Wurm Server Release Notes 2025

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Main / Wurm Server Release Notes 2025

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Release notes by year:
2026 - 2025 - 2024 - 2023 - 2022 - 2021 - 2020 - 2019- 2018 - 2017 - 2016 - 2015 - 2014 - 2013 - 2012 - 2011 - 2010 - 2009 - 2008 - 2007 - 2006 - 2005 - 2004


Contents

Patch Notes 02-DEC-2025

Server Changelog

  • Bugfix: Fixed an issue causing treasure maps to sometimes have their map image deleted when leaving a server.
  • Bugfix: Fixed an issue preventing catseyes being planted on the transition between a dock and a bridge.
  • Bugfix: New actions should no longer appear in the right click menu for items that shouldn't have them.
  • Bugfix: Fixed an issue where tunneling could create item piles above the intended limit on the tile a player was standing on.
  • Bugfix: Place, push and pull action fixes.
    • Placing items is now properly blocked by walls and fences, and by being too far away from the item.
    • Placing an item now rotates it the minimum amount required to achieve the selected rotation, instead of occasionally spinning it an additional 360 degrees, and will rotate it in whichever direction gets it there with the smallest degree of change.
    • When the Place action is interrupted while you are still deciding where to place the item, the item placement silhouette is now properly removed in the client.
    • Catapults and rafts are now placed at the rotation selected, instead of 180 degrees off from that.
    • An appropriate message is now sent when stopping the Place action in the middle of the action.
    • Non-blocking fences, such as low rope fences or curbs, no longer get in the way of item movement.
  • Bugfix: Pumpkin Lantern will now be visible on carts that have the new Fancy Large Cart skin applied to them.
  • Bugfix: Fixed the position of the driver on the new cart skin overlapping with a passenger.


Patch Notes 19-NOV-2025

Server Changelog

  • Change: Improved the clarity of some messages related to binding and unbinding arrows. You may now also see how many war and/or hunting arrows are in an arrow bundle by examining it.
  • Change: The Place, Push, and Pull actions have been significantly rewritten, with various fixes and quality of life improvements:
    • These actions can now move items across cave entrances, into or out of buildings, and through doors and fence gates that you have permission to open.
    • Anything that would cause these actions to fail, such as permissions or something getting in the way, will cause the action to fail no matter when during the action it would happen. In other words, if using Place to move an item across three tiles, a problem that would prevent it from moving to the third tile will prevent it from wasting time moving at all.
    • When these actions move an item from one tile to another, the item will automatically move up or down by up to 5 height (in dirts) in order to move on and off floors. This should allow for movement of items even between dock floors that don't quite match in height. In the case of Push or Pull, it may move down an unlimited distance, allowing you to, for example, push a crate off a building to the ground below.
    • If the item can't actually move from its old location to the new location in a straight line, the action will be stopped. For example, this would include trying to use Place to move a crate from directly underneath a bridge to the top of that bridge, or directly from the ground to the second floor of a building, since it has no way to get there.
    • Error messages are now much clearer about what is preventing the action and why.
    • Various bugs related to these actions and docks have been fixed, such as being unable to push items onto dock floors.
    • Fixed permission checks and other checks not consistently being checked on every tile the item would move across during these actions.
  • Bugfix: Items on a tunnel entrance now fall into the cave when the tunnel is opened.
  • Bugfix: Tamed creatures can no longer be led while the tamer is offline.
  • Bugfix: Fixed distance checks for building walls to be consistent regardless of the direction you're building the wall from.
  • Bugfix: Fixed an issue that could cause shaker orbs to not detect a creature in the way.
  • Bugfix: Vehicles with pumpkin lanterns attached loaded onto boats will now travel across server borders with the lantern still attached properly.
    • Note: If you've previously crossed server border and cannot see/access the attached lantern, you'll need to cross back to the server you attached the lantern on to fix it.
  • Bugfix: Fixed the issue where you were not able to sacrifice creatures.
  • Bugfix: Fixed tool skills not increasing when building house walls.
  • Bugfix: Creatures that are immune to lava will no longer avoid walking through it.
  • Bugfix: Adding and removing arrows from bundles now takes damage of the arrow or bundle into account when calculating quality.
  • Bugfix: You must be commanding a vehicle to detach a lantern from it, instead of just being a passenger.
  • Bugfix: Fixed an issue with new wall plans sometimes not appearing when a tile is added to a building.
  • Bugfix: Fixed an issue where some walls weren't being flagged as an outer wall properly.
  • Bugfix: Planning an adjacent floor onto a flat tile with no supports now properly checks the tile type and highway status as would happen if you planned the floor directly on the tile.
  • Bugfix: Halloween event items should now be actually improvable.
  • Bugfix: Fixed creature pathing and movement issues when they were too close to water and couldn't swim.
  • Bugfix: A hostile creature will still attempt to get close to you even if it the tile you are standing on is one that it is blocked from reaching or can't stand on
  • Bugfix: Enemies firing a warmachine at a village structure should now alert the guards properly.

Patch Notes 04-NOV-2025

Server Changelog

  • New: A new title has been added for 100 skill in Aggressive Fighting. Congratulations to Duriel!
  • Change: Updated creature pathfinding logic; this includes a fix so that guards will now attack creatures correctly.
  • Change: The Light and Snuff actions have been converted to the new action system and now work properly with toolbelts.
  • Bugfix: Fixed a typo in the name of the Executioner Large Axe skin.
  • Bugfix: Hitched creatures should no longer bounce up when going down slopes in caves.
  • Bugfix: Swimming creatures can once again be led off a dock if the drop leads directly into water.
  • Bugfix: Hauling items up and down ladders within buildings built on docks should now function consistently.
  • Bugfix: Hauling items placed on a wall or ceiling, or on a different tile than the player, is now blocked more consistently.
  • Bugfix: Fixed inconsistent capitalisation when hitching creatures to hitching posts.
  • Bugfix: Fixed an issue where bee smokers incorrectly required kindling to light and failed to update their name properly when lit.
  • Bugfix: Fixed a bug where dredged or foraged items bypassed max inventory weight limits upon being added to inventory.
  • Bugfix: Yo-yos and Pendulums now correctly apply enchant decay to the item being used, instead of the player's currently activated item.
  • Bugfix: Meditation, Prayer, Sacrificing and Preaching actions no longer cause enchantment decay on the activated item or related objects such as rugs and altars.
  • Bugfix: Standing up from a chair no longer teleports you to the tile you target.

Client Changelog

  • Change: Added fallback fonts to improve game chat support for a wider range of characters.
  • Bugfix: Fixed an issue causing vehicles to jitter for a frame when entering or leaving caves.
  • Bugfix: Fixed an issue where placed items were sometimes going invisible.
  • Bugfix: Implemented various fixes to the fishing animation:
    • Fishing animations should no longer be applied to other players in local incorrectly.
    • Fishing will now show the correct animation for others before you cast.
    • Spear fishing will now show animations for observers.
  • Bugfix: Footstep sounds will now correctly use the floor material sound rather than the sound associated with the terrain underneath.
  • Bugfix: Resolved several engine issues that were causing "OpenGL errors" to appear in the game console.


Patch Notes 28-OCT-2025

Server Changelog

  • Bugfix: Fixed an issue with Grimbleat rewards sometimes not resetting properly when running away from him in combat.
    • Note: If you lose out on the new rewards due to this bug, and are not able to gain them another way during the event: please place a support ticket so that we can look into it and grant you that item. Please hold off with creating these support tickets until the end of the Halloween event.
  • Bugfix: Grimbleat will now properly give fragments in the metal or wood material type.
  • Bugfix: Attempting to combine fragments of specific materials will change that fragment back to the base "metal" or "wood" material type as they should be.

Client Changelog

  • Bugfix: Fixed flame and other effects no longer being attached to some items.

Patch Notes 21-OCT-2025

Server Changelog

  • New: It is now possible to use the Take and Open actions on equipment held or worn by creatures, such as horses and tower guards, when permissions allow.
  • Change: Led creatures will now follow at a shorter distance while you are on foot.
    • This can be changed back to using the old distance by right clicking the 3 dots beside the Lead action in the right click menu.
  • Bugfix: Led creatures will now stop being led at the edge of a dock if their movement would make them fall off the dock or if the next dock floor is too high to walk onto.
  • Bugfix: Jagged spikes will no longer pierce players even after being destroyed and removed from the tile sometimes.
  • Bugfix: Wall plans for buildings on docks above water, built exactly at sea level, should no longer sink to the ocean floor.
  • Bugfix: Fixed floor level calculations for docks above water, built exactly at sea level, and things built or placed on those docks. They will now be considered a minimum of one floor level above the ground, as they are in other cases.
  • Bugfix: Fixed some minor typographical errors when destroying floors.
  • Bugfix: Clarified messages when destroying a floor causes it to revert to a floor plan.
  • Bugfix: Items will now drop down to the next floor properly when destroying a floor causes it to revert to a floor plan.

Client Changelog

  • Change: Optimized particle rendering which was causing a slowdown in the client, mostly at nighttime.
  • Bugfix: Fixed hitched creatures visually glitching down to terrain for a split second when traversing bridges.
  • Bugfix: Fixed some default actions not applying properly when set with "When using anything -> on any "

Patch Notes 14-OCT-2025

Server Changelog

  • New: New title has been added for 100 skill in Small Axe. Rocklobster has achieved this before the buff to Small Axe skill gain! Congrats to Rocklobster!
  • New: New title has been added for 100 skill in Lock picking. Congrats to Sadsack!
  • Change: The decay rates have been increased for crude huts, goblin watchtowers and jagged spikes.
  • Change: The decay rates have been reduced for eating stumps, skull poles, bone piles and bone shrines.
  • Change: Alchemy imbues will now work on items placed on the ground (such as tools, weapons and decorations) where the imbue would normally be permitted if the item were in a player’s inventory.
  • Bugfix: Fixed a grammar issue when another player picks a sprout.
  • Bugfix: Quicksilver tonics will no longer decay.
  • Bugfix: There is now a longer delay between the Goblin Camp being defeated and the associated items (loot and chest contents) starting to take decay damage.
  • Bugfix: Fixed fences incorrectly taking decay damage on some village borders.
  • Bugfix: Fixed an issue where players would fall off bridges when attempting to move onto adjacent floor tiles.
  • Bugfix: Fixed an issue that was causing creatures to get stuck on cave entrances when trying to path inside them.
  • Bugfix: Fixed some issues with planning highways over docks.
  • Bugfix: Fixed and incorrect error message when a highway was being connected onto or between docks at different heights.
  • Bugfix: Examine text fixes:
    • Added proper examine text for double windows.
    • Added a missing period to examine text for wide windows.
    • Fixed missing onscreen text when examining doors and fence gates.

Patch Notes 08-OCT-2025

Server Changelog

  • New: Added monthly skin for October 2025, see details here
  • Bugfix: Stamina should now regen properly when embarked on a vehicle and on a floor or bridge above a steep slope.
  • Bugfix: Fixed crafting window not using the correct skill level for building floors on top of supports to determine if it's possible or not for a character.
  • Bugfix: Fixed wall plans being added on another floor level when removing a tile from a building.

Client Changelog

  • Bugfix: Floors should no longer block movement to and from bridges in some directions.
  • Bugfix: Fixed movement slowing down massively for a second when entering a bridge.

Patch Notes 07-OCT-2025

Server Changelog

  • Change: Small axe skill gain will now function as other weapon skills do, instead of how tool skills do.
  • Change: Planning bridges now properly check for dock floors and planning a bridge over/under them is blocked.
  • Change: Issues with skill checks on docks and floors:
    • Bugfix: Fixed an issue where planning a supported floor over a slope wasn't properly checking skill versus the height off the ground of the planned floor.
    • Bugfix: Fixed skill checks for wall and floor plans using carpentry instead of the skill related to the type of wall/floor being built.
    • Change: Building a floor directly on a support will now have a lower skill requirement than it usually would for building at that height.
    • Some more info on this to clear up any confusion:
      • Skill requirements for planning supports over slopes is the same requirement as if you were building a house that tall - total height being calculated from the lowest corner on the tile.
      • Because building a support uses masonry or carpentry depending on the support material, and floors use paving or carpentry, this lets you build a support that you don't have the skill to build a floor on.
      • Skill requirement for floors on supports will now be effectively the same as building a house half the height of the support. This skill mismatch scenario can still occur, but should be easier to overcome.
      • Houses extending upwards from a support will still have skill requirements the same as building a house the full height to the ground (lowest corner on the tile).
    • Change: Error messages for needing skill to build at a certain height will now tell you the skill required.
  • Change: Goblin Camp Tweaks:
    • Bugfix: Founding or expanding a village now requires at least one tile in between the planned village perimeter and any Goblin Camp.
    • Bugfix: Goblin Camps will no longer spawn over tiles that already have Goblin Camp items that have not been looted. This prevents scenarios where a new Goblin Camp, along with its spikes and watchtowers and other items, would spawn over existing spikes, watchtowers, etc., leading to confusion.
    • Change: Founding or expanding a village requires that none of the planned village tiles have Goblin Camp items on them which have not been looted. This prevents deeding over the remains of a Goblin Camp in order to claim the items.
    • Change: Goblin Camp items that have not been looted now have significantly increased decay, to help clear the land faster after the camp is defeated.
  • Bugfix: Fixed ctrl-dragging an empty bulk storage bin or food storage bin into your inventory being blocked even though the ‘take’ action would work.
  • Bugfix: Fixed some cases of ctrl-dragging a non-empty item, allowing you to move it into your inventory when the ‘take’ action would block it, such as a filled pantry cupboard.
  • Bugfix: Fixed an issue with some new cave entrances not updating the surface height of the tile properly.
  • Bugfix: Fixed some cases of being able to drop multiple one-per-tile items on the same tile.
  • Bugfix: Fixed some staircases requiring a trowel instead of a mallet/hammer.
  • Bugfix: Fixed an issue where the ‘plan ceiling’ action wasn't correctly seeing walls that would support the ceiling.
  • Bugfix: Fixed some cases where a bridge consisting of only a single tile may linger in the client even after being destroyed.
  • Bugfix: You can no longer pick up crude tents from Goblin Camps or hitch animals to them, before picking their original locks. This also fixes a problem where picking up a crude tent was possible with animals hitched to it.
  • Bugfix: While spear fishing, fish will no longer swim underground, instead preferring to swim closer to the surface of the water.
  • Bugfix: Fixed some guards getting stuck when trying to path to a target very far away.
  • Bugfix: Items created when mining should now appear on the floor or bridge you are standing on, instead of dropping to the ground and potentially creating piles with over 100 items.
  • Bugfix: You can no longer mine cave ceilings which are already close to maximum height.
  • Bugfix: Fixed disembark action not working on dock floors inside caves.
  • Bugfix: Opening a map in the atlas via clicking a link from another map will no longer visually duplicate stamps on that map.
  • Bugfix: You can no longer stamp a cartography map with an opal stamp linking to itself. Existing maps with stamps linked to themselves will no longer show those stamps.
  • Bugfix: Improved grammar when blocking a goblin projectile with a shield.
  • Bugfix: It is no longer possible to lockpick inside a Goblin Camp while the camp is awake on PvP servers.
  • Bugfix: Attempting to lockpick Goblin Camp items will no longer be blocked in situations where you have village permissions to pick locks, or anywhere outside a village, as long as the item has the original lock and it has not been replaced by a player yet.
  • Bugfix: Water depth and tile slope no longer block the construction of fences when building the fence on a floor connected directly to land.
  • Bugfix: Fences no longer block players erroneously when built on a floor connected directly to land.

Client Changelog

  • Bugfix: Players should no longer see a phantom fishing line when another player is spear fishing.
  • Bugfix: Fixed fences sometimes displaying as being aligned to terrain, instead of the floor they were built on.


Patch Notes 03-OCT-2025

Client Changelog

  • Bugfix: Fixed a performance issue causing slow loading of items and structures and increased memory usage.


Patch Notes 30-SEP-2025

Server Changelog

  • Change: Mining, digging, dropping dirt and using concrete below brace support floors has been disabled.
  • Change: Bridges connecting to docks can now only be planned to stone supports.
  • Change: Chess boards have learned how to castle (en passant still eludes them).
  • Bugfix: Fixed some issues where bridge planning was checking walls and floors at wrong heights for supports.
  • Bugfix: 1 tile long bridges can now connect to a dock floor without needing a building on top of the floor.
  • Bugfix: Goblin camp decorations will no longer become impossible to move in certain ways after a server restart. Please file a support ticket using /support in-game to get assistance fixing items already affected by this bug.
  • Bugfix: It is no longer possible to enter melee combat with goblins in watchtowers.
  • Bugfix: You can no longer raise the ground with concrete underneath any floor that is too close to the ground or has a support reaching the ground.
  • Bugfix: Moving large items with the Place command behaves much more consistently, especially when moving between floors or bridges, including dock floors.
  • Bugfix: Fixed mining a cave ceiling causing floors on nearby tiles to rise into the air.
  • Bugfix: Mining a cave floor is now prevented if any of the surrounding tiles has a floor or dock support too close to the ground.
  • Bugfix: It is no longer possible to open a tunnel from the inside of a cave if the tunnel entrance would be within 1 tile of a floor on the surface.
  • Bugfix: Fixed receiving metal lumps made of incorrect material from resource nodes.
  • Bugfix: Fixed some more cases of being unable to build a fence on a dock tile connecting directly to land over deep water.
  • Bugfix: Fixed starting positions of kings/queens on chess boards.

Patch Notes 26-SEP-2025

Server Changelog

  • Change: The goblin camp spawn chance and rate have been temporarily upped, returning to normal in 1 month. We'll continue to tweak these value after the increased spawn event is over.
  • Change: Fish should now move closer to the surface of the water when approaching their target, making them more visible.
  • Bugfix: Fixed creatures teleporting to bridges above them, if the terrain below the bridge was close to water level.
  • Bugfix: Fixed floors and wall plans not being removable in some cases where fences were involved.
  • Bugfix: Fixed some issues with supported floor plans not being removable in some cases when a wall plan was on them.
  • Bugfix: Fixed an issue with planning some supported floors being blocked.
  • Bugfix: Plan floor action will now show an error in the right click menu if floors/roofs cannot be planned because the outer walls of a house aren't completed.
  • Bugfix: Fixed an issue that was blocking fishing from docks over deeper water.
  • Bugfix: Fish will no longer dive underground when moving to a new tile.
  • Bugfix: Fixed king regalia always being replaced even if all of the items still exist. All will now be replaced if one is missing.

Client Changelog

  • Bugfix: Possible fix for more performance issues.

If you're still having performance issues, such as low framerate or stuttering, after this update, please try disabling the in-game Wurmpedia, in the Gameplay tab of the launcher settings. We're still investigating the possibility of the in-game web browser that we use for Wurmpedia causing issues on some systems.

Patch Notes 23-SEP-2025

Server Changelog

  • Change: Water springs can now be planted inside houses and on pavement.
  • Bugfix: Fixed various issues with creature pathfinding.
  • Bugfix: Fixed rift scout camps sometimes leaving rift plants and similar items in the world long after the camp is no longer active.


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.