Patch notes: 1.7.0.0 beta - Archaeology changes, animal cages and items on tables

[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10151242/09ddbdd5bf22534216a86b89ed3d220bafd48d7a.png[/img] Hi Everyone, This update brings several major things including updates to our archaeology system, animal cages, and the ability to place items on tables. As usual the beta will be available for a week or so before it becomes the live build which is currently planned for Tuesday, 3rd of July. As usual, any issues please report them via the forums. -First edit. We've bumped the version up to 1.7.0.0 as to avoid issues with new clients connecting to older servers. [h1][b]Changes and Additions:[/b][/h1] [h1][b]Archaeology changes:[/b][/h1] [list] [*]Archaeology items can now be found in all metal types: [list] [*]If you investigate and find a metal fragment that is NOT ore or a lump, it'll get the "metal" material.[/*] [*]If the fragment you found would have had the steel material (instead of iron), it'll get the "alloy" material instead.[/*] [*]Any existing iron fragments can be combined with metal fragments (they will be converted to "metal" material when you start the combine action.[/*] [*]Same deal with steel and alloy fragments.[/*] [*]When you complete an item from fragments of the metal material, the final item will have a chance to become any base metal type (iron, tin, lead, gold, silver, copper, zinc) depending on how well identified the fragments were - heavily weighted towards iron.[/*] [*]When you complete an item from fragments of the alloy material, the final item will have a chance to become any alloy metal type (steel, brass, bronze) depending on how well identified the fragments were - heavily weighted towards steel.[/*] [*]If alloy fragments are extremely well identified, upon combining they will have a small chance to come out as a moonmetal (seryll, glimmersteel, adamantine) - though steel is more likely again.[/*] [*]"metal" material fragments can only be combined with other "metal" fragments, and "alloy" material fragments can only be combined with other "alloy" fragments.[/*] [/list] [/*] [*]New:  You can now create an archaeological journal to help record your investigations. ( Special thanks to Wurm Unlimited modder Bdew for some ideas in implementing this!) [list] [*]Add report pages to the journal by activating paper or papyrus sheets and right clicking on the journal - Add report.[/*] [*]22 reports will fit into the journal.[/*] [*]Data will be added to your reports as you investigate and gather information.[/*] [*]New information will be added to the report as you continue to investigate.[/*] [*]Once you've found enough information for a single report, you will be able to use that report to help find that deed again whenever you want.[/*] [/list] [/*] [*]Changes: [list] [*]New statues have been added.[/*] [/list] [/*] [*]Fixes: [list] [*]Fixed a bug which allowed investigating to bypass max inventory weight.[/*] [*]Paved tiles should properly reset the investigate flag.[/*] [/list] [/*] [/list] [h1][b]Item Placement:[/b][/h1] [list] [*]Items can now be placed on tables and certain objects[/*] [*]To place an item, simply right click it from your inventory and select drop > place. You may then move the outlined object onto the table, clicking will place it at that location.[/*] [*]The following surfaces can have items placed on them: [list] [*]square table[/*] [*]round table[/*] [*]dining table[/*] [*]bed[/*] [*]bench (stone)[/*] [*]bedside table[/*] [*]open fireplace[/*] [*]canopy bed[/*] [*]tripod table[/*] [*]high bookshelf[/*] [*]low bookshelf[/*] [*]round marble table[/*] [*]rectangular marble table[/*] [/list] [/*] [*]New Decorational Items that items can be placed on have been added too: [list] [*]Empty High Bookshelf[/*] [*]Empty Low Bookshelf[/*] [*]Bar Table[/*] [/list] [/*] [/list] [h1][b]Creature Cages:[/b][/h1] [list] [*]New Item: Creature Cage - Requires 60 carpentry skill to create and continue.[/*] [*]New Item: Creature Transporter - 25 Fine Carpentry to create.[/*] [*]Must have 23 body strength to load cage onto vehicle.[/*] [*]You cannot load pregnant animals.[/*] [*]You cannot load hurt animals.[/*] [*]You cannot load a creature with items on it.[/*] [*]There are specific models for the following stored creatures: bison, sheep, ram, cow, bull, horse, foal, hell horse. All other stored creatures have an enclosed cage graphic.[/*] [*]Max of 4 creature cages per tile.[/*] [*]A caged animal will move around and cause damage to the cage.[/*] [*]When a cage hits 80 damage, the animal will escape.[/*] [*]If an animal escapes a cage while in a boat in water, the animal will end up in the water and begin taking damage if they are not a swimming animal. If agro and not tamed, you will not be able to tame them while swimming.[/*] [*]You cannot repair or improve a cage if it is storing an animal.[/*] [*]The number of cages that can be carried by a vehicle is as follows: [list] [*]Caravel - 8[/*] [*]Cog - 6[/*] [*]Corbita - 5[/*] [*]Knarr - 4[/*] [*]Sailing boat - 0[/*] [*]Rowing boat - 0[/*] [*]Creature transporter - 4[/*] [*]Wagon - 2[/*] [*]Large cart - 0[/*] [/list] [/*] [/list] [h1][b]Personal goal changes:[/b][/h1] [list] [*]Changes: [list] [*]Spars on PVE servers will now trigger the 'defeat another player xxx' goals.[/*] [*]Some of the more difficult personal goals have been rerolled if not completed. (ex. goals involving tomes or pvp only creatures and/or mechanics)[/*] [/list] [/*] [*]Bugfixes: [list] [*]The description for 'Sysyphos Says Hello' goal has been changed to correctly reflect the number of repairs needed to 6250 instead of 6000 for repair fences, walls or floors.[/*] [*]The 'pilot a xxx boat' achievements should trigger properly now, even if you had them bugged before. Try again with this patch update.[/*] [*]Destroy a structure by catapulting it goal has been fixed.[/*] [*]Lockpick five boats goal has been fixed.[/*] [*]Goals/achievements involving fermenting wine will now properly trigger even if the player is offline.[/*] [*]Fixed achievement triggers for mining gems.[/*] [*]Fixed a number of grammar and capitalization issues with personal goals and achievements.[/*] [*]Epic Finalizer (Be the person to complete an Epic mission) now triggers properly.[/*] [*]Operation Cleanup (putting items in a trash heap) will now trigger properly even if the destruction happens while you are offline.[/*] [/list] [/*] [/list] [list] [*]New:  You can now directly open equipped saddlebags/saddlesacks by using keybind OPEN or right clicking the equipped horse or unicorn.[/*] [*]New:  The creation of books has been added.[/*] [*]Change: The recipe for creating an almanac has changed because of the introduction of books.[/*] [*]New:  Kings robes will show as scale armour with specific colors for now.[/*] [*]New: Added current titles for occultist and meditation levels on the /titles menu and fixed an issue to have them show/hide immediately upon sending.[/*] [*]New: Ability to switch dirt to sand and sand to dirt without having to drop the sand/dirt to turn one tile. [list] [*]To convert a tile simply activate a full unit (20kg) of the material you want and right click a tile of the opposing material and select 'switch tile'.[/*] [*]This will only turn tiles between dirt (not grass, not packed) and sand.[/*] [*]It does not give any skill whatsoever.[/*] [*]When on deed permissions are governed by the terraform category.[/*] [/list] [/*] [*]New: You can now remove deleted players from your ignore list by issuing the /ignore command to see if you have unknown? on your list then issuing /ignore again to verify they have been removed.[/*] [*]Rarities and enchants/runes from combined weapons and tool heads will now be transferred to the final item .[/*] [*]Change:  Updated the Lord of War achievement description to better indicate the quantity of items needed for the achievement.[/*] [/list] [h1]Client Changes:[/h1] [list] [*]Windows position and status is now also saved for backpacks, quivers and inventory groups. (previously only for out of inventory containers)[/*] [*]Bugfix: Fix for items blocking placement.[/*] [*]Bugfix: Lock status is now saved on all windows that remember their positions, both in current session and between sessions.[/*] [*]Added keybind for Toggle Backpack and Toggle Quiver.[/*] [/list] [h1][b]Bug Fixes:[/b][/h1] [list] [*]PvP Mission Bugfix:  More checks to prevent erroneous structure building missions.[/*] [*]Bugfix:  Fixed an issue which allowed  non-intended items/armor to be equipped on non-intended creatures.[/*] [*]Bugfix: Another check to be sure new missions spawn correctly after the completion or fail of a previous one.[/*] [*]Bugfix:  Ritual missions should now end at the 3.5 day mark if under 33% complete.[/*] [*]Bugfix:  Messaging added to items that cannot be dragged into containers, mailboxes, etc so that you are aware that it's intended behavior.[/*] [*]Bugfix: Artifacts can no longer spawn in a  HoTA Zone.[/*] [*]Bugfix: Fixed more text and spelling errors.[/*] [*]Bugfix: Fixed an issue where wine barrels would overflow when you attempted to seal them while having max carry weight in your inventory even when the barrel was in a rack or on the ground.[/*] [*]Bugfix: Liquids with a metal type can no longer be smelted.[/*] [*]Bugfix: Enchanted turrets will no longer decay on deed on pve servers.[/*] [*]Bugfix: Changed achievement text for digging up brilliant gem to refer to it being dug up not mined.[/*] [*]Bugfix: Fix for some champion mission creatures being tiny.[/*] [*]Bugfix: The Troll King will not drown his followers if he leads them to water.[/*] [*]Bugfix: Anchors can now properly be made from all metal types.[/*] [*]Client :Bugfix: Items won't hide under terrain in certain places.[/*] [/list] As usual, the class change list can be found in the notes here: https://www.wurmonline.com/2018/06/26/wurm-unlimited-beta-patch-notes-1-6-5-3/