Creature Cage Testing

Purpose:

Creature cages are a means to transport a small amount creatures in vehicles, over water, and from one server to another.

There is a purple GM sign at the starter deed to teleport the creature cage test deed on the Western side of the server.

Overall Info:

  • Cage will decay on boat the same as a Large Crate, item inside “shouldn’t” decay.
  • Cages will take damage quickly when a creature is loaded in a cage.
  • Pregnant creatures cannot be loaded.
  • Only led creatures can be loaded into cage. (this should cover most permission cases).
  • Any leadable creature can be caged, the “Load Creature” action is only available when the performer has a lead creature.
  • Data is server specific, so a loaded then unloaded creature will retain all data from that server, if the creature has never been to a server it will have no data i.e. perms, carefor, mother / father, uless mother or father is on that server, on the destination server.
  • You can still manage a branded creature if it is on your server, and is branded there, via manage menu. If a branded creature crosses and has no brand on the destination server, it will have no brand unless branded till it returns.
  • Hostiles can be loaded if they are A, leadable, B, Dominatable / Leadable.
  • Caged creatures on deed count towards animal ratio.
  • Cages take damage at a much faster rate when there is a creature stored in them, when the cage is 80 or greater damage the creature is auto dumped to the ground on the tile the cage was on.

Amount of cages per vehicle:

  • You cannot transport creatures in a rowboat or a small sailing boat or large cart.
  • Wagon: 2
  • Animal transporter (New land vehicle incoming): 4
  • Knarr: 4
  • Corbita: 5
  • Cog: 6
  • Caravel:  8

Features to test

  • Brandings and permissions crossing from Oracle to Baphomet and back.
  • Giving away pets while in a cage.
  • Trading ownership of caged creatures.
  • Building a animal transporter/creature cage.
  • breaking as much as you can with as many ideas as you can

If you have specific things you’d like to test, i.e. dominating, priests, or other various features, you can join IRC via the ingame console by typing “irc” without quotation marks and asking for a GM to assist you. GM’s will be available throughout the day to help, but there may be delays in doing so.

Where do I report things wrong?

https://forum.wurmonline.com/index.php?/topic/163211-creature-cage-testing/

Current testing – Conversions

Conversion systems have been rewritten to be separate between god and kingdom

  • Horde of the Summoned and HotS template PMK’s now allow Libila and all player gods.
  • Freedom, Jenn-Kellon, and Mol-Rehan kingdoms and template Player made kingdoms allow all White light gods and player gods.

The champion system will continue as normal, with Mol-Rehan being Magranon champions only, Jenn Kellon being Fo/Vynora champions, and HotS being Libila champions.

Player gods may have a champion from any kingdom as long as they favour the kingdom at that time.

As usual, this is in current testing and may change between test and live, please ensure to observe the live patch notes for the final details.

Testing will be conducted on the Baphomet PvP test server, the White and Black light can be found at “In honour of our fallen comrades”

Happy Testing!

– The Wurm Team.

Public Testing: Wide tunnels

  • Tunnels can be up to 3 tiles wide
  • To widen a tunnel, the tile you mine must only be connected to ONE open tunnel (you can expand an opening that is x x o, but not mine out the middle of a tunnel that is o x o )
  • Mine doors cannot be placed on tunnel entrances that are 2 or more tiles wide.

We have also provided support beams, bricks and mortar to ensure that building houses and other functions won’t cause issues too.

Shaker orbs have also been provided to simulate cave ins.

If you encounter any bugs, please report them in this thread.

Happy testing!

Current Testing – Cooking!

General

  • I’ve keep some of the ways that HFC was used for skill increases. But no junk food, e.g. nails are not used as an ingredient and if present in a container, they will stop the food item being made.
  • Meats now have a material, e.g. Meat, Dragon and Meat, Game
    • As you can see it does not use the animal type, but a category as we have so many animal types. Some of the categories are: (there are 16 total)
      • Dragon
      • Game
      • Human
      • Humanoid
      • Snake
  • Meat and fillets can now be put in FSB and Crates.
  • Fish and fillets can now be put in FSB and Crates.
  • Existing Zombified milk will lose its zombie status. New zombie milk should be fine.
  • You will be able to seal some containers so long as they only have one liquid in them, this will stop the liquids decay.
    • Small and Large Amphora
    • Pottery Jar
    • Pottery Flask
    • Water Skin
    • Small Barrel
    • Wine Barrel (sealed with a peg)
  • Bees have been added.
  • Cooking will now be from recipes, this does not mean that you cannot continue cooking like you used to though, although some recipes will have changed.
  • A personal cookbook is now available which has the recipes that you know about in.
  • Hens eggs can now be found when foraging on grass tiles. And you will be able to put them in FSB, but that makes them infertile.  The egg count on a server will be only the fertile ones.
  • Old containers and tools – now with more use.
    • Sauce pan – had to change size of this, but that means some recipes need a new one which is larger.
    • Pottery bowl – can now be used to hold liquids as well, a lot of recipes use this.
    • Hand – used to make some mixes, and other things. Note if a recipe says a hand must be used, actually any active item will work.
    • Fork – how else were you going to mix some stuff!
    • Knife – used a lot in food preparation.
    • Spoon – An alternative way to mix things (so same ingredients can be used in multiple recipes. Also can be used to scoop.
    • Press – can be used to squash something.
    • Branch – branching out, could be used as a spit …
  • New containers and tools
    • Stoneware. – used to make things like breads, biscuits etc
    • Cake tin – used to make cakes
    • Pie dish – used to make pies and tarts
    • Roasting dish – used to roast food.
    • Plate – used to make salads and sandwiches on.
    • Mortar+Pestle – used to grind small things (e.g. spices)
    • Measuring Jug – used to get a specific amount of liquid, its volume can be adjusted (volume is same as weight for this).
    • Still – used for distilling.
    • Larder – used to reduce decay of food items in it, so long as it has ice.
  • New crops
    • Carrots
    • Cabbage
    • Tomatos
    • Sugar Beet
    • Lettuce
    • Peas
    • Cucumbers
  • New Bush
    • Hazelnut bush – now you know where the hazelnuts come from.
  • New Tree
    • Orange Tree – because it seemed like a good idea.
  • Spices – all can be planted in a planter, except Nutmeg.
    • Cumin
    • Ginger
    • Nutmeg.
    • Paprika
    • Turmeric
  • New Herbs – all Herbs can be planted in a planter.
    • Fennel
    • Mint
  • New items that are only found by forage / botanize. Note all above spices and herbs and the new vegs can be found this way as well)
    • Cocoa bean
    • Nutmeg (note this is a spice but cannot be planted in a planter)
    • Raspberries
    • Hazelnut sprout.
    • Orange sprout.
  • Rocksalt
    • Rock tiles that would of produced salt when mining will now be shown as Rocksalt veins (this may take a day or two to show), but have a limited life (e.g. you get 45-50 rocksalt from one).
    • The Rocksalt can then be ground into salt using a grindstone. You can get more than one salt from each Rocksalt depending on your milling skill.
    • Veins that had salt in, will be unaffected, e.g.you will still be able to get the random salt when mining them..
  • Trellis
    • A new trellis has been added for hops.
    • Trellis can now be harvested when their produce is in season (except ivy ones which don’t have a season).
    • To help plant your trellis in nice straight lines, you can plant them using a wall, fence or tile border. And have three options, on left, center and on right.
    • There is a limit of 4 planted trellis per tile. Any extras that are currently planted on same tile will become unplanted.
    • A trellis must be planted to be able to be harvested.
  • Flowers
    • Flowers can now be used in some recipes and rose petals, oleander, lavender and camellia.
  • Milking
    • Milking is now a multi-step process, e.g. the more skill you have the more milk you can get, but does also depend on the creature’s age.
  • Harvesting
    • Harvesting fruit from trees and bushes are now also a multi-step process, again depends on your skill and the tree / bush age as to the maximum harvested. Also the result QL is now closer to your skill level (at higher levels).
    • Harvesting trellis is very similar, but uses your skill and the QL of the trellis.
    • Harvesting fields will also use this way to calculate the QL of the yield.
  • The goodness of food
    • Each meal made will have a bonus attached to it, so the same type of ingredients making the same meal (in same type of cooker and same type of container) will end up with this same bonus.
    • This bonus will give a timed affinity to a skill, the skill can be different per player, e.g. fish and chips may give a temp weaponsmithing affinity to Joe, but to Tom it gives carpentry, (also may not give it to any skill).
    • Nutrition has not been changed.

 

Bees

  • Wild bee hives will appear in spring at random locations and they will vanish at the end of the year (in winter). Note they will be in different locations each year.
  • As time passes honey will be made in hives together with bees wax, the amount will depend on nearby flowers, fields and trees.
  • Each wild hive will start with one queen bee, this may increase by one every wurm month, to a maximum of two, so long as the hive has over a certain amount of honey in it. When there is two queen bees if there is a domestic hive nearby it may migrate to it.
  • A single queen may migrate to a nearby domestic hive if it is a better ql.
  • Domestic hives will be loadable. Even with a queen in it. So you can move it to somewhere, e.g. your own deed. Watch out as bees sting!
  • Bees in hives in a vehicle still need food, so if no honey of sugar they may die if there for a long time.
  • Domestic hives that had a queen in it, will go dormant over the winter period and will become active again in spring. But it is possible for the queen to die over winter if no honey is left in the hive (Note can put sugar in hive to keep the queen alive.
  • Honey (and beeswax) can be collectable from hives.. But you may need a bee smoker.. So bees do not sting you, note that this bee smoker is useful at other times, like if you want to chop down a tree that has a hive, or load/unload a domestic hive which has a queen in it.

Recipes

  • Instead of examining a food container to see what it will make, you now can use  Lore, to see what it will make or to get hints on what ingredient you could add into the container to be able to make something.
  • Some more specialised recipes will call for a meat of a specific category, or a specific fish, but most will use any meat or any fish or even any veg.
  • Most new recipes only require one of each item, main exception is making sandwiches which normally requires 2 slices of bread.
  • Some recipes are an intermediate step, or some sauce which is used later e.g. there is cake mix and white sauce.
  • Lots of new food category types e.g.
    • Biscuits
    • Cookies
    • Curry
    • Pie
    • Pizza
    • Salads
    • Scones
    • Tarts
  • And some of your old favorites like.
    • Cakes
    • Meal
    • Sandwiches
    • Tea
    • Wine
  • And there are some new drinks which will need distilling, e.g. different spirits.
  • Note you will need to experiment to find their recipes, but do note some items need a mix before adding other items, e.g. you will now need a cake mix to make cakes.
  • Some ingredients will only be found doing forage/botanize actions, whilst others, once found, they may be able to be planted as a crop or even in a planter (e.g. most spices and herbs can be planted in a planter).
    • Fresh is an attribute of an item when just found from foraging or picking, if you put it in a FSB it loses that attribute.
  • Some recipes are nameable this means that whoever is the first to make the item for that recipe, will have their name added to the front of that recipe name, e.g. if Pifa was first to make a meat curry (assuming that was nameable) then it would show to everyone, when they discover it,  as “Pifa’s meat curry”.
    • These recipes can be named on each server.  E.g. the same recipe can be name by multiple people so long as different servers.
  • Note only one recipe can be named per person.
  • Some recipes are pre-named.
  • Some recipes may only be makeable once you have that recipe in your cookbook, these recipes are only available from killing certain creatures.
  • Recipes can be inscribed onto papryus (or paper), to do this you need to be looking at the recipe in your cookbook, and then use the reed pen on a blank papryus (or paper).
    • You can then mail these or trade them to others, where they can add it to their cookbook, if they don’t know it, by either reading the recipe and selecting to add to their cookbook or activate it and r-click on the cookbook menu option.
  • Some old items are still make the old way, e.g. sandwiches, those are now called endurance sandwiches, and will not give any CCFP or timed affinity.  These can still be used for the climbing as you may take a bite from them even when full.

Planter

  • Items can be planted in a planter, e.g. a herb or a spice (not all spices).
  • The planted item will start growing.
  • After a while it will be available to be harvested.
  • Harvesting will be available daily,
  • Each time you harvest it will prolong its life
  • Eventually it will get too woody to be harvested, then it is time to start afresh.

Lore

Using Lore on a container, will let you know what could be made, e.g.

  • If the contents match a known recipe (known by you that is). You would get a message like:
    • “The Ingredients in the frying pan would make an omelette when cooked.”
  • If the contents match an unknown recipe. Message would be like:
    • “You think this may well work when cooked”
  • If the ingredients would make any recipe but has an incorrect amount of a liquid then you would get something like:
    • “The ingredients in the saucepan would make tea when cooked, but…there is too much water, try between 300g and 400g.”
  • Partial Matches
    • It performs checks in this order
      • Unknown recipe that is not nameable.
      • Unknown recipe that is nameable.
      • Known recipe that is not nameable.
      • Known recipe this is nameable.
    • If the contents form part of any recipe, it will give a hint as to what to add to make that recipe. E.g. “have you tried adding a chopped onion?”.
      • Note the recipe is picked at random from a list of possible recipes and so is the shown ingredient.

Cookbook

  • Every person has a cookbook, where your known recipes are shown.
  • The cookbook is client-side, and this means it is more responsive (and dynamic).
  • The recipe list is shown at start and each recipe is coloured depending on;
    • If it is a favourite (shown in goldenrod)
    • If it is globally known (shown in green)
    • Rarity colour (if applicable).
    • If known by you (shown in white)
    • And If unknown it will be in red. This is shown when the recipe is a requirement for a known recipe.
  • When you expand a recipe you see what is needed to make it, You can drill down if an ingredient matches a known recipe. Note it is possible that an ingredient that is a result of another recipe not to be shown as a container, this is because there is not an exact match.  E.g. wort, used in making beer,  can be made from several different recipes and it is then used to make further recipes, But the final recipe just says it needs unfermented beer, not the actual recipe.
  • Right-click menu options
    • You can set any recipe as favourite.
    • You can add a note to any recipe.
    • You can mark a recipe to be written to paper (only one can be written at any time, and will be reset if you relog)
      • Once you have marked a recipe to be written, you then need use the right-click menu option on the paper/papryus with an active filled pen.
  • You can search the recipes by their name (similar to how crafting recipes works), or by any notes
  • You can also filter the list to just show favourite recipes.

Nutrition

  • The existing nutrition system has been augmented by the calories/carbs/fats/proteins system (CCFP).
  • Every edible item has a set of CCFP values.  These are combined when creating a result item to give the result item CCFP values of its own.  When eating something, the CCFP values increase the player’s CCFP bars, with the amount of increase being based on the amount of food consumed (where the maximum amount of food a player can consume is determined by current food bar value).
  • The elements of CCFP affect the player as follows:
    • Calories – high bar reduces stamina drain
    • Carbs – high bar reduces water usage
    • Fats – high bar increases favour regeneration also used to reduce sleep bar drain.
    • Proteins – high bar reduces food usage
  • When a player’s food bar is full, no further food may be eaten:
    • Exception is that an endurance sandwich can always be eaten.
  • Similarly, when a player’s water (thirst) bar is full, no further drinks may be drunk.

Temporary affinities

  • When a player consumes a prepared food, they will be granted a temporary affinity.  This gives a 10% bonus to skill gain in a specific skill for a short period.
  • The duration of the temporary affinity is set by how much of a food item is consumed – the more that is eaten, the longer the temporary affinity will last.

Test Server: Combat changes and updates in testing Continued.

Changes as at 07/08:

  • Fixed priorities on equip actions. Equipping mid combat should now work properly.
  • Increased damage arrows do to boats.
  • Only allow shooting arrows at boats that have a commander.
  • Repairing a boat that has a commander should no longer be possible.
  • Boats speeds should now be updated when damaged or repaired.
  • Tweaked boat speeds to be a bit higher, with QL having a larger impact. (5/13 passengers, 8/13 QL)
  • Removed priest characteristic gain nerfs.
  • Lowered archery difficulty. Please test this one thoroughly in PvP combat, PvE combat and with the different armour penalties.
  • Fixed a bug that made special moves use the wrong hit locations and damage amounts.
    • This is what was causing some special moves to deal way too much damage compared to what they were designed for.
  • Tweaked special moves to be a bit more balanced, and do a bit more damage compared to their original intended design.
    • The damage amounts will still be a lot lower than they are currently, but still high enough in some instances to be worth using.
    • Stun timers have been significantly reduced, with a range between 2 and 4 seconds now. Was between 3 and 9 seconds.
  • Added a stun resistance similar to spell resistance, but with a shorter timer. (2.5 minutes to go from 50% to 0% resistance)
    • Consecutive stuns should have a chance to outright fail depending on the resistance and when the last successful stun occurred.

Feedback thread:

http://forum.wurmonline.com/index.php?/topic/143437-public-pvp-changes-testing-feedback/

Discussion thread:

http://forum.wurmonline.com/index.php?/topic/144039-pvp-changes-discussion

Test Server: Combat changes and updates in testing

Changes as at 15/07:

  • Fix ability to shoot arrows at boats.
  • Tweaked the damage dealt from shooting at boats.
  • Shooting at boats will not damage the boat higher than 50dmg.
  • Light of Fo now takes the cast power into account.
    • Each target in the area will heal 5 wounds still, each wound healing 1/5th of the total healing power.
    • Minimum for healing on each would is around 6 or 7 dmg – even if cast power is below that.
  • Added a short timer for equipping armour after just being in combat.
    • 2 minutes after being out of combat should let you equip normally again.
  • Rebalanced the armour DR values and effectiveness strenghts/weaknesses.
    • Cloth: Base DR 0.35
      • Higher DR vs Crush & Cold
      • Lower DR vs Bite, Slash & Burn
      • Equal DR vs Pierce & Acid
    • Leather: Base DR 0.45
      • Higher DR vs Slash & Burn
      • Lower DR vs Bite, Pierce & Acid
      • Equal DR vs Crush & Cold
    • Studded: Base DR 0.50
      • Higher DR vs Bite, Crush & Acid
      • Lower DR vs Pierce & Cold
      • Equal DR vs Slash & Burn
    • Chain: Base DR 0.55
      • Higher DR vs Bite, Pierce & Burn
      • Lower DR vs Slash & Cold
      • Equal DR vs Crush & Acid
    • Plate: Base DR 0.65
      • Higher DR vs Bite, Slash & Acid
      • Lower DR vs Crush & Burn
      • Equal DR vs Pierce & Cold
    • Drake: Base DR 0.65
      • Higher DR vs Crush & Cold
      • Lower DR vs Slash & Acid
      • Equal DR vs Bite, Pierce & Burn
    • Scale: Base DR 0.70
      • Higher DR vs Pierce & Burn
      • Lower DR vs Crush & Cold
      • Equal DR vs Bite, Slash & Acid

Feedback thread:

http://forum.wurmonline.com/index.php?/topic/143437-public-pvp-changes-testing-feedback/

Currently Being Tested – Cave dwellings

Plan and build houses underground

Try out the following:

  • Reinforcing floors
  • planning on flat ground vs sloped ground
  • planning one tile on reinforced and expanding to a non reinforced floor.
  • mining inside a building
  • mining the roof while in a building
  • building up past the roof

UPDATE

  • Cave dwellings can now be built against rock tiles ON DEED. Hall of the Mountain King deed has been expanded to allow testing for this.

Fill in any bugs here:

http://forum.wurmonline.com/index.php?/topic/139715-cave-dwelling-testing/

 

Java 8 Client + Ingame Valrei Map

  • The game client now requires java 8, which is the latest available version from java.com. Download and install unless you have already.
  • There is now an ingame map of Valrei, the home of the gods (and a keybind for it).
  • Fix for shearing sheep.
  • Fix to make failing to make cheese consistent (should reduce the weight in all three cases)
  • A reason for not being able to remove walls considered to be supporting floors was fixed.
  • Fixed bug related to auto-selection of items in creation window.
  • Added possibility to repair stationary tools in creation window.
  • Added total weight value display on weight icon hover.
  • Added weight thresholds calculator on weight icon hover (100%, 75%, 25% speed and max weight).
  • Added inventory windows positions remembering.
  • Made wall collisions longer and wider so cant see through the corners now.
  • Fixed the hide Inactive Friends setting.
  • Added functionality to make private messages make a plonk sound and added an option to enable/disable it (disabled by default).
  • Selecting multiple items in an inventory container window will now show how many items you have selected.
  • Added a ‘DROP_AS_PILE’ key bind and have it appear in the keybindings tab in the client.
  • Reordering the the escape menu, added a new button Hud Settings and move a lot of hud windows toggles to Hud settings.
  • On main menu bar buttons removed all underscores and made the text lower case except the first letter.
  • Added word selection in text fields on double-click.
  • Added key binds for ‘WINCH’, ‘WINCH5’, ‘WINCH10’, ‘UNWIND’, ‘LOAD’,’UNLOAD’,’FIRE’ for war machines.
  • Fixed polish keyboard layout “select all” shortcut bug when typing letter “ą”.
  • Added character name display on game title bar.
  • Added wounds sorting in character window.
  • Added visible damage in equipment slots in character window.
  • Fixed windows height caching for minimized windows.
  • Added remembering of windows state (minimized).
  • Added keybind for toggle hud settings.