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Wurm Online News

Patch Notes 13-February-2024

[h2]Server Changelog[/h2]
  • New: Added the kick action to Christmas parts to toggle their particle effects.
  • Change: If a kingdom ruler is currently a citizen of a village that is creating a PMK, they must now be removed from the village first.
  • Bugfix: Resource nodes are no longer destroyed instantly if the action is stopped prematurely.
    • Instead, the next action that collects resources from that node will have a percentage penalty to the number of items they can get.
    • If a player stops after collecting 3 of 4 possible items for example, the next collect action from that node will have a 75% reduction in the number of items found.
    • To prevent possible abuse, the number of items found by the next player will always be rounded down to the closest whole number.
  • Bugfix: Fixed empty equipped saddles showing the wrong model.
  • Bugfix: Fixed some issues with leading creatures near water and bridges.
  • Bugfix: Items placed on walls should no longer fall to the ground from shockwaves caused by the floor changing.
  • Bugfix: Removed the twist that some items like lamps or carpets had gained when placed on the ground.

[h2]Client Changelog[/h2]
  • Bugfix: Slightly widened the “Quantity” column in the crafting recipe list window to prevent the column header and some material weight texts from getting cut off.
  • Bugfix: Fixed console message spam and improved console messages related to keybinds.

Valentine's Day Art Contest



Love is in the air, and we're turning up the romance dial for Valentine's Day! Whether you're a seasoned duo or a solo artist with a flair for love, it's time to showcase your creativity in the Valentine's Day Art Contest.

Create some screenshot or artwork fitting the Valentine's Day theme and share it with us for a chance to win a prize! All kinds of artworks are allowed, as long as they follow the game rules and are related to Wurm Online.

Click the image above or follow the link to learn more: https://forum.wurmonline.com/index.php?/topic/200656-valentines-day-art-contest/

January's Monthly Skin



Want to butcher in style? The "Grimshadow" might interest you then - an elegant looking skin for the butchering knife, available in the Marks Shop at any settlement token in January/February!

"Grimshadow - An elegant weapon of silent death, its gleaming edge infused with the essence of darkness."

Patch Notes 23-January-2024

[h2] Server Changelog[/h2]
  • Change: Server performance and stability improved. Big player gatherings should lag the server a lot less now.

Feature Preview: Default Actions

Hey everyone!
We are currently working on a bigger update for the whole action system. One of the new features contained in that update is an easy way to bind multiple actions to a default key.
Today we want to give you a preview of its planned implementation and would love to hear your feedback about it.

The default action key
At the moment the actions which are available for the default action key bind are limited to a static list. This update will change that.
The default action can change based on the current context, enabling a range of actions to be started with a single key.
It is influenced by the circumstances, such as the currently active item, the target in the world, or whether you are currently embarked on a vehicle.

An example (while being grounded):
You are targeting a tile with a tree on the ground. Having a hatchet activated will make the default action key start a cut down action, while having a shovel activated will start a dig action.


Customization
The default action will be more customizable. In the right-click menu there is a new button for it, called "Edit default action".
When clicking the button, valid actions will begin to flash. When one is clicked, it will set that action as the new default action for your currently active item on the target you right-clicked. You can remove it again by repeating the same steps.

For example:
Choosing "Cut down" on a birch tree with an active hatchet will make the "Cut down" action the default action for all birch trees. The process can be repeated again to remove the default action.



Advanced combinations
As there are multiple possible actions for most targets (depending on the circumstances), we'll have to support complex combinations while keeping things for you as easy as possible.
The current default actions will have a separate color in the right-click menu so you can identify them more easily. While in edit mode, hovering a valid action will give you a tooltip that you can right-click it for further customization.

The advanced customization options will let you choose what active item the default action allows from the following list:
  • Any of the same type as the active item (any hatchet for example)
  • Only the active item
  • Any (or none) active item
  • Any item that matches any checked types of the currently active item (a hatchet has the "tool" and "weapon" types for example)

The same options are available for the target of the action:
  • Any of the same type (any birch tree for example)
  • Only the current target
  • Any target that matches any checked types of the current target (a birch tree has the "any surface tile", "tree tile" and "diggable tile" types for example)

The final available option is your current mounted status, with a choice between "Anytime", "While mounted" and "While not mounted". This is to allow slightly more complex interactions like "Embark" and "Disembark", as they need to differ depending on your current state.



Multiple defaults
Multiple defaults for the same active item/target pair can be saved at the same time.
Some sorting rules are applied to choose which action is used at the time. This will let you set a general default action for a pair, and then a different default action for a more specific pairing.
When setting a new default action for a pair, any other actions with higher priority for that pair will be removed to make the newly set default the highest priority.

For example:
You have the "Embark" action set as default using any item on any vehicle and also have the "Open" action set as default for a single wagon that you use only for storage.
These two default actions will be sorted so the action with the more specific details (the single wagon) has a higher priority, making "Open" the default action for your wagon in that case, while keeping the "Embark" action default for all other vehicles.



Please keep in mind that anything shown here is still in development and subject to change. We want to keep you updated on our latest development work and ideas so we can discuss them with you in advance.

We are working on bringing this feature (along with more changes related to the Actions Update) to the test server soon. But for now, let us know what you think about the planned changes! Questions are also welcome.


Related Questions & Answers

Q: Where will the default actions be saved?
A: In a separate file next to the keybinds.txt file.

Q: Can the default actions be moved or shared between alt accounts?
A: They share the "Keybindings Source" launcher setting, so you can either use the same default actions for all your accounts or use a different file for every account and copy/move it between them as you like.

Q: Is there an easy way to reset them all to the default values?
A: Deleting the default actions file will reset them all to the base values.

Q: What actions are supported by the new system?
A: All actions that are already bindable at this moment and all actions that already have been converted to the new actions system.