*Chain and leather Bardings now give a bit less movement penalty. The effect together with weight previously was a bit too much.
*Putting on and removing barding now requires you to stand on solid ground
*A bug where a movement penalty wasn't removed for creatures was fixed
== 110715 Fo priest buff.Horses and guards toned down ==
*Tower guards and horses were a bit too powerful in the new system and now have lower Combat Rating
*Followers of Fo now receive a passive healing bonus at faith 20
*Oakshell power now uses the rule of 70 algorithm and may glance
*If the power of an Oakshell is above 70 it will grow into a Thornshell and cause wounds like Area of Shared Pain where you wear no armour. The effect name won't change yet though.
== 110713 No more disappearing mounts ==
*The reason for some mounts disappearing in caves during restarts was that it used code to delete creatures from crowded underground areas. This should happen no more.
*Armour glance rate versus mobs has a lot less dependency on the type of attack the creature does.
== 110712 Mode differentiation and soft spots ==
*The effects of defensive and aggressive mode has increased. They are dependant on skill. Max combat rating bonus for normal fighting was raised to 2.5
*You need to succeed with the skill rolls for aggressive and defensive mode in order to receive these effects
*Fightstyle skillgain speed increased
*Drake and scale received a bit more damage reduction
*You no longer lose focus when you are hit hard when fighting players since it skews fights very fast
*There are now "soft spots" you can hit depending on your stance versus the opponents. These will give a bit higher chances of critical hits
*Examining an opponent now gives information on which stance he uses
*Creatures will try and move into your soft spots
== 110711 More fighting tweaks ==
*We are still trying to get the fighting system modifications in balance. This update addresses some more issues.
*Dominated and charmed creatures now have half the Combat Rating
*Strongwall can now be cast on entrances while outside
*Creature spawns now give skill again on the wild server
*Shield bashing now has a cooldown
*Creature attack rate was lowered
*The rate at which your secondary weapon is used increased
*Shield effectiveness was increased
*Aggressive stance deals more damage
*Defensive stance now deals a lot less damage
*Defensive stance gives more bonuses when parrying and using shield
*Normal stance gives a bit higher Combat Rating so you hit easier
*Fungus and Fungustrap casting cost was lowered approx 25% since the combination was weak compared to Fire/Icepillar
*The max number of guards a settlement may hire was set to 50. No existing settlements currently have more guards.
*Axes now do more damage per second since they don't parry
*Weapon speed for twohanded weapons in aggressive mode was set to 90% instead of 80%
== 110707 Fight skillgain increased ==
*The skill you gain from slaying creatures increased
*Parrying with shields and weapons should occur more frequently again. Sometimes a successful parry only reduces the success chance of your opponent instead of fully blocking. Your skill will cause greater chances of deflection
*Dragon scale armour was buffed a bit compared to drake hide
== 110706 Minor buffs ==
*Drake, Dragon Scale and Plate armour received some more damage reduction
*Foot and leg wounds are again a bit more severe
*The lockpicking penalty to boat locks was lowered a bit
== 110705 Weapon tweaks ==
*Weapon skill now affects weapon swing speed maximum 10%. So at weapon skill 50 you have 5% faster swings and at skill 90 you have 9% faster swings.
*Swinging now has a floating value, so you may swing on average every 3.5th second instead of like before every 3d.
*Armour glance rates were modified and balanced.
*If you have achieved and use your mastery title when improving armour or creature wearable items, you now gain improvement speed bonus. The reason behind this is that the demand for armour is very high compared to the time it takes to improve it, especially on PvP servers.
*Lockpicking boats have been made harder.
== 110704 Combat changes, bug fixes, Wurm meeting date ==
*Combat was changed in various areas since it was pretty much broken in some aspects:
#Each armour type has a set base damage reduction affected by quality and the rule of 70 which means it has 91% effectiveness at quality level 70.
#Armours have a glance rate depending on they type of weapon that tries to penetrate it. This should make various types of armour more interesting.
#Favor gain was increased by 15%, but armour now affects favor gain speed (using speed reduction formula). Cloth has no penalty and wearing studded leather has about the same gain as before.
#Weapon parry, dodging and shield use was also tweaked.
#Since we are not able to mass test these changes unless we put them live, your feedback is important so please test and discuss in the forums.
#Two handed weapons get a speed bonus when used in aggressive mode
#Some damage tweaking is still needed but hopefully it's within fairly sane ranges.
*The annual official Wurm meeting date is set to friday the 26th of August in Stockholm. More info in City Hall in the forums at www.wurmonline.com/forum.
*Leg wounds speed reduction was increased again
*The increased improve rate for armours made it too hard to gain skill and was removed for now. The rule of 70 effect and the new changes should be enough to ensure you can get hold of good armour easily enough.
*Creature wearable items such as saddles and horse shoes are now as fast as armour to improve.
*Lockpicking on enemy deeds with at least 10 guards now give "risk" skill gain bonus even if they are dead
*A bug where animals would not return from being offline when you got a new pet was fixed
*Debugged leading creatures around mines so it works a lot better and no animals are lost
*Small carts should no longer visually stay beneath ground when you walk on top
*You may now use a "last gasp" ability on your body to drag yourself out of the water which allows you to climb without slipping for two minutes.
== 110628 Full loot reinstated ==
*The partial loot system was abandoned in it's cradle and full loot is reinstated with some major improvements to armour instead:
#The rule of 70 is applied to armour, which means that armour (like weapons) is 91% effective at quality level 70. At quality level 30 it is 51% effective.
#Armour parts are now twice as fast to improve and polish
#Magranon faith protection probability was reversed back up to 25%
#Res stones probability was upped a bit to 25%
#Foot and leg wounds should have a lot less impact now
#Damage to ridden mounts should slow them down significantly
*Structures that have no walls should fall down more properly in the future (may take two days continuous uptime)
== 110627 Evalutating partial loot system ==
*Horses should now be properly affected by wounds, armour penalties and encumbrance
*Minedoors off deed is now 5 times faster to destroy in order to curb gatehopping
*The "prosperity bonus" for deeds was removed
*We will evaluate a partial loot system in order to promote taking risks and testing pvp for a week:
#The difference is that you now get to keep most of the items you wear on your body
#Previously you lost everything, but now you only drop the items in your inventory, as well as your weapons, your shield, any containers worn and one piece of armour when you die
#The effectiveness of res stones and the magranon bonus were reduced to 12.5% each, so accumulated 25% instead
#BoKs work as previously
#The reasons behind this change have been discussed in the forums. We'll see how it feels and what the real effects are
== 110623 Altars and prosperity bonus on wild ==
*The "prosperity bonus" added to the settlements on wild this last update was not well received in its current form and will be modified or reverted.
*The huge altars may now be destroyed using normal weapons as well. They still heal themselves 1 point approximately every 10 minutes at which time a warning is broadcast. Break altar does some more damage as well and requires lower casting level.
== 110616 Small tweaks and bug fixes ==
*Tweaked how steppe and grass spreads
*Jam is now made from maple syrup and berries instead. Winemaking should work properly again
*Cake slices now take into account the weight of the cake
*Freezing lava walls no longer should create a huge pit
*There was suspicion of a stealth bug. We debugged the code and fail to reproduce it
*You can now destroy enemy unfinished kingdom items such as towers
*Area spells will no longer affect you when you log on invulnerable
*A bug where dredging could cause dislocation was fixed.
== 110613 This should be interesting ==
*The Wild Endgame and the functionality of the altars changed. The altars may now be destroyed on Wrath day and the day of Awakening in the first and third week of a Starfall when the moons are aligned to open them up for attacks. You may attack your own altars.
*If the altar receives critical damage, a random artifact belonging to the deities of the altar is used to channel protective powers to prevent the altar from being destroyed. The artifact shifts and is returned to and hidden by the spirits in the process.
*The protection causes the altar to immediately disappear and reappear somewhere else.
*The followers of deities belonging to the altar receives a light internal head wound from channelling their life force into healing the altar.
*Weapon minimum swing timer was increased to 3 seconds.
*Spirit guards became too fast with these last changes and should be less deadly again.
== 110610 WoA downtoned ==
*A poll showed that more than 2/3ds thought that WoA was overpowered so the effect has been toned down on weapons only. It was perceived as one of the main barriers to entering PvP which was a very undesirable situation. Basically, every weapon is now very fast and WoA may have effect in certain situations increasing speed a little bit more. Creature weapon speeds increased a bit as well in order to balance.
*Very low Animal Husbandry skill now doesn't totally wipe traits. Instead a random number of up to 5 traits will be kept. Note that color is a trait.