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>Hey, wake up. You were dreaming. Not even the 6 months storm could wake you. I heard them say we've reached Brorrowind, I'm sure they'll let us go.

I've returned to once again cause problems for the season of autism. Sadly, I'm going to have to delay the end of the six months wait a bit longer than usual. Real life is kicking my ass, and while I'd like to say the server will launch in August, I can't pin down an exact date right now. There is a real possibility we have to wait till fall, but I'm going to wait a few more weeks to finalize that.

I did promise an update thread this month, so here's what we have so far:

>The map
Both fresh and strangely familiar, the lands of brorrowind are ripe and ready for deeds, terraforming, and eco-terrorism. The map is not final as I'm still toying with how true to the source material I want to go. Resources like trees, peat, tar, etc will be added after the biomes are finalized. Keep in mind this is a 4k map, so its actually a fair bit larger than the source. Also, expect a few tiles to be made lava (and protected/permanent this time) on Red Mountain. I've left Molag Amur as steppes for now for variety.

I don't plan on making any megadungeons this time, but explorers will still find a few interesting things scattered across the map. For now, expect a few ancestral tombs and some fast travel options.

I'll get to either updating the old site or making a new one to post regular updates/changlogs in the coming weeks. As with last time, updates will also get posted to the threads. For a look at last time, check wurmbadmin.wixsite.com/brotunheim
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We'll be doing standard kingdoms this time instead of everyone together, which should encourage more pvp for those that want it. Rates will be the standard 3x/3x without curve. Faith gains are open for discussion, we can do the standard 5/day or uncapped. Likely we'll keep priest restrictions off. Most of the QoL mods from last time will be included, but let me know if there's anything else you'd like to see added.

We'll have one standard merchant at each kingdoms spawn, but I'd like to keep the emphasis on treasure maps for rare loot. I'll likely keep the increased droprate for maps too. Also, for added chaos, I'm ok with letting full dragons and higher challenges spawn and wander around.

This isn't to say I don't have other things I want to try adding this time, but I don't have enough to show off yet.

>Thats it?
For now, yeah. Give me a few weeks to commit to a start date. For now, give me your feedback and suggestions. Or just shitpost about crafting 10,000 small nails and how best to tunnel under an enemy fortress. The 6 month wait ends soon!
never played this game, is it jank?
Best way I can describe it is you will need the wiki open in a separate tab to play, even as an experienced player. Most actions are progress bars, but its more about the macro than the micro. A lot of the skills are interconnected, so you'll want to work with your village to complete most projects. There's fighting, crafting, construction, cooking, fishing, cheese making, spellcasting, mining, terraforming and then some. It's one of the few games that really let you do what you want once you get a hang of the systems.
Ganbatte badmin, take as much time as you need.
Nothing wrong with a nice december server to whittle away the winter days if it comes to that.
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that terrain looks like the shit that killed brotherrenault
what's it look like in-game?
Not gonna lie to you frendo but the game's got a lot of retardness coded into it. That said, it somehow miraculously makes it into a whole lot of charm. Something to remember is that it's a communal game. You can certainly be a mega autist and go off into the woods to die a hundred times before you get enough cotton to jam into wounds you'll never survive anyway, but there's something in helping to build a town and reshape the land to your whims while fulfilling random quotas for one of four gods, the spicy goth mommy being the only one who matters, so that you can possibly end up a demigod.

The game is basically stuck in time, it hasn't been updated graphically in 20 fucking years. Even better that the loading screen straight up lies to your face.
i mean how are the slopes in-game, how's the terrain look
how easy is it to come across flat land near an ocean, how easy is it to travel via cart, how deep is the rock layer
That depends entirely on the badmin/mapmaker. The maps for these games have, to date, always been made by hand. If the architect does their job then the hills are rolling and the rock layer and minerals are plentiful. If they FUCK UP BY NOT GIVING ENOUGH CLAY then rip. For the most part we've been lucky to have hosts that were able to make sense out of Rolf's abomination.
I'm trying to keep it as close to 1:1 for morrowind as I can, but its still early enough to make changes like that if we need to. I'll admit i've only flown around in gm mode and haven't tried carting around on my tests so far, but I didn't see anything too steep except for parts of red mountain.
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so what you do in this game? is this just janky minecraft builders dream or is there actually something to it?
So the game is intended to be divided between two sides. You have the white lighters who follow a pantheon of three gods and the dark lighters who follow hot gothic mommy milkers. The intention is that the dark lighters are out to desecrate the world. Joining that side, you are expected to corrupt the earth and murder the opposing team. Joining the white lighters, you are intended to stop this corruption and murder the shit out of the dark lighters for being simps. Whoever rage quits first is the loser. It should also be said that there are three different white light kingdoms one can join which basically boil down to what color you find the most aesthetic: blue, red, or green. Dark lighters get purple. And while white light kingdoms are expected to work together, it is just as expected that they backstab each other because fuck cooperation. At the start of the game, you choose which kingdom you wish to join and hope that the server will have enough autists playing that other people will also join your kingdom. Then you huddle at spawn for a bit to increase your ability to fight and secure enough resources before you go out to explore the world and decide upon a place for your settlement. Over time, building your town, getting better gear, gaining powers, securing your territory, slaying the horrors in the woods, there's nothing else to really do except genocide your enemies. There's suppose to be an ability to become a demigod but so far this seems to be broken in every server that gets made. There's also the tradition of people getting filtered before they learn how to enjoy the game, doomposting, and vols overstepping themselves like that one instance where the admin didn't want kingdoms to have holy items except he never told anyone and when one kingdom discovered theirs he straight up stole it and told them to go fuck themselves which effectively ended the server despite a healthy population of 40+ people. Or neglecting to implement HOTA tournaments.
>There's fighting, crafting, construction, cooking, fishing, cheese making, spellcasting, mining, terraforming and then some. It's one of the few games that really let you do what you want once you get a hang of the systems.
How does this game compare to SS13? It seems really similar but medieval.
Wurm is weird but deep. How "good" it is depends on how you approach the idea of content.
If the type of content you enjoy in games is a mostly linear handcrafted breadcrumb trail of stuff to do, challenges to beat, and setpieces to explore, then you likely won't get a lot out of wurm unless the jannies/badmins unleash their autism to make scripted "quests" and "dungeons" (which they occasionally do).
On the other hand, if you think of "content" as being a bunch of systems to interact with in a sandbox alongside a bunch of other people interacting with their own systems, then it's pretty good. If you like to make your own goals and figure out your own ambitions, and also enjoy watching other people do the same, then wurm is absolutely legendary and there is no other game that even comes close to how good it is.
This is a game that keeps bringing people back to play it long, long after it was old and past its prime. In most games that's offputting, because hardcore PvP games attract ultra elitist sweaty minmaxer tryhard fags who are way better than you ever will be. Wurm has those as well, but it also has its own built-in counter to them. There are people who understand a couple skills so well they dream about it, and can optimize their way to skillcap in three days flat for their chosen skill. But there's like eighty skills, and almost all of them are incredibly deep and time-consuming, so the people who are FSchads like >>939104 might be PvP gods (maybe), but they probably don't know off the top of their heads which metal has the highest armor pen bonus, what the most efficient way to level stonecutting is, how much favor is required to cast tangleweave, or how to cook a pizza that gives yoyo affinity.

I guess what I was trying to say in way too many words is this: you can do everything, but there's way too much to do and it takes a long time to do even some of it, so it's a game best played with friends.
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Also going to bump with some old tidings from servers past.
>On the other hand, if you think of "content" as being a bunch of systems to interact with in a sandbox alongside a bunch of other people interacting with their own systems, then it's pretty good. If you like to make your own goals and figure out your own ambitions, and also enjoy watching other people do the same, then wurm is absolutely legendary and there is no other game that even comes close to how good it is.
That's basically SS13. However, SS13 has a lot more complex mechanics ontop of that to keep it from getting boring and to generate roleplaying scenarios you wouldn't get if everyone just did their job normally.
>the daily nword
From the forbidden fedora deep beneath Tyrone's garage to the constant Shrek invasions on the surface, that serb was blessed.

I hadn't planned on implementing HOTA this time around. Is that something people would want?

It has been ages since I've played but from what I remember, there is no real goal. You just collaborate with people and build a settlement (or try on your own but good luck). Notch actually helped to program this game so it is vaguely similar to Minecraft in that you have no specific goal and are just trying to build and survive things.

Worth checking out I guess but you may lose interest pretty fast.
Hota has NEVER been implemented. The only time we had it was when we were on the public server with Broschwitz. If you can make it work, then god yes. It'll help to keep people around.
Make HOTA sixth house and the rest of them other great houses
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did you guys watch the wurm movie?
I'll add it to my list. In the meantime, does anybody have any strong opinions on priest/faith settings? I still plan on doing a stress test pre-launch event to double check and finalize settings, but I'd like early feedback on faith gains.

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