1. Wurm Online
  2. News

Wurm Online News

Patch Notes: 29 October 2020

  • Added an option to the game settings (Graphics tab) that allows to disable seasonal event visuals. This must be set from the launcher settings before starting the game.
  • Tweaked chances of Halloween drops.
  • Creature spawns on Harmony should now be fixed.
  • Fixed the demon helm not being improvable.

Halloween comes to Wurm Online!

Dear Wurmians,

It's been a busy few months since the Steam launch, with unprecedented player counts and four new servers launched, but it's time to sit around the campfire, share spooky stories, and maybe roast a rat on a stick or two.
So take a seat and find out what's in store this Halloween period (00:01 on the 28th of October until 23:59 on the 5th of November CET) in Wurm Online.


[h2]Spooky Scary Skeletons[/h2]
The cool Autumn air shimmers with energy, and you feel yourself growing... faint.
Halloween comes with strange changes, including skeletal versions of yourself and other animals.
Rest assured though, your flesh is still there, ripe for the tasting...

[h2]Big Smiles[/h2]
Halloween is here, and it just wouldn't be Halloween without tricks and treats, and do we have the treat for you!
All premium members will receive a unique limited edition demon helm upon logging in during the Halloween period!


[h2]More Treats[/h2]
During the Halloween period, we'll also be running a 10% bonus skill gain and affinity gain event!
Time to hunker in your houses, away from the strange sounds in the woods, and the eyes you swear you can see glimpses of between the trees...
Or, you can brave the dark and head out to hunt creatures twisted by the dying light, and find special Halloween themed items, some from stories past, and one entirely new.

Work continues on our more extensive plans over the coming months, with our roadmap shared at the start of this month! If you missed it and would like to see what we have in store in 2021, check it all out here!

Patch Notes: 23 October 2020


To compensate for downtime and instability at the Steam launch, all accounts have been awarded 10 hours of sleep bonus (to a maximum of 10 hours)
  • Change: Rite spell favor pool requirements changed
    • Adjustments have been made to allow for more regular casts of global ritual spells on smaller and less populated servers, while also keeping their frequency at reasonable levels on servers where they are cast more often:
    • The base favor needed by a deity in order for players to cast a ritual spell has been lowered significantly.
    • Any casts of a ritual within the past 8 months will increase the favor needed by the deity to cast the ritual again.
    • The more recent the casting of a ritual, the more favor it will add to the amount required.
    • The indications of deity favor given at sermons (such as "Fo is brimming with power") will accurately reflect the favor the deity currently needs on that server, at the time of the sermon.
  • New: Added 100 Scythe title
  • New: Mail windows now show the weight of each item being sent or received.
  • New: Missions have been added to the Northern Freedom Isles
  • Change: Pending favor is added to current favor at a slightly faster rate, to better compete with the new shorter sacrifice timer.
    • Sacrificing a creature will now add to the pending favor pool in the same manner as sacrificing items.
    • There is a delay of 10 minutes between sacrificing an item/creature and the pending favor pool decaying when not actively adding to your favor. The decay rate is also significantly slower, but increases over time.
    • (PvP) Pending favor is no longer added to current favor with enemies in local.
    • The "Get Price" action can now be used on an altar, telling the player how much favor the altar's god would give for the items inside.
  • Bugfix: You can no longer sacrifice an animal while it's being led by someone else.
  • Bugfix: Fixed Holy Crop and Rite of Death not affecting all suitable areas properly
  • Bugfix: Adding items to bulk storage (crates, bulk storage bins, etc.) will always result in a bulk item of at least 1.0 QL even if the item being added is of lower quality.
  • Bugfix: Creatures should respawn properly again on Harmony
    • Note: The creature counts may take some time to come back up as the creatures respawn.




[h2]Client changes[/h2]



  • Feature: Tile decorations setting set to the lowest option will now hide the random rocks on dirt and grass.

[h2]PvP Changes:[/h2]PvP Bug Fixes[/h2]
  • Graves no longer sink on water.
  • Recall corpse now has a 15 min cooldown after death for defiance.
  • Legendary creatures on defiance now drop 3 res stones in replacement of tomes.
  • Barding speed reduction made more consistent.
  • PvP Bugfix: BattleCamps can no longer spawn on cave openings or mine doors.

Get your sleep on!

Greetings Wurmians!

After consideration of the stars, consultations of the soothsayers and their omens, and whispers from the wood witches, our next update will be on the 24th of October.

This update will include the sleep bonus merge between Northern Freedom Isles and Defiance, and will also have the 10-hour sleep bonus compensation given out.

To make the most of the awarded sleep bonus, make sure you are empty by that date!

As for the rest of the update, stay tuned for a Valrei International coming to you soon!

Regards,
The Wurm team

Wurm Online Roadmap: The Road After Steam!



Hello Wurmians!

As we haven’t had a proper summary to the Steam launch yet, let’s start with that - the player counts since that time have been just unprecedented, and we are very excited to see how lively Wurm has become. Now that has also brought an extreme load to both our dev team as well as the entire staff, hence the initial hiccups - but it seems we’re well past that point and almost back to normal. (almost, since we still have some unresolved things to handle)

The surge in popularity has definitely exceeded our expectations and it seems like it can give us some headroom in expanding the development team, which should help us increase the development pace of both new features and bug fixing. Most of you might not know this, but we have had very few hired or contracted developers for quite a while now, much fewer than you would expect from a game of this scale - but we’re well on the way to fixing that.

I ask for your patience in this part, as it might take us a while to actually get to that point, and the recruitment and training itself might be taking some time away from the direct development in the meanwhile, but after that’s sorted out we will be going ahead faster than ever. And obviously, any new developers will be put on the mandatory bug duty first, fixing those pesky recurring bugs! :)

In addition to expanding the dev team, we’re expanding our marketing efforts as well, which we’ve already started on - we haven’t been great about that before, but we have a lot of ideas in store for promoting the game now and in the future, and you might’ve already seen some Wurm ads around the web.

[h3]Now, the thing most of you are here for - what are we doing next?[/h3]

While we’re happy with how the improvements to the new player experience and the new tutorial have turned out, it’s obvious from the feedback that there is still work to be done there. As we continue to have plenty of new players joining the game, that will be our focus in the upcoming weeks - the tutorial will be getting some polishing, and we’ll be introducing additional in-game tips and tools to help the newer Wurmians learn the ropes and perhaps not get too frustrated by constantly digging through the wiki. (though we do acknowledge that at some point that might always be a requirement)

This will also include further UI improvements, which should make the UI more comfortable to use for everyone and bring some of the requested features and tweaks.

I’m sure that’s boring stuff to most of you reading though - worry not, during that time we’ll also be working on finishing up a large combat overhaul! This was something that was meant to be there for the Steam launch, but we have decided to postpone it to give it the attention and polish it deserves. The goal of the combat update will be to increase the interactivity and engagement of combat, by both providing much better visual feedback (significantly reducing the need to read combat chat) and changing certain mechanics, like making special moves more prominent and useful in PvE. This will be put to public testing before it goes live. We have done decent progress on this up to this point, but it still needs a good bit of work to be ready for us to show it to you in full.

Once we’re done with those first two focuses of ours, we have multiple major content updates planned out for the upcoming months - those will be released along large marketing pushes to bring even more players to the lands of Wurm, and should bring a lot of content for both newer and older players.

Included in those updates will be a large exploration focused update, intended to make the wilderness of Wurm more interesting to explore, with different random encounters to be had around the world. Something we are looking at as well is a unique creatures rework, as well as some more chances to brush up on some less used skills. This update overall should provide a less grindy alternative to other features of Wurm, and in general make PvE gameplay more varied.

We also intend to expand further on the construction features, adding both new building elements and decorative items and features. One of our desired features that we’ve been playing with are docks, which would allow you to create structures on water. On the decoration side, a popular suggestion (as well as something we want to see in the game) is hanging items on walls - we’ll be looking at how we can add that.

Animal keeping is another feature that we feel has much more potential to be realized. We’ll be working on expanding that part and making keeping different animals a more varied and in-depth feature, with perhaps a new animal or two thrown into the mix.

Other than regular content updates, we plan to continue improving the visual side of the game as well - certain elements of Wurm look aged compared to others and we want to fix that soon. One of our desired upgrades has always been an overhaul to how the characters look - while it might be a bit far off right now, we will be looking at improving the character’s appearance along with better customization options.

Along with any visual upgrades we’ll be working further on optimizing the game’s client, as we have identified some causes for the high memory and GPU usage issues that some of you may encounter.

Since we’re now talking about the client side of the game, another thing we want to tackle is the sound design, which is something we have to admit is quite lacking at this point. That will include adding more sound effects to creatures, as right now, your farm animals are a bit too creepily silent, but we also plan to have another pass at the general action sounds.

I realize this post is a bit short on the PvP side of the game - for more information on that part, you can see Darklords’ newest thread on our plans and ideas for the Defiance going forward.
PvP forum thread here
[h3]Proposed PvP Changes[/h3]
  • Weapons/Armour/Toolbelts/Horse gear will increase in quality up to 75 much quicker when improving them to speed up people gearing groups for pvp after a loss.(Defiance Only)
  • Roaming Depo(Defiance Only)
  • The intent of this is to get people out and looking for the depo every day or so, hopefully 10 sleep powder and some good possibly enchanted horse gear is enough to get people going out for it.
    • Same spawn rules as battle camps.
    • Will announce when it spawns on twitter/event tab.
    • Will first spawn with no indication of where it is, after 5 hours of not being claimed it will give off the effect from the old depo to better help locate it.
    • You claim the loot with a 5 minute action on the depo, after which the depo will vanish until it respawns again.
    • Spawns 24-30 hours after the last one vanishes.
    • Claim Reward
    • 3 lumps of adamantine or glimmersteel(picked randomly)
    • 10 sleep powders
    • 5 75QL horse sets(Shoes/Saddles)
    • Chances these sets will come with varying degrees of WOA precast on them.
  • Upgraded Chest Loot(Elevation/Defiance)
  • This is intended to give out more sleep bonus for things done while out roaming.
    • The first person to open a rare chest spawn after it spawns will receive between 1-3 hours of sleep bonus depending on the loot roll of the chest.
  • Hota Changes(Elevation/Defiance/Chaos)
  • These changes will revert hota back to more of an event than something running continuously. Moon metal is still awarded to people who did not win just by trying, and they should not be nearly as easy to find and be dominated by a single group.
    • 6 battle camps spawn at the same time all over the map with no location information anymore.
    • First to 4 captures wins.
    • First to capture a camp after spawning receives a few pieces of moon metal. Captures after will not give any more.
    • Happens 40 hours after the last event finished.
    • Your kingdom is alerted in event tabs when an enemy kingdom steps onto a battle camp your kingdom owns, it will not say what kingdom but will say which battle camp. This message cannot happen more than once every 30 minutes.
    • Building inside battle camps when you have it claimed still provide all the protections from before.
    • Pendulums will still help find them but will have the range at which they do adjusted to make them much harder to find.
  • Increased raid windows for lager deeds over 50x50 tiles total in size to 8 hours to give more time to raid larger deeds.
    • Safe zones/deeds smaller than 50x50 stay unchanged.
    • The exact values of this are up for debate so please let us know what you think.
  • Shield bash will have a separate easier roll to just cancel actions that may be interrupted along with the roll to stun.(All Servers)
    • Will allow all players a much better chance to kick a spell being cast right next to them without making stuns to common.
  • Equipping or unequipping a piece of armor will cancel any spells/archery actions currently being cast.(All Servers).
    • Hopefully this should address the concerns about players swapping armor on and off while casting/shooting to get around the penalties.
  • Tangle weave cooldown reduced to 60 seconds/ favor cost reduced back to 15.(All Servers)
    • The nerfs to tangle weave where too heavy handed I admit, we are stepping them back much closer to the original values.
  • Increased healing resistance a bit more.(All PvP Servers)
    • This is subject to more testing, exact values will be updated when finalized.
  • Aggressive creatures(excluding zombies/domestic creatures) you kill will have a chance to place a sleep powder inside the final hitting players inventory. (Defiance Only)
  • This is intended to give out more sleep bonus for things done while out roaming.
    • The chance for this will be dependent on the CR of the creature and will be an uncommon drop.
    • This will not happen inside the safe zones or on settlements.
  • NFI PvP/PvE characters will share more things like titles/sleep bonus.(NFI Only)
  • Looking for feedback on what all people would like merged between the 2 NFI accounts.
  • The goal is to make them feel more like 1 accounts with different inventories than 2 accounts with the same skills only.
  • Random teleport will always take you onto land.(All Servers)
  • Scorn no longer heals non tamed creatures.(All Servers)

[h3]Future Plans[/h3]
  • More pvp related points of interest in the world along with the exploration update planned.
  • Reworking spell damage/resistances to find a better middle ground between them being useful vs them being spammed especially for pillar spells.
  • Looking into WL vs BL priest balance with BL only having 1 god vs 3 WL gods.
  • A revised version of player champions on much shorter timescales/less harsh penalties for reverting/different bonuses than just DR.
  • Generally, they will be much less powerful than current champions but will still be useful to have with little to no penalty for becoming one, and short several week max duration for them.
  • New methods of removing kings from office/deciding new kings for base kingdoms.
  • Removing meditation level limits from defiance/elevation with balance consideration for the more overpowered one that it was intended to remove. (Defiance/Elevation Only)
  • Open to suggestions here for what you would like to see as future content for All PvP servers in general.
  • Mine doors locking off deed somehow.
  • Pending some deep thinking and testing as this one will be hard to get right and could actually turn into a negative if people find new metas around it.


There have been quite a few questions and suggestions regarding the future of Jackal. While the first iteration of that has been quite fun, it does require a ton of work and changes to make it worthwhile to run another edition of it, and that is not something we’re interested in - we feel that work is currently much better directed at improving the base game, and not the extending “episodic” content. Generally, you should not expect another Jackal run for quite some time, as we prefer to focus on the other things we have planned. But, never say never!

Since the questions about the status of the Northern and Southern Freedom Isles clusters keep appearing, we do want to reiterate that at this point we do not plan on a merge, and it will be a long time before we will start considering one (it is not guaranteed in any case). We’re happy with how both of the clusters are working out and there seems to be a healthy population on both of them.

While our promotion of the game with the launch focused on the new Northern Freedom Isles cluster, the future promotion we do will most likely focus on all of Wurm, so that all servers should have new players joining them, depending on each of the server’s qualities rather than our own recommendations.

The final thing that I want to announce today is that we're also currently working on a long desired and requested feature which is a complete account system, the main purpose of which is to consolidate character ownership into a single account, improve the security of your accounts and ease the management of them. This will also help us with adding some more features that you could manage about your characters without logging into the game, improve account recovery methods and more.
We'll reveal more details on this soon.

This should cover some of our plans for Wurm and hopefully makes things a little bit more clear. I want to mention though that this is not an exhaustive list of the things we have in store, and there are plenty of other features and changes coming to the game soon, many of which stem from your suggestions, so make sure to keep those coming!

For now, keep on Wurming!