News Liste Wurm Online

Patch Notes 10-MAR-2026
Wurm Online
10.03.26 19:04 Community Announcements
[p]Server Changelog[/p]
  • [p]New: Automated Messages for level up milestones in Village and Alliance chat.[/p][list]
  • [p]When reaching certain skill milestones, a message will be posted in both Village and Alliance chat.[/p][/*]
  • [p]There are 4 new options in the profile to configure this feature (right click body in character window -> Manage -> Profile)[/p][list]
  • [p]Hear Skill Milestone Messages in Village Chat[/p][/*]
  • [p]Send Skill Milestone Messages in Village Chat[/p][/*]
  • [p]Hear Skill Milestone Messages in Alliance Chat[/p][/*]
  • [p]Send Skill Milestone Messages in Alliance Chat[/p][/*]
[/*][*][p]Following milestones trigger these messages: 10, 20, 30, 40, 50, 60, 70, 75, 80, 85, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 99.9, 99.99, 99.999, 99.9999, 99.99999, 100[/p][/*][/list][/*][*][p]New: Bulk deposit of upkeep chips[/p]
  • [p]It is now possible to add multiple upkeep chips at one time by using a container with upkeep chips inside it. All chips inside the container will be deposited at once. Only chips directly inside the container will be used, not inside containers stored within that container.[/p][/*]
  • [p]Note: For chips carried directly in your inventory, you can use your inventory itself to deposit them by double-clicking the inventory to activate it.[/p][/*]
[/*][*][p]Change: Changes to Rifts[/p]
  • [p]Fixed Rifts causing some mycelium spots[/p][/*]
  • [p]Free build time extended from 12 to 24 hours before the rift begins[/p][/*]
  • [p]Rift Sickness no longer carries over into the free build time. Any Sickness built up should be dispelled 24h prior to the rift opening.[/p][/*]
[/*][*][p]Change: Changes to lava.[/p]
  • [p]Many changes have been made to the mechanics of lava spreading, the Erupt and Freeze meditation abilities, and the "Raise corner" action using concrete. These changes are intended to reintroduce natural lava spreading in a more controlled manner, while fixing several bugs and increasing the usefulness of related actions.[/p][/*]
  • [p]Lava flow:[/p][list]
  • [p]Lava again flows and spreads naturally, but only when both the existing tile and the tile it is spreading to are within a settlement that has a new village setting toggled on. This setting is off by default for both new and existing villages, and can be found by clicking "Settlement -> Manage settlement -> Settlement settings" on the settlement token or your body.[/p][/*]
  • [p]If lava tile is not located within a settlement allowing lava flow, it will retain the reduced change to naturally freeze introduced on February 10. Tiles that are allowed to spread using this setting will use the old, higher chance to freeze prior to those changes.[/p][/*]
  • [p]Lava will still only flow downhill, but the logic for this has changed. Lava will spread to an adjacent tile if at least one of the two borders leading to the new tile is downhill. For example, if the new tile is south of the original lava tile, at least one of the two borders leading south from the south edge of the original tile would need to be downhill..[/p][/*]
  • [p]When lava flows to a new tile, the height of the two new corners it spreads to will be raised by 2. Previously, it would raise the height of the northwest corner of the new tile by 4. This results in the same total amount of terrain change as before, but spread across two corners instead of one.[/p][/*]
  • [p]Lava is now blocked blocked from flowing to a tile if all four corners of the new tile are underwater. Previously, lava flow would be blocked if the original lava tile's northwest corner was below water. This should still allow the spreading of lava to raise the submerged corners of partially-submerged tiles.[/p][/*]
  • [p]Lava is now blocked from flowing to any tile with buildings, bridges, dock floors, protected tiles, highway tiles, or any tile next to a cave exit.[/p][/*]
  • [p]Some existing checks related to lava flow have been made more reliable and consistent, and lava flow should no longer favor certain compass directions.[/p][/*]
[/*][*][p]Erupt (Path of Power ability):[/p]
  • [p]This action has been rewritten as part of the new action system.[/p][/*]
  • [p]Some causes of Erupt failing have been moved to the beginning of the action instead of the end, resulting in less wasted time trying to Erupt tiles you cannot.[/p][/*]
  • [p]Deity domain restrictions have been removed. Presence of Magranon influence (or alternatively, no influence) is no longer required. This ability can now be used regardless of which deity has influence, or none.[/p][/*]
  • [p]Height of the tile will change by 4 on the corner you are standing closest to, instead of always changing the northwest corner.[/p][/*]
  • [p]Error messages will be more specific in some cases where the action is blocked.[/p][/*]
  • [p]Erupt is now blocked if a cave exit exists within 1 tile of a cave exit, instead of the previous range of 2 tiles. This change will not take effect on servers with the new terraforming restrictions enabled (Elevation and Defiance).[/p][/*]
[/*][*][p]Freeze (Path of Power ability):[/p]
  • [p]This action has been rewritten as part of the new action system.[/p][/*]
  • [p]Freeze will fail at the beginning of the action instead of the end now, if attempting to use it on a volcano tile that cannot be frozen.[/p][/*]
[/*][*][p]Raise corner (concrete action):[/p]
  • [p]This action has been rewritten as part of the new action system.[/p][/*]
  • [p]It is now possible to bind this action to a key in the Hotkeys window or through quick binding, and is now available on the select bar.[/p][/*]
  • [p]Maximum slope when using concrete now increases with Masonry skill, and is equivalent to surface mining limits at the same Mining skill level (300 at 100 skill on most servers).[/p][/*]
  • [p]Maximum depth when using concrete underwater now also increases with Masonry, using the same formula used for dredging.[/p][/*]
  • [p]The old limitations for slope and depth are now used as a minimum, so even at low skill, you can still use concrete as deep as 25 dirts of height below sea level and on slopes as high as 40 (25 on PVP).[/p][/*]
  • [p]Various bugs have been fixed which allowed the use of concrete where it should not have been allowed, such as underneath fences or the ground of reinforced cave exits.[/p][/*]
  • [p]Difficulty of the Masonry skill check now scales with the steepest slow down from the tile. This only affects chance of skill gain, not the result of the action.[/p][/*]
[/*][*][p]Mining:[/p]
  • [p]Creating a cave exit (from mining a cave wall or tunneling the surface) is no longer possible next to a surface lava tile, for consistency with Erupt and lava flow mechanics.[/p][/*]
  • [p]Error messages when trying to open a tunnel at or near a surface lava tile have been improved.[/p][/*]
  • [p]Fixed certain mining actions appearing in the right-click menu inappropriately on tiles they cannot be performed on. For example, old "Mining" actions will now long appear on reinforced cave walls, and "Prospect" will no longer appear on lava walls.[/p][/*]
[/*][*][p]General changes:[/p]
  • [p]When lava spreads or a tile is erupted, tile corners will not be raised in height under certain conditions, such as the tile being under GM protection, within a holy site, or the nearby presence of a floor, wall, or fence. If a bridge exists, enough clearance is needed to raise the ground (the same amount required to drop dirt). If the Erupt action is used and height increase is blocked, the reason will be sent to the event tab. This allows, for example, creation of lava near walls and fences while still preventing the ground underneath them from being raised inappropriately.[/p][/*]
  • [p]Whenever lava spreading, Erupt, or Freeze alter the height of the rock layer, all surrounding tiles are now checked to see if they should change to rock, and changed if needed, similarly to hitting rock when digging.[/p][/*]
[/*][/list][/*][*][p]Change: Improvements to open fireplaces:[/p]
  • [p]Fireplaces now consume much less fuel over time, and higher quality level now makes fuel last longer once quality level is over 30.[/p][/*]
  • [p]Fuel given to fireplaces when lit using kindling has been increased slightly.[/p][/*]
  • [p]Fireplace temperature now scales with fuel remaining, but still never gets quite as hot as a fully-fueled forge or oven.[/p][/*]
  • [p]Fuel time estimates are now given when examining fireplaces, similar to forges and other fires.[/p][/*]
  • [p]Burning fuel in a fireplace now adds significantly more fuel to the fire.[/p][/*]
  • [p]Examining a fireplace now gives its own descriptive text regarding how hot the fire is. The text previously used was somewhat misleading in terms of how long the fire may last.[/p][/*]
[/*][*][p]Change: Some changes to how creatures with saddles and the stationary trait handle finding food:[/p]
  • [p]They will not look for food for a few minutes after being led, ridden, or hitched.[/p][/*]
  • [p]They will now prefer grazing if possible, before looking for items or bowls to eat from on other tiles.[/p][/*]
  • [p]If they do move off their tile to eat, they will return to the exact position and rotation they had before, instead of just getting back to their starting tile.[/p][/*]
  • [p]They will no longer consider food on the other side of a deed border from where they're standing.[/p][/*]
  • [p]Fixed another couple of issues related to when they will find food.[/p][/*]
[/*][*][p]Change: Embarking a vehicle and riding a creature are now prevented if the vehicle or creature is in deeper water than it can be ridden in, or on steeper slopes than it can traverse.[/p][/*][*][p]Change: There has been a slight rebalance to some outlier creature vision and hunting ranges to bring them more in line with normal values that other creatures have.[/p][/*][*][p]Change: After getting bored of chasing a target, a creature will remember that target and instead of immediately re-targeting them when they move again, will only re-target them if they move closer.[/p][/*][*][p]Bugfix: Fuel usage runes now have their intended effect on fireplaces, reducing fuel usage instead of increasing it.[/p][/*][*][p]Bugfix: Fixed an issue causing some creatures to endlessly chase their target and never getting bored.[/p][/*][*][p]Bugfix: Creatures should no longer sometimes fall down to ground floor after exiting bridges.[/p][/*][*][p]Bugfix: Fixed grammar in some failure messages when trying to equip or unequip animals.[/p][/*][*][p]Bugfix: Fixed typo in rift ring description[/p][/*][*][p]Bugfix: Fixed keep nets and pumpkin lanterns returning to a vehicle they were detached from on another server.[/p][/*][*][p]Bugfix: Fixed horse shoes not taking material into account when taking damage from usage.[/p][/*][*][p]Bugfix: Fixed animations not playing on actions for building floors, walls, and ceilings.[/p][/*][*][p]Bugfix: Fixed a cause of creatures eating from types of containers they should not be eating from.[/p][/*][*][p]Bugfix: Fixed floors and roofs destroying instantly if they had a planned ceiling on them.[/p][/*][*][p]Bugfix: Fixed HoTA spawned battlecamps not being properly removed when completed.[/p][/*][*][p]Bugfix: Fixed a couple of potential causes of disembarking into solid rock. You can no longer disembark from inside a cave onto the surface (or surface to cave), nor target cave ceilings or walls to disembark.[/p][/*][*][p]Bugfix: Traitor missions where the traitor gets deleted somehow without being killed will now cause the mission to fail properly.[/p][/*][*][p]Bugfix: Fixed some issues with rift creatures getting stuck cycling through targets instead of chasing their current target.[/p][/*][*][p]Bugfix: Fixed unique creatures not pathing correctly back to their home area after no longer having a target to chase.[/p][/*][/list][p]Client Changelog[/p]
  • [p]New: Added an outline to selected item if you have the standalone select bar open or the select bar part of the quickbar expanded.[/p][list]
  • [p]Note: This is only available on the Modern renderer setting[/p][/*]
[/*][*][p]New: Added a button to the select bar to clear the selected item.[/p][/*][*][p]Change: Camera mode and distance will now be saved to the settings file, so it should no longer default to first person perspective after a client restart.[/p][/*][*][p]Change: Maximized state of the game window (when running in Windowed Resizable mode) will be saved to settings, and so persist between client restarts.[/p][/*][*][p]Change: Resizing the game window will save the new resolution to the settings, instead of defaulting to the value you last set in the settings on each client start.[/p][/*][*][p]Change: Improved the FPS limiter to be more precise, leading to more consistent frame times.[/p][/*][*][p]Change: Fog on the Modern renderer has been revamped, improving the visuals.[/p][/*][*][p]Change: Terrain rendering on the modern renderer has been improved in quality and significantly optimized.[/p][/*][*][p]Bugfix: Fog rendering should no longer cause a horizontal screen-wide line to show in some situations.[/p][/*][*][p]Bugfix: Inventory and Skill windows should no longer hide after minimizing and bringing back the game window.[/p][/*][*][p]Bugfix: Switching window modes when the game is running should now work properly.[/p][/*][*][p]Bugfix: Tile transitions near cave entrances should no longer render odd tile textures, as if the cave entrance was of another tile type.[/p][/*][*][p]Bugfix: Detached action queue should now properly save its position and size between client runs.[/p][/*][*][p]Bugfix: You should no longer be able to mouseover planets under the ocean.[/p][/*][*][p]Bugfix: Character inventory window (paper doll) should no longer get cut in half when resizing the game window.[/p][/*][*][p]Bugfix: Unequipping armour should now again show instantly for other players.[/p][/*][*][p]Bugfix: You should no longer see distant terrain textures flashing as you move around.[/p][/*][*][p]Bugfix: Terrain visible only in reflections will now show the proper texture.[/p][/*][*][p]Bugfix: Fixed small flickering dots sometimes appearing on terrain.[/p][/*][*][p]Bugfix: Many tweaks improving the performance of the game when using the Modern renderer.[/p][/*][/list][p]Art Changelog[/p]
  • [p]New: Added Unfinished Small Tortoise Shield model.[/p][/*]
  • [p]New: Added select bar icon for "Raise ground" (concrete) action.[/p][/*]
  • [p]New: Added pile models for: Clams, Loaches, Minnows, Sardines, Tuna, Wurmfish, Pine nuts, Buffalo Cheese, Camellia flower pile, Bone/Metal fishing hook, Rose flower, Lavender flower, Snowman head pile, and the Feather pile.[/p][/*]
  • [p]New: Added generic model for kingdom tabard item.[/p][/*]
  • [p]Change: Another round of modifying house walls and other building elements so as to prevent z-fighting.[/p][/*]
  • [p]Change: Added material shader for Metal sheets.[/p][/*]
  • [p]Bugfix: Fireplace smoke will no longer be affected by wind indoors.[/p][/*]
  • [p]Bugfix: Improved Regal bed head board normals.[/p][/*]
  • [p]Bugfix: Fixed Chain (jewelry) showing as Armour chains.[/p][/*]
  • [p]Bugfix: Made parapets play nice with outside walls again while ensuring that they don't stick through ceilings.[/p][/*]
  • [p]Bugfix: Fixed white fringes on iron/steel chain jacket sleeves due to broken transparency, and fixed empyrean/silver chain jacket sleeves not displaying at all.[/p][/*]
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Release:12.12.2012 Genre: Massively Multiplayer Online Entwickler: Code Club AB Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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