bug with trying to destroy the huge altars using artifacts was found.
  • The first successful server transfer has occured. Rolf swimmed from his homeserver to the wurm server. He had an extra body when he arrived, but otherwise everything looked well.

060506

  • Bug with artifacts spamming a message fixed. They now correctly drop when the player carrying it logs off.
  • Bugs with lockpicking fixed.
  • You should no longer be able to lock doors with padlocks or gatelocks, and chests with gatelocks.
  • Guard towers should be tile-aligned now. The door ends up behind you!

060504

  • Artifacts now take no damage. Artifacts now load on the ground where the owner was if they were in the possession of someone when the server starts.
  • The Orb of Doom and the Magranon spell Smite no longer instakills. They will however put you very near death. Unique creatures usually have innate abilites that reduces this effect.
  • You may now create and use lockpicks. A building door should stay open 10 minutes.
  • Scale of Libila bug fix. Rod of Beguiling now has a use. You now need to have higher favor than the target player to bless someone.

060430

  • The bug with faith gain fixed.

060426

  • Newbie items except the backpack will now stay in inventory when you die. The drawback is that they cannot be improved.
  • Fences on the south and east side of villages now have village decay rate.
  • You may no longer drain coffers as long as there are guards alive.
  • Enemies may no longer pass gates on a deed. A bug with village gates was fixed. Fence and palisade gates now take more damage from attacks than the standard types of fence and palisade.
  • Food bar fixed. You receive no penalties unless you are hungry. If you are full you will use up less stamina when working (making steaks valuable).

060425

  • Some issues with irresponsive pets solved. Be aware that they are generally more alert when not being led.
  • Get price now returns a more sensible value.
  • Bug with dropping corpses where the owner became the person who dropped it fixed. You may now also always loot corpses from corpses.

060420

  • You now get no deed skill loss bonus if suiciding on a deed. If you have realdeath (a champion of a deity), you have 50% of that suicide not counting towards your real deaths.
  • A clarification to end certain rumours: A bonus for Magranon players is that at high faith and with enough favor left, they have about 75% chance to keep items and skills at death.
  • Hopefully less login-lag will occur due to a better way of loading skills.

060418

  • Trolls have come up with a way to make deadlier clubs, as well as improved armour so take care.
  • Some bugs with attacking BL deed guards as a WL and stealing from BL houses fixed.

060412

  • You should no longer be killed by aggressive animals who walk up to you while you are linkless.
  • Some new creatures!
  • When becoming champion you will now receive bonus up to max skill 80 in certain religious skills (unless you already had higher). This since you have 3 lives now.
  • If current upkeep will last more than 28 days, no decay should occur to fences and walls on a deed.
  • Number of allowed roles on a deed has been increased to 12 again. Large deeds will need to manage citizens in a few more steps.
  • The deed rules on attacking other players should now work correct.

060410

  • You may now gain shield skill when bashing with it.
  • Citizen management should work better for large deeds. The number of available roles had to be lowered to 8 (old roles remain for now).
  • Fo received a new spell that works on creatures. Currently not on self, but that will be fixed

060405

  • Crush weapons now do much less damage versus cloth and leather armour. Other weapons now do more damage. You may now receive a negative bonus to fighting if your weapon skill is too low. Before it could only be positive.
  • Pets should now swim when lead.
  • Various small typos fixed.

060403

  • Deed guards should not all run after dominated creatures.
  • Thanks to all of you who fell for our little jest with the chests! The competition was over on the 2nd of april, swedish time with no winner.

060401

  • April fool Gold competition
  • Since we are coming close to going gold, we have decided to run a competition while we wait. One random creature in the game has been given magical properties. If you step up within two tiles of that creature and say I am a chest, give me my gold. you will receive and be announced as the winner of the Prize. The Prize consists of a fine Teleport Wand, a Bag of Keeping, and 2 gold (all of which you will be able to keep when we go gold). The server history log found on deed tokens will show if a winner has been declared. GMs are not allowed to participate, but chat moderators are. Good luck everyone!
  • You now only gain skill from attacking opposing kingdom deed guards.
  • Items no longer decay in banks.

060330

  • Various bugfixes, for instance with dough. Kingdom and deed guards should be a bit easier to cope with again.

060328

  • Kingdom guards will only hunt near their tower now.
  • Corpses will now fit in new coffins.
  • A bug with enchantment effects being lost between reboots fixed.
  • A new command, /attackers shows the creatures who attacked you the last 5 minutes. If a player is there should be able to attack him/her without a penalty to skills/faith.
  • You now need 20.5 body control to steal things.

060327

  • The extreme repairtimes were lessened.
  • Armour strength were lowered again for most creatures.
  • Archery targets can no longer be picked up.
  • Champions of deities now have 3 chances before realdeath kicks in.
  • Dough now should use less water when created.

060325

  • Removed the bug that crashed the game tonight.

060324

  • Practicing targets work now. We will test the new creature armour rates over the weekend. No time to fix anyways. Feedback after. Good luck!

060322

  • You may now 'drain coffers' from an enemy village once every 24 hours. If the village has more than one week of upkeep left, you will drain and receive a fraction of the monthly upkeep (drain about 15% and receive 7.5%). In order to prevent that villages always keep less than a weeks upkeep, structure decay will kick in at normal rate if upkeep left is less than one week.
  • Bowstrings may now snap, and you may unstring your bow. Bows may only be improved if they have no string.
  • Arrows should break less often, and hitting something should be much easier.
  • Creatures now have better armour, as they are using armour types.
  • You will now deflect arrows with your shield. A fraction of the defending creatures body control also now adds to the difficulty to hit.
  • You can no longer shoot if you are in deep water.
  • Repairing now takes longer time for very heavy items.

060321

  • Bows can now be stringed. Arrow shafts and arrow heads now are not repairable and should be quicker to make.

Notes on archery: Archery is hard to learn. It is supposed only to be usable against creatures with fair skill and good equipment. To gain skill quickest, practice with hunting arrows that have no penalties.

All bows have a 'best distance'. That distance is 20, 40, and 80 meters (or roughly 5, 10 and 20 tiles) for the bows.

Shooting at shorter or longer ranges will affect the difficulty. Arrows will be shot in the following order: 1. from quiver worn on body, 2. from quiver in inventory (or if 1 is found but is empty), 3. arrow held in hand, 4. arrow in inventory.

If a quiver is found at 2 but it is empty, no arrow will be shot. This should give you good control over which arrows are shot. Arrows are fired in the following order: 1. War arrows, 2. Hunting arrows, 3. shafts. War arrows do more damage, but are slightly harder to hit with. Shafts do little damage and are hardest to hit with.

  • All three religions should now be able to pray at the Altar of Three.
  • Bugfixes with /ranks.
  • A bug where the finished item received the wrong material was fixed.

060320

  • Archery/Bowyery/Fletching is in. Some wood materials are better suited than other. Examine will give a clue.
  • Smithing now has a title.
  • The time to log out when in enemy kingdoms is now set to 2 minutes if you have not been involved in battle.

060314

  • Fixed a bug that made armour disappear if you dragged it to your hands.

060313

  • Village guards should no longer suddenly become non-citizens.
  • Item creation and pre-finished improving now is affected by Wind of ages.
  • Building new house walls are now slightly slower, while repairing them is faster instead.
  • Removed some money from some very rich players that were obviously inherited from old exploits.
  • The bug where it was possible to become killed twice in a row should be fixed.

060309

  • Zombies should no longer be insta-agg when created.
  • Stealing in villages of the opposite kingdom no longer upsets your deity.
  • Creatures should find their way in caves better.
  • Wind of ages cast on tools now affects improvement times.

060307

  • Guards should not start hunting enemies outside the deed, and not assign all guards either.
  • Managing gates have been moved from the village settings management interface. The village settings management should work better.

060306

  • Holding/wearing armour should give more correct messages.
  • Enchantments and the spell Sunder may no longer target locked items.
  • Mycelium now should have a harder time surviving outside HOTS.
  • You should now start to get warnings in village chat one week from when your village is disbanded.
  • Newbies now wear items when they are created.
  • More fixes with updating the color outlines of creatures.
  • Dropping an item in a container in a barrel now should put the item in the correct container.

060303

  • Bug with kingdom guards not attacking fixed. Nobody gains skill from kingdom guards until a better solution is figured out. Reason was that you could gain too easy skill on them since they respawn and are fairly weak.
  • IMPORTANT: You are now only invulnerable when logging off in your own kingdom! Outside it also takes 3 minutes to leave the world unless you have fought, in which case it takes 5 minutes. Check /lotime to see how long it takes until you leave the world.

060302

  • Tunneling while in the cave should generate fewer buggy shudders. You will now get a warning if a deep shaft will emerge.
  • HOTS now gain no skill fighting kingdom guards, since they theoretically provide endless training with no risk involved.
  • Attitude (the red/green/blue aura) has been reprogrammed, and should better reflect whether a creature will attack.
  • New traders now start out with very little money instead of one gold as they used to. They will receive money distributed by the king instead.
  • Guards spamming that they will help eachother should be reduced.
  • Pumpkins now should work for steaks.
  • Cooking containers should no longer have less space after a few dishes.

060227

  • Steaks now properly need to be made in a frying pan. Meat or fish with some appropriate vegetable, and no liquid.
  • Creatures and guards should now ignore you when you are invulnerable.
  • You are no longer invulnerable in hostile villages, when you log on or off.
  • Spell levels have changed.
  • Items may now only be taken from a cart or raft by the person dragging it if it is dragged.
  • Vynora has some new spells that improves items. Libila has one as well. They may destroy the item depending on item quality, so try them out on something cheap.
  • Drain health now heals wounds if you have any.
  • Pets now are tame longer than 24 hours. Sorry.
  • Pickaxes are now in the miscellaneous skill group instead of axes. Weapon group skills increase faster, except axes. You no longer parry with axes.
  • Creatures should leave caves more frequently.
  • A bug with stealing fixed.

060222

  • A bug with pets made some of them disappear. It should work now though, but you have to find new pets if you lost yours.
  • Giving away pets works now.
  • Very strong aggressive creatures will now break down walls and fences near them if they are disturbed by them.

060220

  • Fumbling with repairing walls and fences will no longer insta-destroy them (was a bug).
  • Taming carnivores with a corpse only works if the corpse is fairly undamaged.
  • Small problem when being teleported near doors fixed.
  • Followers of Libila now get less stamina drain when moving on mycelium.
  • Tamed animals (not dominated or zombies) will now leave the world when you do (as soon as it has quit fighting), unless you order it to stay online.
  • Fixed a bug with village voting.

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.