Wurm Server Release Notes 2025

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Revision as of 18:07, 23 September 2025 by Manachan (talk | contribs) (Add 22-SEP-2025 Patch Notes)
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Main / Wurm Server Release Notes 2025

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Release notes by year:
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Patch Notes 22-SEP-2025

Server Changelog

  • Change: Planning floors above fences is now only possible on deed.
  • Bugfix: Corrected the amount of materials required to build house walls and displayed in examine text and crafting window.
  • Bugfix: Fixed being able to plan floors under and over bridges
  • Bugfix: Removed non-functioning "Disembark" action showing in the menu when riding a creature or vehicle and right-clicking a completely different creature or vehicle. As an exception to this for the sake of convenience, *you can still target a creature hitched to your current vehicle, which will act identically to using Disembark on the vehicle itself.
  • Bugfix: "Rubble" walls are no longer a construction option. Any existing rubble walls should decay fairly quickly on their own over time.
  • Bugfix: Fixed issues with creatures not being able to path out of a cave entrance.
  • Bugfix: Fixed rare issues with not being able to rotate floor supports
  • Bugfix: Log door types no longer show their type as "wall plan" in management windows.
  • Bugfix: Sealed log door types now have different names from their unsealed variants.
  • Bugfix: Fixed some issues in structure support code blocking some floors/plans from being removed.
  • Bugfix: Fixed roofs wanting the wrong materials for their first building action.
  • Bugfix: Disembarking on floors in caves should no longer put you on the cave floor
  • Bugfix: Fixed some issues preventing bridges from being planned connecting to docks in certain directions.
  • Bugfix: Moving large items with the Place command behaves much more consistently, especially when moving between floors or bridges, including dock floors.
  • Bugfix: Tunneling out will be blocked when a floor exists on the exit tile.
  • Bugfix: Fixed an issue where other players could see you drop below a dock when you were driving a vehicle or riding a mount on it.
  • Bugfix: Fixed some issues where a fence above would block planning of a supported floor.
  • Bugfix: Planning adjacent floors now properly checks if the support would block doors on any side of the support.
  • Bugfix: Fixed permissions checks for planning floors adjacent to houses.
  • Bugfix: Fixed an issue where expanding existing buildings wasn't using the correct building size cap.
  • Bugfix: Potential fix for some spirit guards failing to path to their target and spamming local chat.
  • Bugfix: Fixed building walls not consuming items properly on the first build action.
  • Bugfix: Fixed some walls appearing in the wrong material list when building a new wall.

Client Changelog

  • Bugfix: Fixed hitched creatures sometimes appearing on the ground under a floor
  • Bugfix: Fixed creatures and vehicles showing on ground for when they should be on a floor above instead
  • Bugfix: Fixed enchanted grass sticking through floors
  • Bugfix: Unfinished floor supports no longer have collisions
  • Bugfix: Fixed some more issues of being unable to move between floors


Patch Notes 20-SEP-2025

Server Changelog

  • Bugfix: Fixed cave mining text erroneously saying you are mining "upwards" instead of "forwards" when using the select bar.
  • Bugfix: Corrected the amount of materials required to build house walls and displayed in examine text and crafting window.
  • Bugfix: Fixed roofs requiring odd materials to complete.
  • Bugfix: Log walls now require logs to repair and improve.
  • Bugfix: Log walls can now be destroyed.
  • Bugfix: Log wall details should now update correctly in the crafting window.
  • Bugfix: Cleaned up some text when building house walls.
  • Bugfix: Planning floors under and over bridges should no longer be possible.
  • Bugfix: Fixed various issues with disembarking from a boat onto land bridges and docks.
  • Bugfix: Fixed creatures and vehicles showing on ground when they should be on a floor above instead.
  • Bugfix: Fixed embarking a mount on a floor sometimes putting you partially under the floor.

Client Changelog

  • Bugfix: Fixed an isssue causing a massive drop in performance when the client was loading in buildings.
  • Bugfix: Fixed creatures not detaching from vehicles in the client when they become unhitched due to running into jagged spikes in goblin camps.
  • Bugfix: Fixed being able to ride mounts on top of unfinished floors.
  • Bugfix: Fixed relogging on a bridge dropping you down to the ground below the bridge.


Patch Notes 18-SEP-2025

New Feature: Docks

The docks feature allows you to build floors outside of houses and plan floors from an adjacent floor border into open air or sloped tiles. Each planned floor over a sloped tile or open air (outside of a house) will have either a stone or wooden support extend to the ground below, or a wooden brace that will allow the floor to be supported by an adjacent wall or grounded support. Once a support has been built, a floor can be built on top of the support - which then allows you to plan another floor adjacent to that.

Fences and houses can be built on top of a floor built this way (including on top of supports), and once built the supported floor(s) will become a part of the structure. When the structure is destroyed, floors with supports will not be destroyed with the rest of the house, and will have to be destroyed separately. Highways and bridges also work with floors (including supported) outside of houses.

  • New: Floors can now be built on flat tiles outside of houses.
  • New: From the tile border of a floor, you can now plan a new supported floor on an adjacent tile, which will be planned at the same height as the existing floor.
    • Supports for these floors can be made from wood, stone, rounded stone, sandstone, slate, marble or pottery.
    • Any floor type can then be built on top of a completed support.
  • New: Buildings can now be planned and built on completed floors.
  • Change: Building planning actions have been converted to the new action system.
  • Change: Floor and wall building actions have been converted to the new action system.
  • Change: Creature movement and pathfinding has been updated to support docks and supports.
    • Important Note: As a result of this change, creature pathfinding and movement has been optimized and made more reliable. Creatures should no longer have as many delays between changing pathfinding locations (e.g. the run-stop-run cycle they would do when chasing a target), and may become harder to shake when running away from them. A balancing pass has been made across all creature movement speeds (mount speeds remain unchanged) generally lowering their overall speeds depending on the difficulty of the creature. Some creatures may still be very hard to shake, especially on foot, so be aware. We'll be monitoring this change and making future tweaks to creature speeds as needed.
    • Creatures should now be able to more reliably enter/exit bridges and caves without getting stuck at the edges.
  • Change: Building support calculations (used to determine when a wall or floor can be built/destroyed) have been updated to account for supported floors and will now run a lot faster in general.

New Feature: Goblin Camps

Goblin Camps are enemy-filled zones that spawn randomly, like holy sites or rifts. They present a more dynamic and challenging combat opportunity, featuring several types of goblin enemies, each with their own role and set of combat abilities.

  • Camps consist of a perimeter of damaging wooden spikes, goblins on the ground and in watchtowers, chests full of loot and various decorative items players can take.
  • Items can be taken from the camp once all of the camp's goblins have been defeated.
  • Players can attempt to walk into the camp at night, looting items and picking locks while the goblins are asleep, but this has a chance of waking up the goblins and initiating combat.
  • Goblins will not leave the camps, and will only fight players who have entered the camp or recently acted with hostility toward the goblins inside.
  • Camps spawn away from villages, highways and other special zones, such as rifts, and will not spawn on areas that are too steep to effectively walk on. They spawn randomly over time, in greater numbers than features like Rifts or Holy Sites. If not defeated for a long time, the camp will disappear, including all loot and other items.
  • Seven new creature types have been added, all using their own creature AI and special abilities.
  • When defeating camp goblins, the penalty for Fighting skill gain over 70 skill is greatly reduced, resulting in much higher PvE skill gain at high levels compared to fighting other creatures.
  • New item types have been added as Goblin Camp loot:
    • Spell gems, each enchanted with a specific spell, allowing the player to cast that spell one time, even if they are not a priest. The list of possible spells has been curated to avoid anything that might negatively affect the in-game economy.
    • Quicksilver tonics, which highlight different types of objects in your field of vision even if they are far away or behind other objects. Each tonic has a specific type, and depending on its type, can highlight animals, monsters or resource nodes. The highlight effect only shows that something is there, but does not give away what type of creature or resource node it is.
    • New item skins will be applied to equipment found in loot chests, modelled after the goblins' own equipment.
    • Several new decorative items found around the camp may be taken and used by the player, including a new type of tent, barrel, chest, and torch lamp.

For more details, see the original public testing thread: https://forum.wurmonline.com/index.php?/topic/207949-goblin-camps-public-testing/

Server Changelog

  • New: Log Walls have been added.
    • Four types of log walls are available: Log, Hardwood Log, Bark Log, and Rustic Log.
    • They are built with logs and wooden pegs, with arched log walls also requiring a wooden beam.
    • Any log material can be used to make any of the four log wall types.
    • Each log wall can optionally be sealed with clay for a different look.
  • New: Water Spring item has been added to the Silver Shop, allowing you to make a selected tile a water source for one year.
  • New: Wagon, large cart and metal brush fragments can now be found using archaeology.
    • Fragments will complete into an unfinished cart/wagon which must then be nailed together.
    • Runes will be applied when the unfinished cart/wagon is completed.
    • On rare occasions wagons from other kingdoms can be found.
  • Change: Some inconsistencies in how the Weakness, Forest Giant Strength and Hell Strength effects are applied have now been resolved.
    • Under rare circumstances, the formulae for Forest Giant Strength and Hell Strength were not being used in calculations.
    • Under rare circumstances, some of these spell effects were either not applying to the skills they should, or were applied to skills they should not have.
    • To clarify, Hell Strength and Weakness affect both Body Strength and Soul Strength, while Forest Giant Strength only affects Body Strength to a greater degree than Hell Strength. Forest Giant Strength is not applied if a player also has Hell Strength active.
  • Change: PMK kings will no longer be automatically abdicated due to inactivity. Template kings will now be abdicated after 90 days of inactivity.
  • Change: Rift creatures will now have a 20% poison resistance.
  • Change: Rift participation points gained from casting Light of Fo have been changed to better match other healing spells.
    • Before: One participation point per creature in range, regardless of healing done, up to a max of 10 points.
    • After: Chance of gaining one participation point per creature healed, up to a max of 7 points. The chance depends on the total amount healed on the creature compared to the max amount the spell could've healed (so the more healing done, the higher the chance will be to gain a participation point for healing that creature).
  • Bugfix: You can now rename Trebuchets.
  • Bugfix: Runes and enchantments on gloves now properly reduce action timers when improving pottery items, foraging and botanizing.
  • Bugfix: Resource nodes should no longer give metal items with no material set.
  • Bugfix: Harvesting a field now checks the correct village permission.
  • Bugfix: You can no longer cast Fireheart on deed guards, which gave negative reputation on PvE servers.
  • Bugfix: You will now see the correct error message when trying to lead creatures that cannot be led using the default key.
  • Bugfix: Fo Priests will again be prevented from chopping up trees.
  • Bugfix: Receiving a village upkeep warning email will no longer prevent a premium expiration warning email.
  • Bugfix: The visual size of logs that appear when you create an item from a felled tree is now properly reset.
  • Bugfix: Lava tiles no longer burn items or creatures after naturally cooling down.
  • Bugfix: Characters from old Epic kingdoms can now use the portal to return.
  • Bugfix: Golden Valley players can again buy Premium time via the shop.
  • Bugfix: Non-empty starter containers are now excluded from cross-cluster transfers.
  • Bugfix: You can no longer continue to repair an item after walking away from it.

Client Changelog

  • New: The Steam client now shows your full character list.
  • Change: Skill Tracker and Skill windows now show green for very small skill ticks.
  • Change: The toolbelt related console commands (loadtoolbelt, prevtoolbelt, nexttoolbelt) will now also work for the quickbar. New dedicated commands (loadquickbar, prevquickbar and nextquickbar) have also been added.
  • Change: The silver shop will now show a loading screen instead of not showing until it has finished loading in the background.
  • Change: The silver shop will pre-load after login, which should make it load much faster.
  • Bugfix: Fixed the "Save" button hitbox in the village permissions management window when using a high UI scale.
  • Bugfix: The client will no longer crash due to network connection issues. You will now be returned to the login screen instead, allowing you to reconnect.
  • Bugfix: Fixed terrain textures sometimes not updating or showing dirt.
  • Bugfix: Fixed distant terrain showing flickering textures.


Patch Notes 5-AUG-2025

Server Changelog

  • Bugfix: It is no longer possible to unbrand a creature belonging to a village other than your own.
  • Bugfix: Players with permission to access branded animal corpses and their contents are now able to access them regardless of their permissions in the village where the corpse is located.
  • Bugfix: Hell horses that become unhitched from hidden vehicles due to age will now become visible again.


Patch Notes 3-JUN-2025

Server Changelog

  • Bugfix: Guard towers can no longer be bashed when moving into a cave.
  • Bugfix: Fences can no longer be bashed on the outside of a mine from the inside, or vice versa, if fences are not on the exit tile.


Patch Notes 13-MAY-2025

Server Changelog

  • New: Easter egg exchange. Add 100 Easter eggs to the Delightful Easter Basket and opt to exchange them for a Draconic or Serpentine Egg selected at random. The egg will be the same size as one of the exchanged eggs.
  • New: A new title has been added for 100 skill in Shortsword. Congrats Llawnroc!
  • New: A new title has been added for 100 skill in Longsword. Congrats Llawnroc!
  • New: A new title has been added for 100 skill in Swords. Congrats Llawnroc!
  • Bugfix: Draconic and Serpentine Eggs will now fit inside the Delightful Easter Baskets.

Client Changelog

  • Bugfix: Light glare effects will again be less intensive. This does not affect light range or intensity.


Patch Notes 17-APR-2025

Server Changelog

  • Change: Stable master NPCs will now have the exclamation point indicator over their heads if they have a creature or vehicle you can reclaim from them.
  • Bugfix: Creatures that should have been hidden at starter deeds as of the last update but were not will now be hidden.
  • Bugfix: Creatures hidden by the local stable master will no longer try to target players or other creatures in combat.

Client Changelog

  • Change: The beam pointing to New Dawn on Guidance was adjusted for improved visibility.
  • Bugfix: Fixed an issue causing poor performance in areas with a high density of mountable creatures.
  • Bugfix: Pickaxes renamed with magical ink will now properly show slopes on mouseover.

Art Changelog

  • Bugfix: Bouquet of Easter Flowers will now face the correct way up when placed.


Patch Notes 10-APR-2025

Server Changelog

  • New: Players will now receive a notification reminding them about quest-giving NPCs when logging in on Guidance if they haven't started any quests yet.
  • New: A vertical beam of light has been added at New Dawn on Guidance, to make finding the way back there easier. The beam is visible in the sky at a distance, but fades out as you approach its location.
  • Change: Vehicles will now decay on starter deeds.
  • Change: Vehicles will now decay faster on Guidance.
  • Change: To help alleviate clutter, vehicles and animals within PvE starter deeds will now be hidden under the following circumstances:
    • Branded animals will be hidden if the last player to lead, ride or unhitch that animal is offline or on another server and the animal is saddled or otherwise incapable of moving on its own.
    • Non-boat vehicles, including small carts, will be hidden if the owner has been offline or on another server for more than one hour and the vehicle is not currently occupied or being dragged. Animals hitched to the vehicle will also be hidden and will remain hitched. Vehicles hidden in this manner will also decay over time.
    • Animals and vehicles will not be hidden if any nearby online players would be able to use them.
    • To reclaim a hidden animal or vehicle, find the nearby ‘Stable Master’ NPC, right click on them, and click on ‘Vehicles’ or ‘Animals’ in the ‘Reclaim’ menu. This will give you a list of all animals or vehicles hidden there that you have the appropriate permission to reclaim. You may reclaim any vehicle you own, can drag or can drive, and any animal you can lead or ride. The creature or vehicle will then appear next to the NPC for you to use.
  • Change: Fences on Guidance:
    • Fences may only be built within buildings or their designated yard tiles.
    • Fences outside of buildings or their valid, fully enclosed yards may not be repaired and will take accelerated decay damage over time.
    • Hedges planted outside of buildings or their valid, fully enclosed yards will not grow past the shortest growth stage and will shrink back to that level over time if taller than that already. Examining the hedge will tell you whether this is happening.
    • As a reminder, you can right-click your building and click ‘View Protection’ to see which yard tiles are currently valid and which still need to be enclosed properly.
  • Change: ‘Spider lairs’ that spawn lava spiders have been renamed to ‘Smoldering spider lairs’ in order to differentiate them from ‘Spider lairs’ that spawn huge spiders.
  • Bugfix: Fixed issue causing players to get stuck in a 'refreshing' state when logging into very busy areas.
  • Bugfix: Creature lairs on Guidance will no longer spawn creatures when bashed if those creatures are blocked from spawning on Guidance in the first place. These creature lairs will remove themselves over time.
  • Bugfix: Planning or building a ceiling now uses the correct building floor when checking skill, instead of one floor above it.

Art Changelog

  • New: Monthly skin - Dragon Helm.
  • Bugfix: Fixed wrong material mask used on unfinished wagons, and creature and ship transporters.


Patch Notes 18-MAR-2025

Server Changelog

  • Bugfix: Fixed the weight of some inventory items, which were being doubled when calculating movement speed limits.
  • Bugfix: Fixed an error causing the ‘Preview building’ and ‘Deploy building’ puzzle box actions to fail if the building was copied to the puzzle box prior to the addition of ceilings to the game.
  • Bugfix: Bashing deeds outside of a raid window on Defiance is now fixed.
  • Bugfix: Reduced server lag caused by certain player actions.
  • Bugfix: Some management windows may now prepare themselves in the background for a moment, instead of appearing immediately. In most cases, this should not take more than a few seconds.

Client Changelog

  • Change: Animated models should use up less client memory.
  • Bugfix: Fixed distant trees flickering in certain circumstances.
  • Bugfix: Fixed the client occasionally freezing during combat.
  • Bugfix: Ceilings are now rendered properly when previewing a building with an ornate puzzle box.


Patch Notes 04-MAR-2025

Server Changelog

  • New: Added title for 100 Halberd. Congrats Melissablueflame!
  • Change: The quality level of forges, ovens, and other fires now affects total burn time more smoothly. In other words, every increase in QL will now make a difference instead of a very large difference being applied at specific QL intervals. As before, forges, ovens, kilns, smelters, stills, and campfires below 30QL are treated as if they are 30QL for the purpose of fuel, so you will only see benefits beyond that point.
  • Change: Discord alerts for alarm raising will only be sent if they are older than 5 minutes.
  • Bugfix: Fixed typo in message when someone nearby quenches an item.
  • Bugfix: Stills, lamp heads, and enchanted turrets will no longer decay when held inside an inventory or a worn item (such as a backpack), including merchant inventories.
  • Bugfix: Fixed alignment not being set properly when using Faith Swap to swap to/from Libila on PvE servers.
  • Bugfix: Containers destroyed while held by players will no longer spill items to the ground that could not normally be dropped.
  • Bugfix: Bashing containers held by players is now prevented if they contain any items that cannot be dropped.
  • Bugfix: Fixed an issue where transferring off a server might fail.
  • Bugfix: Blocked planting an item on a tile corner on an upper floor of a building, if doing so would cause it to fall through to a lower floor and appear there instead.
  • Bugfix: Wagoner and highway tweaks and bug fixes:
    • Fixed a potential case of new wagoners being created on the wrong bridge or map layer.
    • Fixed cases of wagoners standing up from their chairs, wagons, or beds in slightly wrong locations or elevations (such as standing up on their chairs before moving away from them).
    • Fixed wagoner camps not working or spawning properly on the upper floors of buildings.
    • Fixed wagoner creation being blocked due to uneven ground if they're being created on a bridge anyway.
    • Wagoners can no longer be created in buildings if the top or bottom of a staircase tile exists on any of the four tiles around the waystone, since those would get in the wagoner's way.
    • Highway markers can no longer be planted at the top of staircase tiles, since they may interfere with highway function.
    • Revised highway marker planting error message to better represent the types of tiles you can use for a highway. In the message "Highway markers must be planted on corners between paved tiles", "paved tiles" has been changed to "tiles with pavement, bridges, or solid floors".
  • Bugfix: Fixed being able to expand a deed over tiles with enemy kingdom influence in certain circumstances


Patch Notes 18-FEB-2025

Server Changelog

  • New: Added title for 100 Clubs. Congrats Jakerivers!
  • New: Added title for 100 Archery. Congrats Wiluss!
  • New: Added title for 100 Reflex Bow. Congrats Wiluss!
  • Change: The Ring of Unity can be improved now.
  • Change: Server lag caused by server transfers should be reduced now.
  • Bugfix: Remove the reinforcement from a cave floor or wall no longer fails if the tile is too deep underwater, or if the player is standing on a tile with too many items.
  • Bugfix: Fixed an issue where catseyes and waystones could be placed when they shouldn't be.
  • Bugfix: Fixed examine action doing nothing for some skin tokens.
  • Bugfix: Clarified the names of item skin tokens by adding "skin" to the end of the name when spawned, and made capitalization of skin names more consistent.
  • Bugfix: Fixed a bug where a normal rope could be used to lead multiple creatures at once.
  • Bugfix: Fixed faith swap issues when on PvP servers and swapping to Libila/HotS from another kingdom.
  • Bugfix: Fixed creatures sometimes ignoring fences and walls in caves when attacking.


Patch Notes 07-JAN-2025

Server Changelog

  • Change: Drinking champagne on PvP servers now takes 30 seconds, and cannot be drank while in combat.
  • Bugfix: Fixed an issue where a player would get stuck in an infinite world loading state (“Refreshing…”) in areas extremely populated with items and creatures, upon logging in or walking on certain tiles.
  • Bugfix: Fixed an issue with floors/ceilings not saving when changed, their rotation should no longer revert after a restart.