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.
To celebrate the launch, we’re giving you a boost. In addition to the three additional days of premium time and five additional hours of sleep bonusgifted on Friday, we’ll be running a 10% skill gain and affinity rate bonus for over a week. This bonus period will start on Wednesday, September 24th 14:00 CEST and will end on Monday, October 6th 14:00 CEST.
Silver Shop
Don’t forget to check out the Silver Shop during this period! We’ve added a new item: the Water Spring Seed. This rare seed allows you to create a water source on any tile, which will last for a whole year – perfect for filling your wells and fountains. For a limited time, you can get it at the reduced price of 5 silver, down from the regular price of 8 silver. We’re also running a sale onsleep powder, and our monthly skin reruns are back in the shop. Be sure to check them out while stocks last (just kidding!)
Water Spring – “A small spring has sprung a leak here, allowing containers like fountains and wells to draw water from this tile.”
Click here for a summary of the new features. We can’t wait to see what you create! Head in-game now and begin your new adventure.
As the days shorten and the leaves begin to turn, so too turn the pages of Valrei International, your quarterly chronicle for all things Wurm Online, and with it a fresh harvest of new additions.
Dive into the second issue of Valrei International now and explore all the news, tales, and updates from across Wurm Online, as well as finding out about our bonus event starting tomorrow!
Read the second issue of Valrei International here.
Sharpen your tools and get ready to build a masterpiece that will make waves! To celebrate the launch of the new update and the publication of the second Valrei International, we are thrilled to announce a Dock Building Contest.
For this competition, we want to see your most interesting, elaborate and creative designs using the new dock feature. Your entry could be a classic port, a grand pleasure dock or a completely unique design that shows off your ingenuity.
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.
We want to thank you for your patience while we worked through some of the issues related to our recent update. We appreciate your understanding and as a thank you, we are offering some in-game rewards, which will be applied to eligible accounts this Friday during a brief downtime.
Three additional days of premium time for all accounts that have an active premium subscription on Friday.
Five additional hours of sleep bonus for all accounts, up to a maximum of 10 hours – this means if you already have 10 hours of sleep bonus when the servers are downed on Friday, you will not receive any more.
We’ve also got something special planned for you to celebrate the update – stay tuned for an announcement this Tuesday!
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.
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.
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