Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sami

Pages: 1 2 [3] 4 5 ... 85
31
Development News / Re: Version 3.83 beta for Windows released
« on: February 26, 2024, 11:13:52 AM »
Quote
Tanning is now pausable task allowing you to have breaks and continue at will later on.
Will you be forced to rest once your penalty reaches 100%?

Yes.

32
Solved'n'fixed bug reports / Re: Beta 3.83 - javelin and staff mixed up
« on: February 26, 2024, 11:12:43 AM »
Thanks! Indeed, they were mixed, fixed now.

Fixed - persists in 3.83beta.

33
Development News / Version 3.83 beta for Windows released
« on: February 19, 2024, 07:14:40 PM »
The work with new version, 3.83, is soon finished and we hereby ease the anticipation with an early beta release for Windows.
Thus, version 3.83 beta for Windows is now available on Steam, Itch.Io and for lifetimers.

Once the Windows version stability is confirmed, wrapping things up for Linux and OS X will follow and we aim to have have 3.83 stable version released this month.

The most notable additions in version 3.83 are weapon/tool hafting and the haft wear out mechanics, and pausable arrowmaking and tanning.
Here's the changelog:

Version 3.83 (beta) changelog

** Saved characters from version 3.80-> are compatible with this version. **

BETA NOTICE:

This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.



- added: hafting spears, axes and shovels - and their separate heads and hafts

Axe and spear items now consist of two parts; the heads and hafts. Shovel item now also consists of two parts; the iron blade and haft. Wooden shovel is an exception as it's made out of single piece of wood.
Haft refers to the wooden handle or shaft, which can break over time or upon damage. When the haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head, or shovel blade to a new haft, making it a complete working weapon or tool.
For hafting, there are now new craftable "axe haft", "spear haft" and "shovel haft" items. In reality the haft shape and proportions do vary depending on the axe or spear type, but in order not to make things overly complex the two generic spear and axes hafts work for all the different types of spears and axes.
The different axe and spear heads now also exist as separate items. For the axes there are handaxe head, carving axe head, broad axe head, woodsman's axe head and so on. And for the spears there are kaumolais spear head, northern spear head, and so on. Blacksmiths still sell these weapons readily hafted so the heads aren't commonly found on their own.
When the haft breaks the head and broken haft do drop on the ground, along with pause prompted game message. You can then carve a new haft and haft the head to assemble a working weapon or shovel again. The broken hafts are of no use and are best utilized as firewood.
Crafting hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The following self-explanatory options are available there:
* Axe haft
* Spear haft
* Shovel haft
* Haft a weapon or tool
* Remove the haft
The first three options are used to craft a new haft, followed by the actual hafting option to assemble a working weapon or shovel. You may also remove the haft at will for example to replace worn out haft early on. However, removing the haft may damage it a little bit so it's not recommended to do unless necessary.
Both crafting the haft and hafting task itself require CARPENTRY skills. The haft quality and success in hafting has significant impact on the finished weapon or tool usability. Poor hafting may result in lowering the item quality even below the head quality itself. Thus the finished axe, spear or shovel quality now refers to overall usability with the used haft, and the success in hafting. On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft.
There are new game encyclopedia (F1) entries for the relevant topics: AXE HEAD, AHE HAFT, SPEAR HEAD, SPEAR HAFT, SHOVEL BLADE and SHOVEL HAFT

- added: hafts wearing out in use

Hafts of the axes, spears and shovels now wear out in use, and will eventually break.
Axe hafts wear out in all the regular woodworking and timbercraft tasks where they are used. Shovel hafts and wooden shovels wear out in digging pits and preparing the soil. Spear hafts mostly wear out in combat.
In all the cases the wear is relative to the task the weapon or tool is used for. Thrusting a spear into a large moving animal such as elk or bear may put the haft under serious strain. Likewise, felling big timber is more strenuous for the axe haft than doing casual carving.
The haft wear out level can be noticed in character's inventory with the progressing wear bar.
Hafts are in the risk of breaking apart when they've worn to about 80% of the original condition. Accumulating haft damage can also lead to decrease in the axe or spear overall quality.

- modding add: new crafting requirement entries

{Hammering tool}
This defines requirement for a tool that is used to hammer things in place. It's used in hafting an axe.
The butt of an axe is commonly used as a hammering tool, but clubs, pieces of firewood or stones can be also used as a substitute.

{Axe or carving knife}
This defines requirement for a tool used in rough woodworking and carving. It's used in crafting hafts to carve out their rough shape from a slender tree trunk.
Axe is the preferred tool here and always the best option, but usage of knives is allowed as a substitute - even though they make the task significantly slower.
The common woodworking axes such as handaxe, carving axe, and woodman's axe are the most suitable ones. If a knife is used the sturdy ones such as skramasaksi, northern knife, kaumolais knife or hunting knife work the best.

Both of these entries can be utilized in diy_*.txt and biy_*.txt modding at will.

- modding add: [nowear] and [wearpct:num] tags to specify haft wear out accumulation rate

Axe, spear and shovel hafts wear out also when they are used as tools in crafting or building tasks.
There are these two new tags to customize the wear accumulation rate as the intensity of tool usage varies depending on the task.

[nowear] tag means that the used tool doesn't wear out at all.
[wearpct:num] specifies custom wear out percentage rate (1-100) in relation to the highest rate (100) where tool is used intensely during the whole task.

Examples:

{Axe} <Carving axe> [nowear]
Here an axe is needed, preferably a carving axe, and it doesn't wear out at all in the said crafting/building task.

{Cutting_weapon} <Axe> [wearpct:25]
Here a cutting weapon, preferably an axe, is needed. It wears out in 25% rate compared to the continuous intense axe work. Maybe the axe is needed only 25% of the time in this crafting/building task.

- removed: hard staff and throwing axe

These two weapons have been removed for being somewhat anachronistic and not that important.

- added: pausable tanning

Tanning is now pausable task allowing you to have breaks and continue at will later on. To continue paused tanning simply use the tanning option again standing beside the partially finished item.
This applies only to the last and most laborous stage of the tanning process which is softening the hide with a beater. The preceeding, faster processes of cleaning the skin need to be done in one go.
Partially tanned hides will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- added: pausable arrowmaking and arrow shaft crafting

Making arrows and arrow shafts is now pausable task allowing you to have breaks and continue at will later on. To continue paused arrowmaking simply use the same option to make arrows or arrow shafts again standing beside the said partially finished items.
For blunt arrows this means using [M]ake -> "Arrows" -> "Blunt arrow" option. For all the other kind of tipped arrows use [M]ake -> "Arrows" -> "Arrow" option. And for the arrow shafts you would naturally use [M]ake -> "Arrows" -> "Arrow shaft".
Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- changed: maximum number of arrows or arrow shafts to craft in one batch

The maximum arrow or arrow shaft batch production quantity is increased up to 10 at one go.

- changed: arrow shaft crafting time

Now that the making of arrow shafts is pausable the time required to craft one is increased to more reasonable level of 90 minutes.

- changed: blunt arrow crafting requirements

Now that the blunt arrow making is pausable the time required to craft one is increased to more reasonable level of 2 hours. <br>
Number of slender tree trunks required is also modified so that you can craft three blunt arrows out of one slender tree trunk.
Blunt arrows are now also prone to outcome quality modifiers, so your tools and expertise determines if the finished blunt arrows will be curved or superior or something in between.

- modding add: [yield:num] tag

[yield:num] tag is used to specify for how many produced items the single raw material entry is enough for. Ie. how many finished items it can yield. The tag is used in diy_glossary.txt for making blunt arrows as follows:

{Slender trunk} [yield:3]

This means one slender tree trunk can yield three produced items ie. blunt arrows. So, for example to craft six blunt arrows you would need 2 trunks. Crafting 7-9 blunt arrows you would need 3 trunks, and so on.

- enhanced: rendering of the terrain type images

Terrain type images on zoomed-in map are now rendered directly to the screen using the available resolution. This makes the images appear more crisp and clear.

- fixed: being able to fish facing away from the water

- fixed: companions performing some tasks too fast

Due to miscalculations in companion time counters they managed to complete some tasks, eg. felling trees, all too fast. The issue was mostly noticed in woodworking tasks, but you may find some other companion performed tasks also to appear in slower more reasonable pace now.

- fixed: villagers not reacting if you attacked a hired companion of their own group in their own village

- fixed: villagers accepting too many items if they were offered in one go during the first trade

- fixed: terrain type image not updating when climbing across terrain boundary


This happened only when using the climbing skill.

- fixed: the fish splashing and spawning despite of the ice

Occasionally you might find fish splashing in the water even at locations with ice cover. This happened if the water froze again after the spawning had already started in the open water.

- fixed: Bewitched Wolf quest not generating correctly

This quest might have been missing for few versions, so enjoy if it now comes your way.

- fixed: triggered item traps remaining in set status

This might rarely happen with loop snares and paw-boards. The graphics also show the traps being set and ready, despite of the fact that they were actually triggered already.

- fixed: placing any items to a pine tree with bear skull produced the bear skull placement message

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Cheers!

34
Gameplay questions / Re: Antlers and bones
« on: February 19, 2024, 05:05:46 PM »
Rookie question....
Can you do anything with the bones and antlers from reindeers?

Yes you can. Bone arrowheads and bone fishhooks.

35
This will be fixed/adjusted in the next batch so that the blunt arrows will be prone to quality modifiers again.

Fixed - persists in 3.82.

36
Development News / Re: Pausable tanning and arrowmaking
« on: February 12, 2024, 09:16:55 PM »
Question related to the tanning change: will a rinsed skin still spoil or will Buoidda’s suggestion to remove spoilage from tanned, rinsed, yet hard skins be removed? Or will the initial softening to fur/leather remove the spoilage from skins?

There are no changes nor additions to the existing tanning mechanics, except that the last stage now becomes pausable.

37
Development News / Pausable tanning and arrowmaking
« on: February 09, 2024, 11:17:00 AM »
For the next version we'll also proceed with adding some more pausable crafting.
The last (and most the laborous and time consuming) phase of tanning - softening the hide - now becomes a pausable task allowing you take breaks and continue at will.
Arrowmaking will also be become pausable. Start crafting your batch of arrows, and then take a break and continue at will - finishing it in parts as you please.
As we know, tipped arrowmaking is harcoded due to sake of the complexity of multi-part item composition.
But the blunt arrow, found in diy_glossary.txt, will also become a pausable craft. With this we'll test and introduce allowing pausable crafting to be extended into moddable diy_*.txt files. Once we get these things going the mechanics will be built up to make all the crafting pausable in the near future.

These are future features - not yet functional in current version 3.82.

38
Solved'n'fixed bug reports / Re: [3.82] No more fine/superior blunt arrows
« on: February 08, 2024, 08:18:26 PM »
Yep, there's some tweaking to do for the blunt arrows. It came out in a bit of under construction phase.
As Galgana advised [noquality] tag for the wood material allows quality blun arrows again, and we'll fix that in place for the next patch.
Arrowmaking is going to be pausable task in the next version, so the crafting time is likely to increase also.
Crafting a working blunt arrow from relatively thick one piece of wood with only cutting tools can be actually quite demanding and time consuming.
To make a fine one, is even more demanding - so mere 45 minutes is serious underestimation.

39
Bug reports / Re: Arrows from island to another do not fly.
« on: February 08, 2024, 08:11:51 PM »
Can you post a screenshot about the situation?
At first I'd think there's some elevation in between that causes the confusion.


40
Development News / Re: Hafting additions completed with shovels
« on: February 06, 2024, 08:02:14 PM »
Are other items, such as staves and clubs in the scope of next update, or will that be later release (I can see this ballooning very quick)

Other tools wear and tear additions will remain for later releases. It's probably not worthwhile to add these mechanics for all the utensils you may need in
crafting and building tasks, but for the relevant ones.
However, as we know all the weapons are already prone to damage in combat situations.

Quote
Can we expect wear and tear to be moddable; now/later/not?

I'm not sure what type of modding you are thinking of there, but the answer is yes.
Axes and shovels are automatically included in the wear out mechanics in all the crafting and building task - including diy_*.txt and biy_*.txt files.
The level of wear out can be specified with modding tags since in some tasks the tool may be used less intensely than in others.
You can also add tag to completely exclude the wear out mechanics for some entries, if need be.

41
Development News / Hafting additions completed with shovels
« on: February 05, 2024, 05:29:40 PM »
The work with upcoming hafting features is completed now. In addition to spear and axe hafting we added hafting and wear out mechanics also for the shovels.
This means shovel hafts will also wear out over time and will eventually break. And yes indeed, when the shovel haft breaks the remaining shovel blade can be then
hafted again to assemble a new working shovel.
Wooden shovels are an exception, as they are made out of single piece of wood and do not feature a separate haft.
Wooden shovels will wear out too, but when they break they are of no use anymore - other than maybe used as a firewood.

Now we'll move into some bugfixing and adding random lesser features and then start to wrap things up for a release.
Version 3.83 will be released this month. Stay tuned.

42
Not bugs / Re: Minor text issue - skis & withes. Oh, and game courses.
« on: February 03, 2024, 06:18:39 PM »
The in game text says that withes can be used for making skis, but skis need a minimum tying equipment of 1.7m and withes are only 1.3m and cannot be joined together.

Solution:  Remove "withes" from the in game text on making skis.

Quite late reply from my behalf, but it's still possible to use withes despite of their single piece length. Try with two withes, there's enough withe for ski making, and the game should accept it just fine.

Quote
EDIT 16/01/23:  Another minor text issue, on completing the advanced game course you get a message saying you can begin the game courses again if you wish.  I think this used to be a thing a few years back, but has since been changed.

Solution:  Change the text to reflect that doing the game courses multiple times is no longer possible.

I don't recall making text changes recently, but checking codewise after completing both game-courses it should say:
"You have completed both game courses. Now proceed with free gameplay in the UnReal World."
After completing only one course, advanced or living in the wild, you are advised that you can continue free gameplay or choose another course.

43
Solved'n'fixed bug reports / Re: [3.80] Hired help timberwork too fast?
« on: February 03, 2024, 06:07:51 PM »
This was a clear bug, and fixed by now. There were flaws in NPC work timer calculations which made especially the timberwork to get performed far too fast.

Fixed - persists in 3.82.

44
Fixed. We'll allow fishing to work as long as the water nearby in sight, so one doesn't have to face directly towards it.

Fixed - persists in 3.82.

45
Development News / Haft wear out and breakage mechanics continued
« on: January 27, 2024, 05:01:18 PM »
As mentioned in the earlier post we're working on axe and spear haft breakage mechanics and re-hafting features.
To come up with separate spear and axe head and haft items was the easiest part of the process. And that's fully completed by now.
To add mechanics and features to combine head and hafts into fully working weapons, ie. hafting, was a bigger thing to accomplish but it's also done by now.

What's been more tricky was to add active wear out mechanics when these weapons are actually used in the game world.
Be it crafting, building or in the combat. But we've gotten there by now and your axe hafts will actually wear out when the axe is used.
And eventually, when severely worn out, they will break.
(This coding groundwork can be later on utilized for making edged weapons getting dull in use, so that feature is also one step closer now.)


Here's Olaus. He has been using his axe for a long time, and now upon felling yet another tree its worn haft breaks.

It was one thing to make the haft wear out mechanics work for player character, but we also needed to put in effect for NPCs. That wasn't a piece of cake, but it's done by now.
And that opens up an opportunity for variety of new incidents to take place. It's not likely, but theoritically possible, that one day a player character finds an old axe or spear head from the woods. Dropped and left there due to NPC activity.


Here's a bear fighting scene with a companion called Aimo.
Aimo's spear haft breaks at the critical moment, but he wisely proceeds to grab the fallen spear head.
If need be, spear heads can be used as sort of substitute for a weapon, although far less effectively than a proper spear.

These are future features - not yet functional in current version 3.83.

Pages: 1 2 [3] 4 5 ... 85
anything