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The best shot I'll probably never do again

I will treasure this moment forever.

January 31, 2022, 05:00:22 AM
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Carrying Penatly and fatigue tested Hi, I did some interesting tests about game engine. ::)
I discovered that fatigue when running very strictly depend even on very small (as I was thingking before) Carrying Penatly.

On my character 253lbs I can still carry 25lbs weared clothes without any penatly. Its seems like 10% maybe is free.
During the test I was running 1 big map tile island from 1 shore to another and back. It was 66 tiles x2 = 132tiles = 264m.
I did many same runs to be sure, and every time effect was same.

When I wasn't carry anything except my weared clothes my carring penatly was 0%
0% carrying penatly --> 22% of fatigue after run.

You can't carry any equipment to stay with penatly 0%, even smallest knife make it-1%.
Game mechanic dont cunt weight directly, you can have few pounds or kg more if you still fit in penatly limit which looks like this:

cp = carrying penatly
--> fatigue after 132 tiles of distance runned
cp   0 % --> 22%
cp   1 % --> 44% 
cp 2-4% --> 64%
cp 5-6% --> 86%
cp 7% stoped at 95% fatigue around 25 tiles to end, wasn't able to run anymore :o

I didn't check if big penatly affect combat fatigue also the same way, but I gues its work like this.

Now you know why this njerpz civilians get you so fast and why they are so hard to beat.
This kids and womans dont have weapons and armor. From crowd of 10 civilians there always are 1-2 or 3 fast with high dodge.
Even if you going to kill them full heavy armored without any running, your fatigue probably will be same extremally high after few attacks becasue it looks like combat is affected same as running.
I can still take Longbow, 2 knives, and 20 of arrows and fit in 1% penatly including light weared armor( penatly free) ;D

July 02, 2022, 03:47:37 PM
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Re: *DAMNED* Meeting with water spirits quest Generally speaking find rapids or ford, both tend to have several 1 tile rocks jutting out of the water. Wade or swim to one, move on to the skerry. And wait.
If you can’t climb to the skerry from wading/swimming, you won’t get on it from watercraft either.

Remember to strip down.

May 31, 2023, 07:41:16 AM
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Re: Human combat system is really off---enemy are fighting like zombies Strong edge (or tear, yes I mean you Mr. Wolf) attack to neck is usually 1 hit instant death for PC and NPCs if there is no significant armour there (I don't think I have seen many mail cowls on Njerps). There is this massege about almost tearing the body part off. Happens also with broadhead arrows (including to animals as large as reindeer and at least smaller bears), and it can happen even to otherwise unharmed and fresh mobs. Point attacks are in my experience less instantly lethal, which is why I tend to choose axes over spears (and often bring broadheads if I know I'm going to fight Njerps or robbers and need to make my shots count).

I have never, ever missed with attack on unconscious mob (yellow text on attack screen), and I suspect such attacks automatically roll extra damage dice as well. You sure the mob was actually unconscious?

In general the main trick to URW combat is exhaustion management. Your opponents run all the time in combat situations, while you can choose not to. If they are not running they are attacking every turn (while you can choose not to, in which case you most likely move backwards so that your opponent has to run bit more). Exhausted mobs will have penalty to their attacks, they drop down easy and when they become unconscious they are unlikely to recover in reasonable time. You can essentially consider it equivalent of damage that just heals quicker, in that sense even moving backwards (and not even making a counterstrike) is a damaging attack on your enemies, and it has 100% hit chance.

November 27, 2023, 01:29:39 PM
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You are from: Moron Heath  ???

Test character for trying out mod edits... and this is where they are from


December 06, 2023, 02:16:22 AM
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Re: What's Going On In Your Unreal World? Now that Im updating BAC I need a non-story test character...

apparently...

he comes form the land of morons.

>>>>


December 06, 2023, 04:31:55 AM
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In the real world at present-day Savo The year is nearing its end - so let us send you our winter season's greetings with this post.
Firstly, we wish you all the best with the festivities and holiday season you might have at hand, and happy new year!
Then, as a season's speciality let us entertain you with little something recreational from the real world at present-day Savo.

The winter has come, and for the devs like us it means the balance between coding and cross-country skiing must carefully maintained.
So, a week ago Erkka came over for a visit - and we went exploring the real world on skis.




Over the years, we've found ourselves doing many kind of media works more or less related to the game world or inspired by the iron-age culture.
And now, quite spontaneously, we ended up doing small stop-motion animation - and then though of publishing it as 2023 season's greetings
at Enormous Elk YouTube channel.
There's more, and surely more sophisticated content to explore, if the channel wasn't familiar to you already.
We call it Tanssivat tontut in finnish, which would translate as Dancing goblins or Dancing household spirits in english.
https://youtu.be/du2pkQUN9Fg?si=aOPZkYand2qcKmFW

And lastly, for myself the last weeks have been more busy with horseback riding and archery than coding.
In early December I did three horseback archery demonstrations at different stables which required quite a bit of both time and energy.
But hey, sometimes one has to ride a horse to endure extended still sitting periods in front of the computer.
And maybe it's good for one to try out the bow for real if he intends to simulate archery in the game.
So, this also falls into category of in the real world at present-day Savo. Let the bow skill speculations start :D
https://youtu.be/oPaZKJluLDQ?si=vAzUS2KX986sx7ux

Let's see you in 2024, with all sort of new achievements, features and adventures to follow in the real and unreal world.
Cheers!

December 17, 2023, 06:46:33 PM
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Re: What's Going On In Your Unreal World? My world is pretty quiet. I started in an isolated corner of my home culture. Just two villages nearby. I am focusing on farming and crafting. Started with the Agriculture start. I planted a ton of crops and now am spending my time trading/crafting and training up my skills. After using the trading board/loop exploit I have all the tools I need plus a few extra trading items. Even before I harvested my crops I have "made it".
December 24, 2023, 01:24:53 AM
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Re: What's Going On In Your Unreal World?
Just conquered a Njerp village (5x warrior, a peasant, two craftsmen, a maiden, a woman, a housewife and a child) and carried away my spoils on Conquest, Victory, Triumph, Honour, Glory and Pride, which are the two bulls and four cows those dead Njerpez certainly need no longer.

I encountered a Vagabond hunter in the forest. The man was probably hunting a bird, because - i decided to continue my journey when suddenly I noticed a bird that took off. It had probably been the target of a hunter, because in his anger he attacked me from behind and struck me dead with an axe. =L

December 29, 2023, 11:42:12 AM
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Haft them axes, haft them spears Hafting of the axes and spears is underway. This is relatively complex and fundamendal addition and I guess we'll be putting out a new release when it's all finished.
There's still lots of work to do, but let's have a first sneak preview of the upcoming hafting mechanics.

So, axe and spear items now consist of two parts; heads and hafts. Haft refers to their wooden handle or shaft, which can break over time or upon damage.
When a haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head to a new haft, making it a complete working weapon again.

Now let's meet our test character Terhi and let her show how the hafting in UnReal World goes.


One day the haft of her trusty woodsman's axe broke leaving the head lying on the ground.
For all the different axes and spears their heads now also exist as separate items.
Blacksmiths still sell these weapons readily hafted, so the heads aren't commonly found until the axe or spear haft breaks.



Crafting the hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category.
The first two options are used to craft a new haft, and the latter for actual hafting to assemble a working weapon with the head and the haft.
Terhi now proceeds to craft a new axe haft.



Both crafting the haft and hafting task itself requires CARPENTRY skills.  Terhi has managed to craft a fine axe haft, and then she proceeds to actual hafting.
In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required.
The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone.



The hafting is done and she managed to assemble a decent woodsman's axe. Let the timberwork continue!


The haft quality and success in hafting has significant impact on the finished axe or spear usability. Poor hafting may result in lowering the weapon quality even below the head quality itself. The finished axe or spear quality thus 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.

So, this is how 2024 starts feature wise. Stay tuned.

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

January 12, 2024, 06:19:14 PM
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anything