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Roast cooking for NPCs, and also as companion command As we continue with focus on NPCs, which becomes the core content of next release, they have now been given wits to actively roast raw meat or fish in their possession.
This feat is mostly witnessed by player character when meeting wandering NPCs who can now actively cook the meat of the animals they've hunted and butchered.
It now becomes an actual game created scene possibility to meet a wandering woodsman sitting by the fire and roasting the meat of hare he just happened to hunt down.

Moreover, roast cooking is also added as a new companion command. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted.

These are future additions - not yet functional in current version 3.52.

May 03, 2019, 12:44:45 PM
1
Cheat Engine Update I'm not sure if this is the right subforum; apologies if not.

I've been away from the game for a while (last posted for 3.30, I think). I've updated the cheat engine file with some things that were missing from the other 3.52 file I found.

http://s000.tinyupload.com/index.php?file_id=76339890611906243781  (also attached here)

* Starting Skill Points
* Starting Map Location (if you want to pinpoint your starting location)
* Character name, title, gender, portrait, culture
* Attributes of course
* Skills of course
* Thirst, Nutrition, Fullness, Vigour, Fatigue, Body Temperature, Carry Weight, Weight, Injury %
* Inventory Quantities (need at least one of the item in your inventory first)

Unfortunately I was unable to determine the new method by which known rituals are stored. It was changed significantly. Somewhere between 3.30 and now.

June 26, 2019, 06:04:23 PM
1
Bushcraft youtubers Since playing URW, I've gotten more and more into watching bushcraft/survival videos. It's really gold for city guys like me, never having experienced the outdoors.

This guy in particular comes very close to URW feeling:

Rune Malte Bertram-Nielsen (danish bushcrafter, blacksmith, green wood worker.. also some Sami-related stuff shown): https://www.youtube.com/channel/UCO_augYhnO7tF-d4JbSXFuQ

Example video:
https://www.youtube.com/watch?v=xBgwy12--ic

Other youtubers I follow:

- The Wooded Beardsman (surviving with only wild foods without losing weight, Canada): https://www.youtube.com/channel/UCuoSzo6nnDLKOiZ_rXHE6Gw
- TA Outdoors (bushcraft, wood buildings, some fishing/hunting, UK): https://www.youtube.com/channel/UC2SMpy2oZV6BoyJEYShw9bw
- My Self Reliance (cabin building and off-grid living, Canada): https://www.youtube.com/channel/UCIMXKin1fXXCeq2UJePJEog

August 07, 2019, 02:15:51 PM
1
Re: Desire for more Back in the day, when we wanted to mod a game from its very core - which of course wasn't the term used - or we did create that game by ourselves, more or less from the scratch. :)

Changing the essence is not modding anymore, in my books at least. Our primary mission is to develop this unique iron-age game, and not all-purpose modding script language - so what you'll be able to do with UrW modding is foremostly expanding and tuning the existing.

September 01, 2019, 05:56:01 PM
1
With a little help from companions. And the approaching release. It's september. It's release month. We're making final touches, tests and preparations to allow first beta of upcoming version 3.60 to go live in few weeks - on Steam and for lifetimers, that is. It is also likely that the first beta will be released for Windows only, and other platforms will follow later on. This is because our OSX and Linux maintainer is super busy this month, and aiming for synchronized release would delay things far onto October. When the rumble starts we'll be seeing several beta versions on our way towards stable tag as there's still stuff on 3.60 to-do list.

As mentioned, the main focus of upcoming version is laid on NPCs and companions. Several new NPC/companion features have been mentioned in previous posts, and we'll hereby highlight one more big addition.

- added: companions can help you with laborous tasks thus shortening the working time

         Unoccupied companions now spontaneously help you with many different tasks. Their labor input
         helps to finish the physical work in shorter time, but doesn't otherwise affect to result
         or quality of the task outcome. The help companions provide is imagined to be something they
         can do without specific tools, but the kind which makes it easier and faster to finish the work
         together.
         For example:
            When building a log wall it helps to have extra hands around for moving and setting the logs
         in place even if the player character would be the one who does the necessary carving.
            When softening the skin with beater as a final stage of tanning process it helps to have
         somebody around to check, adjust or tighten the skin if necessary.
            When setting and retrieving nets it helps to have somebody to row the watercraft.

         The tasks where companions can currently help you are as follows:

         * all the building tasks
         * building trap constructions
         * setting and retrieving nets
         * harvestring bark
         * tanning stages of cleaning, applying tanning material and final softening
         * crafting rafts
         * crafting leather ropes
         * crafting birch-bark containers and ropes
 
         The tasks are 10-20% faster to perform with a companion and in many cases having multiple helping
         pairs of hands shortens the time 5-10% more per companion. However, the benefits of helpers
         is gapped at three (3) companions, so having more than three helpers doesn't shorten the
         the working time any further. It depends on the task how many helpers is the optimal number, and
         this varies from one to three companions.
   
         Companions do help you with these tasks completely spontaneously, without any commands, if they
         are free from other chores and can reach the player character. You will be notified about companions
         helping you with specific messages displayed right after starting the task. These messages also
         tell if you are being assisted with the optimal maximum number of companions for the task in
         question. If you receive help from some companion(s), but the task would be even easier with more
         helping hands the message is, for example, as follows:
            "You get some help with this task from Ahti."
         And if you have the optimal maximum number of helpers the message is, for example, as follows:
            "Tapio, Korjus and Visa help you with this task."



Screenshot of upcoming version 3.60. Companion helps the character with setting the net.

It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

September 04, 2019, 12:51:53 PM
1
Re: Board Inflation Village resource usage (eg. boards) in crafting without seemingly any reaction from villagers is indeed confusing. We probably should add that to be clearly announced mischief behaviour.

When it comes to gaining wealth with monotonous trading of single item it's now quite easy to add restrictions similar to boards. Paw-boards will end up on that list in the next patch, as it's been the next hot exploit after boards.

So, just throw in the list of items which you find exploitish due to grind trading for wealth and we'll add a reasonable wanted maximum for them in a flash.

September 12, 2019, 07:20:06 PM
1
Re: Can seals and beavers die underwater and be unrecoverable?
What kind of trap is that? How did you set it in the water?

I edited the arrow graphics to have the same marking circle as traps for easier recovery. I was getting tired of spending hours squinting at every tree after a hunt.

September 18, 2019, 07:20:07 PM
1
Re: Can seals and beavers die underwater and be unrecoverable? I've change the colors of my arrows to be bright orange/reddish, and have applied the same to the javelins. That works fairly well for me.
September 18, 2019, 10:04:41 PM
1
Re: Bushcraft youtubers Brygun of the BAC here,

Some more for consideration:

Far North Bushcraft and Survival:
If he and his wife can survive Alaska Winter the rest of us will be okay
https://www.youtube.com/channel/UC_8yo4mNMJkB7noKGLd7jUA





Corporal's Corner:
Former military showing modern ideas
https://www.youtube.com/channel/UCX1ztT76CZfs29aGK9Nn7_A

Others:
Bjorn
https://www.youtube.com/channel/UC95m7aBYo7wgNCoHb1ojQYw

Noah Bradley making modern log homes
https://www.youtube.com/channel/UCfNcyHyZX9VoY2feVgztBnw

Hiker in Estonia
Modern lady going on hikes
https://www.youtube.com/channel/UCvw83C8PPHDrgKGTcWSl80Q

September 25, 2019, 02:34:22 AM
1
Lord Mandalore reviews UnReal World UnReal World review at MandaloreGaming is up. Enjoyable, informative, surprising, must-see, and something to share as well.

Here you go:

https://www.youtube.com/watch?v=tJBAmdXS_9E


September 28, 2019, 07:35:01 PM
1