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Version 3.72 stable released and available on Steam, Itch and for Lifetimers Version 3.72 has been released and is now live and available on Steam, Itch.Io and for Lifetimers at the designated forum section.

Here's the changelog.
---------------------------

Version: 3.72 (stable)

** Saved characters from version 3.60-> are compatible with this version. **

- improved: NPC archery checks to avoid hitting unintended friendly targets

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

- improved: aggressive NPCs waypointing to their enemy

          Agressive NPCs may now choose to use slightly winding routes to their enemy, instead going for the shorthest and straightest route. These new tactics aim to give NPC archers some free space for shooting, and to increase chances for group of NPCs to nicely encircle their enemy.

- added: vastas can be found in village saunas during the appropriate season

          Villager made vastas will now appear in the village saunas during the season when it is possible to make them. This is mostly an atmospheric addition, but also works as an indication for the player character that the birch trees are now in good leaf for making a vasta.

- added: random character name option

          Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- added: water temperature affecting to spoilage rate of the fish caught in nets

          The colder the water the longer the fish will now keep good in the nets. The effect isn't all too drastic, but still functional. In the coldest waters during the wintertime you can expect a few days longer preservation times compared to the average.

- changed: name/sex/culture character creation selections order -> culture/sex/name

          As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

          Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

          The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

          Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

 - added: watercraft marker icons on zoomed-out wilderness map


          When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

          Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

          You will be asked a confirmation to start a fire in the following conditions:
          1. There are valuable items to be burned down where you are about to build a fire.
          2. You are building a fire indoors at other than fireplace location.
          These confirmations will prevent the unfornate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

         From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

         Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- added: two new character portraits, one western and one sage

- SDL update: updated to newest SDL 2.24.0

          Updated SDL release includes a good deal of bugfixes which may have hampered some systems.
 
- reworded: "The sauna" game course task description

         The task description of taking a sauna bath was outdated. Now it's reworded to feature the current mechanics.

- fixed: minimum number of fibre plants required to extract one bundle of fibre

          Previously 15 plants were always required, which was a result of failing math. Now the amount depends on the plant and its' fibre yield, and the minimums are 5 flaxes, 8 hemps or 15 nettles.

- fixed: flowering plants providing also seeds when treshed

          The seed production code apparently has gotten broken somewhere in the earlier versions, and you got them upon treshing even if the plant was still flowering. Now it's fixed back as it was and you get seeds only after the flowering period.

- fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

          This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

 - fixed: extracting fibre from bundles of nettle fibre was possible

 - fixed: carried weight statistics not updating immediately after cancelled crafting

 - fixed: character's height in metric units displayed wrong


         This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

         Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.

- fixed: heavy missile weapons getting stuck to small animals

         This is a legacy issue which is hopefully fixed for good now. The bug manifested itself eg. in a situation where you threw a javelin at a bird, the weapon got stuck and the bird flies away carrying it.

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Cheers! Enjoy the release.

December 19, 2022, 08:24:22 PM
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Double Check Before Attacking Allies/Pets Could there be a togglable setting (default set to on) to ask before going through on an attack on followers/pets (the same kind of yes/no when it asks if you want to enter water)? Obviously for some people they may wish to do this often enough to not be bothered with it asking every time, hence the toggle. However, I often accidentally mistarget a friend or pet in combat, which is very frustrating with a permadeath game.
December 20, 2022, 10:38:49 AM
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Re: What's Going On In Your Unreal World? I just raised an army of seven brave men and three dogs, and went to attack a Njerp camp.  Four sides of the camp were coniferous forest or thicket, so I decided on an assault from the heathland to the south.  Being lazy I went right up on the overland map then zoomed on an adjacent tile, then the bloody dogs started barking.  I had forgotten to feed them.

Surprise lost, ten Njerps came streaming through the trees at us.  My little army was bow heavy, as I had intended to sneak up and take them on in the open area of their camp.  The trees were riddled with arrows, and even a Njerp or two took some hits.  I was impressed with the new AI for bowmen, I didn't see any friendly fire from either my lads or the Njerps.  Mind, things were a little hectic to check so it might have happened.

I loosed off a few broadheads, dropping one Njerp and wounding another.  It was all too confused now, so I drew my battleaxe and launched into the fray.  I chopped one guy's arm off at the elbow then finished him, but one of his mates had got behind and absolutely ganked me with a spear in my back.  The lights went out; and when I came to some moments later I realised he had speared me in the throat while I was down, and I was bleeding out fast.  I let the dogs loose and managed to stop the bleeding as the fighting roared around me. 

I staggered up again and rallied the troops, finishing the last few Njerps.  I have named the camp Ilmari-Tommi, in honour of the two fine warriors who fell in its taking.  We built a fine pyre and cremated their remains.  The Njerps we shall leave for the crows.  My wounds are too grave to continue the campaign, I have dismissed the surviving men as I must return home to heal.  Let the Njerps know - I will return!   

December 26, 2022, 11:57:04 PM
1
Re: Animal droppings - an indicator and a fertilizer
Please say it makes the bog squelching sound when you step onto the tile?

Hehee. We didn't go that far, but would be a nice easter egg in case of bigger droppings at least.

February 22, 2023, 10:17:58 AM
1
Still forging the Blacksmith NPC code As announced earlier, we're working on a fundamental new addition of featuring blacksmith NPCs and possibility of ordering various iron goods from them.
Our hopes to have it all completed this month has proven slightly too optimistic, so the release will take place in April.
The good news is there's far more done, than still to be done. That is, if we manage to avoid time consuming sidetracking and spin-offing, as this is indeed an addition that can easily grow and expand with to-dos and ideas popping up here and there.

Let's continue with some dones and to-dos after a screenshot of a new NPC in town:


By now there's a solid groundwork done for the blacksmith NPCs;
- new NPCs tiles have been drawn
- blacksmith NPC generation is in effect
- blacksmith availability and their level of expertise among different cultures have been considered and in effect in the village generation
- chat options for talking about and ordering goods are set and working
- blacksmith item production works and ordered items get created
- chat options for asking about the ordered item and obtaining it when ready are working
- trading for the ordered item works

In a nutshell the process of ordering goods from a blacksmith goes like;
You talk with the blacksmith about the possible goods to order, and then confirm your choice.
Blacksmiths will give you an approximation of how long the item production will take, and you can ask about the remaining production time later on too.
When the item is ready you go to talk the blacksmith again and the trading for the item starts.

So you pay for the ordered goods when they are ready, not beforehand. This way you don't have to carry your wealth
around all the time, but can go fetch it when the time to trade for the ordered goods is at hand.
It's the usual trading system in use so you can try to offer offer whatever goods you want.
You can also ask beforehand what the blacksmith would like as a payment from your current inventory.

Time for another screenshot where some of these factors are seen in action;


Then, what still remains to be done is to;
- go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
- set production times, and few other variables, for the items they produce.
- check everything
- check everything again
- test everything
- repeat the previous
- fix, adjust and possibly rewrite something
- final adjustments
- release

Phew.... forging the forging code is a serious business, but we're getting there and it will be a blast!

Stay tuned.

March 28, 2023, 05:17:44 PM
1
Re: Still forging the Blacksmith NPC code
Are you planning a penalty for not coming back or not purchasing after completion?

Would be nice to have, is still to be considered.

Quote
Could your reputation play a role in the payment? eg: "Unknown traveler, I need x to begin your order." to "Hi trusted friend, I can get that started for you right away."

Some pre-payment for laborous orders (especially from unknown characters) would be reasonable, but maybe we'll see about that later on. No plans for that at the moment.

Quote
- chat options: What the NPC is capable of making? Expanded: If known to NPC, general location of a more skilled blacksmith.

It would be nice to have villagers to tell about the important (or more skilled) people in the neighbouring villages, so this is something we'd like to feature, but might be that we can't fit it in in the next release. We'd also like to have a possibility also to ask about other sages in the neighborhood, if there isn't one in the village.

March 30, 2023, 04:28:35 PM
1
[Fixed - persists in 3.81] Weird requested trade goods answer Standard question (to receive blacksmith order):
"What of my items you'd prefer in this trade?"

Weird answer:
"I think we could come to an agreement if you could give me your
."

With the formatting as per the above on my wide full screen display. For some reason the blacksmith seems to be unable to find the name of the item.

I don't have any mod items, although I've replaced a number of images (to better see missiles), and replaced character portraits with third party ones.

Further:

However, I believe this to be caused by me earlier having performed a quest for the village, and the fine small knife being fully covered by that. I didn't get an option to claim an outstanding reward, however, but eventually (after backing out of a trade), settled for a squirrel skin, after which I was told the trade covered two thirds of my reward. Thus, I think there's a need to add a bit to allow for the case that rewards cover it all, as I can't get away with offering nothing (and have the reward covering the full value).

I don't know if it's an issue, but as I backed out of the first step of the trade I had the option to trade against the blacksmith's inventory, which contained the knife ordered. I I hope the logic is capable of realizing the ordered goods have been payed for when gotten through ordinary trade and when additional goods were purchased at the same time. I didn't experiment with either, though.

As a side note, I was pleased to find that the small knife now has a use as the preferred item for arrow shaft production (and possibly other things), as I don't think it did have any use beyond being a knife before. I'm also pleased to see grain harvest prefers a sickle, although that was probably the case before.

May 30, 2023, 12:46:27 PM
1
Re: Enemy archers can attack from beyond player visible range Both instances fixed; shooting from beyond the max. map range, and shooting back the arrows that have hit them.

Fixed - persists in 3.81.

August 14, 2023, 07:33:22 PM
1
Ability to "nock" an arrow. The ability to hold a bow and single arrow in one hand, whether nocked or unnocked, would be a nice addition. It would allow you to be able to quickly drop the tool or other item in your non bow hand to quickly fire your bow without having to both drop the item in your other hand and then equip an arrow similar to the way the loaded crossbow works. I am unsure as to how Finnish hunters would carry a arrow while they are hunting but I could imagine similar to other cultures how people would often carry their arrow/arrows in the same hand as their bow hand while they are actively carrying the bow and not preparing to immediately fire.
August 20, 2023, 11:21:47 PM
1
More information for fishing "misses" Hey, just wanted to suggest, while fishing is being worked on, that more supporting text and information while fishing could give it a lot more flavour. Things like "you see a pike swimming by" during the fishing task, or "you see several fish but nothing bites" when fishing has completed unsuccessfully.

As it is now it's very difficult to know if your fishing has any chance of succeeding, as it simply waits for three hours and nothing happens - there's no indication of whether or not there are even any fish where you're trying to catch things, and it doesn't feel like three hours have passed as nothing notable has happened.

Especially when spear fishing, for misses i would expect a lot of "you try to spear a salmon but miss", but there's never any indication there was even any fish available to spear.

Any information about spotting fish while fishing would make the task a lot more lively.

September 03, 2023, 01:20:25 AM
1