Server News 2024-03-04

Roadmap 2024

The Roadmap & Relaunch topic will be updated as features are being worked on. When a feature is ready to be published and pushed to live server, you will find patch notes on the website and a 100% complete status here in the Roadmap.

Features we want to keep

  • Unlimited skillcap: it has always been our credo and our player base enjoy this since our Day 1. Being a No PvP server, there is no real need to have multiple characters with maximum skills fitting in a build/template. It's still an option if you enjoy grinding skills, but most players will go for running 1 character grinding for all GM skills. This has many advantages to have an all-in-one character. If you trained the skills to become an Archer, then you are an Archer. If you trained the skills to become an Archer and a Mage, then you are an Archer/Mage. As simple as that. Your bank and houses can hold nearly infinite amount of your stuff, so you don't need to log out/log in multiple times to find what you are looking for.​
  • Multiple characters are used for the advantages of having multiples characters on multiple account. We're still allowing 2 accounts per IP and 3 houses per account, so there should be many ways to take advantage of the situation : training your characters on 2 accounts connected at the same time (multiboxing is allowed as long as you're not AFK on any of your characters), transfering items or houses between accounts, and so on ...​
  • No PvP: It is obvious to remind it, but there is still no PvP on UO White Wolf. Not even consentual or by using a tag to opt in or opt out. Also even for events, it was decided not to keep our PvP facet. Players will now compete in PvE achievements. Not by fighting each others (which was never the case on UO White Wolf), but by cooperating for fighting against the "environment", the server and its monsters. Guilds are heavily encouraged to take a full dive into our new achievement system. So in a nutshell: we are still PvM/PvE.​
  • City Invasions: one of the latest features which were added to UO White Wolf over the past few years : invasions. There are several "pre-made" invasion systems on the RunUO/ServUO community scripts. Being included in Vita-Nex Vault, we'll keep using this one as we have found it to be very fun and easy to run for our Staff members. Invasions can be targeted to any regions on the server, so we'll be configuring a cycle for each city of each facet, with several occurences a day. They are optional and will require team play. Several waves of monsters are invading a region of the shard. Join in with your friends and guildmates to kill as much monsters as possible. There is a ranking where rewards are given to top 10 players at the end of the invasion. Invasions will contribute in the new achievement system so your guild can contribute in shaping UO White Wolf in the future.​
  • Instanced Dungeons: included in Vita-Nex Vault also, we'll keep this one. There is of course more challenge if a pre-defined dungeon, limited to a set maximum of players. Running dungeon in an instance makes it easier to scale difficulty for us, also. So we'll make sure to always provide new dungeons and higher difficulty as the playerbase and players' skill evolve over time.​

Features we won't keep

  • Heavy custom content, such as EVOs, modified Pets, Squires, Mercenaries, ...
  • Too many currencies, making it very confusing for everyone.
  • Welcome Packs and Fast skillgains, making the game too easy and boring after a week or two.

New Features (beta tests and feedback welcome for each new work.in.progress feature)

  • Quality Resources: Resources will have additional stats. They will also have additional "colors", e.g. Black Rock Ore. As an extra layer on core resource scripts, we'll add additional information for each kind of resources you have harvested. Those quality stats will determine how good the item you craft will outcome. For example, take an Iron Ore with "Shock Resistance" 45% and "Overall Quality" 90%, might give you a good Broadsword, but with lower Durabilty. Each new resources quality stat will play different roles in the crafted item, depending on what you are crafting and what skill is being used (e.g. iron ores can be used for blacksmithing and for tinkering).​
  • Recipe Crafting: as described hereabove, you will need recipes to be able to craft new items. You begin with basic skills and just a few recipes unlocked. The more you turn BODs in, the more you unlock new recipes. Best crafting quality and systems only unlock at 120.0 skill level and with maximum tier BODs.​
  • Schematic Crafting: schematics are different then recipes. They are part of an experimentation system during a craft. Before manually crafting an item ends, before actually your item gets created. You will now have an optional new menu so you can start experimenting and improving the item your're trying to craft. Invest experimentation points in the quality stats you want to improve. Pay attention to the risk of failure which increases as you put more points. Attempt your experimentation and if it was succesful, you can save it in a schematic. The schematic will be used for mass production on your crafting stations. Each end product that your crafting stations have created will be of the same quality level of your schematic, as long as you have enough of the same quality resources in stock.​
  • Crafting Stations: those stations can be settle on the ground, near your house location. They will require energy to work and start producing items. They will also only work on the base of schematics. And they will require stocks of resources, matching those registered on your schematic. Turn you crafting station on and wait for the production line to be done. You'll be able to grab crates from your crafting stations. You can safely log out during the process and come back when crafting is done.​
  • Harvesting Stations: Same principle as Crafting Station, place your harvesting station on the ground, give it energy, wait and grab resources. This works while you're offline, as long as you've added enough energy cells to it. Havesting Stations can be placed anywhere in the world, but you'll need your best friend Resource Scanner to be able to spot highest concentration spots. First find a high concentration location of the resource you are looking for. Sample a few manually. Check the quality stats. Place your Havesting Station there if you're satisfied.​
  • Energy Collectors: different kinds of Elemental Energies are drawned from our World. It is not hard to mimic this in a virtual world. Let's try to stay respectful to our World, but in UO White Wolf we'll imagine there is no limit in the amount of energy you can draw. There is of course Wind Energy, Solar Energy, Hydropower and Geothermal Power. The four elements : Wind, Fire, Water and Earth. It is important to mention the link between energies and their elements, as this will play a role in your quest for Elemental Rings. Energy collectors can be placed anywhere in the world. They will stay your property, until they decay. You can of course redeed them back and move them to other locations. They will need gold coins, a maintenance fee per hour, to be able to work. When they run out of maintenance fee, it's up to you to go back there, grab your energy stacks and move to some other locations, or just let it decay there. Some people hard there was a 5th kind of energy hidden somewhere in our World... but who actually really knows ?​
  • Achievements System shaping the world: as stated above, by completing certain achievements, whether you are working on it on your own or you are part of a guild, you will be able to shape the future of our world. Currently we have 5 times each map/facet of default Ultima Online. It is to remark that Felucca facets are all no PvP areas here on UO White Wolf. Instanced Dungeons and city decoration will also change depending on who between Chaos Vs Evil is winning. Personal achievements, guild achievements and .. player cities achievements will all contribute in giving a darker theme or a brighter theme to UO White Wolf. Guilds will be able to control certain regions, giving special advantages to their members when they craft of fight in there. Player Cities will be relays for faster traveling and unique locations for unique crafting buildings and decorations. As for personal achievements may contribute less in shaping the future of our Shard, still you will get weekly rewards for complete rewards you can complete alone. Achievements reset weekly. Rewards are automatically given weekly according to how many objectives have been completed. Compete with other guilds to control regions and dungeons. Unlock player cities unique crafts and guild unique crafts. Possibilities are endly. The idea of pushing for an Enhanced PvE system is about giving long term objectives to our players, pushing them to cooperate for achieving certain common goals, socializing keeping high interest and dedication to the game even when you reach end game content and you have maximized all your skills.​

Roadmap 2024

Current situation

  • There is no PvP at all.
  • Unlimited Skillcap​
  • 300 Statcap​
  • 2 accounts per player​
  • 3 houses per account​


Work in progress

  • New Crafting System: 20% complete
    This new system is very well described above. This is a huge change and hopefully our main asset to bring interest to UO White Wolf. Work on this had already begun for several months now. It wasn't just sure where to put the code : Legends of Aria or Ultima Online. With a few conversions from Lua to C#, as Owner of UO White Wolf, I have decided to invest all my time on Ultima Online and only UO. Legends of Aria is an amazing game, well I should say it "was" an amazing game, as now both playerbase and development are officially dead or closed. Either way, it's not for us anymore. A few former UO staff members have already contacted me again, for joining back the team. Be sure you will get the best quality support and development in the next coming years !
  • Achievements System: 10% complete
    The achievements system is not too far from existing ones that can be found on ServUO community scripts. However, we want it in VNC Framework, adjust it for personal, guilds and player cities achievements. Many events, such as invasions, will give points towards contribution to an achievement. Killing single mobs in a graveyard can also give points (e.g. kill 50 skeletons). So tweaking what already exists is not a big job, but eventually we will be rewriting the whole system so it matches our objectives. Our experience on Legends of Aria may give you an idea of a similar system. There you had seasons, during those seasons you had a lot of tasks and perks to complete. After completing enough tasks, you could claim rewards. Basically, we'll adapt this system written in Lua to our scripts (written in C#). The idea about guild achievements is very similar to what you can find on Star Wars The Old Republic. Weekly resets with rewards and important materials for guild crafting (and personal rewards for crafting end game content). Player cities achievement is a mix between Star Wars Galaxies and Neverwinter. Whole city members can contribute and build unique buildings, thanks to their weekly contribution.​ 
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Server News 2024-03-04
Tharmine March 4, 2024
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Server News 2024-03-01
Preparing relaunch