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Messages - Sami

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1
Without getting further into this a few things come to my mind...
Now I haven't tried BAC or other mods, except for snippets provided for bugfixing, but if it's eating up all the space there must be hundreds of entries to make - right?
If that's the case I'm just wondering are they all absolutely necessary... or could there room for quality over quantity approach, removal of some probably excess curiosities, streamlining recipes to meet more with the existing resources or make categories, and so on?

(Also, are there any "other large mods" that are found troublesome to keep up with the recent updates to the game?)

2
Development News / Version 3.84 released for Windows
« on: April 30, 2024, 01:26:40 PM »
Windows version 3.84 has been released on Steam, Itch and for lifetimers.
Linux and OS X builds will be released later this week if the workflow goes as expected.

This version continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too.

Here's the changelog:

Version 3.84 (stable) changelog

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

- added: BOWYER skill

The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version.
Needless to say, the available craftable bows now call for BOWYER skill in their crafting.

- added: craftable Longbow

You can craft a longbow from [M]ake menu under "Weapons" category.

- added: pausable weapon crafting

Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring.
To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. 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: crafting times and requirements of certain weapons

Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements.
The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times.

* Stone-axe

Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees.
Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle.

* Stone knife

It now takes 5 hours on average to make and also requires a stone for final sharpening.

* Javelin

It now takes 2 hour on average to make.

* Shortbow

It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days.

* Longbow

It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer.

* Bowstring

It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots.

- added: BOWSTRING game encyclopedia (F1) entry

- updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries

- added: pausable haft crafting

Crafting of the spear, axe and shovel hafts are now pausable tasks.

- added: pausable item trap crafting and loop snare batch production

Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows;

* Paw-board

Crafting time has been increased to three hours.

* Loop snare

Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one.

- added: pausable lumber items crafting

Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows;

* Wood slat

Crafting time for a batch of 20 slats has been increased to 200 minutes.

* Wooden stake

Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk.

* Staff

When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff.

- added: pausable utility article crafting for some items in the category

Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows;

* Wooden shovel

It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours.

- added: springs

Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles.
Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers.
From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter.
MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version.

- added: "behind your back" reference to asking for NPC whereabouts

When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.".

- changed: pushing allowed to locations not visible to the player character

You can now [p]ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions.

- fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them

- fixed: possibility to remove hafts from sickles

This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics.

- fixed: skin item duplication if tanning got cancelled at the requirements dialog

- fixed: villagers occasionally wandering impractically far from the village area

- fixed: low quality hafts not degrading the finished hafted weapon quality correctly

You pretty much always got fine hafted weapons even with the inferior hafts.

- fixed: "Of wolf and woman" quest related NPCs selection mess

There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly.

- fixed: paused craft remaining time checks

There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process.

- fixed: title song playback interruptions and cracks upon the game starting

The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files.

- fixed: occasional white screen flash when player character goes to sleep

- fixed: attempt to haft an invalid target item made the item to disappear

- fixed: sickles weighted too much


Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended.

-----

Cheers!

3
Bug reports / Re: [3.83] Duplicated hide with pausable crafting
« on: April 25, 2024, 06:41:26 PM »
And now it's found and fixed. Duplication occurs if the task gets cancelled right at the item requirements dialog. So in this case it happened when Plotinus tried if the tanning could be proceeded without the working log being present. The requirements dialog appeared and got cancelled due to missing log, and at that phase the duplication occurs.

Fixed - persists in 3.83

4
Bug reports / Re: [3.83] Duplicated hide with pausable crafting
« on: April 24, 2024, 07:50:02 PM »
I tried to reproduce on my end creating similar condition where the tanning task was started, but cancelled at some point because of the character being too tired.
However the duplication didn't happen on my end, so there are some underlying variables that mix things up.
Plotinus, if you still got the save please send it over, and I'll see if I can reproduce it on that location with that character.

5
Bug reports / Re: [3.83] NPCs wandering farther from village
« on: April 24, 2024, 07:08:56 PM »
Hmm. This is likely related to adjusted NPC time intervals as result of fixing this bug:
http://www.unrealworld.fi/forums/index.php?topic=7074.0

Villagers can for example decide to go for a little random walk, say for 10 undefined time units.
Now the recent adjustments made these time units, for peaceful walk tasks also, to last longer than before so the NPCs will also venture farther.
They return eventually though, but this makes village interaction more troublesome than before so we'll check, adjust and fix it.

6
Bug reports / Re: [3.83] Lake village dying out by hypothermia
« on: April 24, 2024, 07:03:49 PM »
Oh, heh, this could be a scene from so-called Hölmöläis village. See, there are finnish humoristic folktales about Hölmöläiset people, which translates as simpletons, or goofies, or loonies. In the tales Hölmöläiset/simpletons live in their own village and do stupid things over and over again.

But well, seriously, I'm thinking what was their incentive to go on the ice.  Had you visited this village before, or did you just find it like this?

This might be related to NPCs wandering further away thingie:
http://www.unrealworld.fi/forums/index.php?topic=7252.0
..but NPC should should still avoid thin ice.

7
Bug reports / Re: [3.83] Hafted weapon quality bug
« on: April 24, 2024, 06:55:53 PM »
Combine decent or higher quality of the head and any grade of the haft, assembled results are always fine grade(Ex. fine spear fine shovel).
Didn't have chance to test lower grade materials.

Yes, there was a bug especially with the poor haft quality not affecting the finished weapon quality correctly. The varying qualities were still plausible but with certain skill levels the results were pretty much always as reported here.
Fixed now.

Quote
And if assemble with perfect haft and disassemble, haft is graded down to fine.

This is normal and mentioned in news.txt. Dehafting always wears the haft to some extent and may eventually even lower its quality permanently.

8
Development News / Spring things, pausable things, future things
« on: April 08, 2024, 08:43:26 PM »
Springtime is busy time - both out in the nature and inside the development chambers. We're preparing for a new version release still this month.

Pausable crafting additions is proceeding strongly. Quite a batch of craftable items will be using the pausable crafting mechanics in the upcoming version.
At this point the pausable crafting mechanics will cover all the weapons, lumber items, hafts and  item traps such as paw-board fox trap and loop snare - and some more are likely to be added.  So, with the upcoming version more than half of the craftable items will become pausable tasks. And in the version after that we'll likely manage to have all the crafts pausable, allowing it also in all the diy_*.txt modding.

A new skill, bowyer, will be also added. It's quite self-explanatory that this is the ability and knowledge to make bows and the craftable bows now call for bowyer skills in their crafting. And longbow will be made available as a new craftable bow type for the player character.

So, for the next few versions we'll be working mostly on item related additions, and hope to have these released in decent pace. After that, when all the crafting is pausable, we'll move into adding new quests. Some of these will be small and casual, but some will be most exciting for the  players who'd enjoy the presence of marriage or permanent companions.
Let that be a sneak peek in advance further into this year's plans.

9
Development News / Re: Pausable weapon crafting
« on: April 08, 2024, 07:58:58 PM »
Will there eventually be a modding tag for marking a task as pausable? I don't see it on the development page yet.

Yes, there will, in a few versions - likely to be reached still this summer. When we're there the pausable crafting will be the default, so the tag is likely to be [unpausable] etc.

10
Development News / Pausable weapon crafting
« on: April 01, 2024, 09:09:47 PM »
The current pausable crafting mechanics have been tested quite extensively by now and only a few adjustments have emerged.
This is promising as eventually all the item crafting will be come pausable - and lesser the problems at this point, the sooner it happens.
For the time being we're still proceeding in small sections and next the crafting of weapons listed [M]ake->[W]eapons category will become pausable.
There will be some adjustments to certain weapon production times as they can be now increased to more reasonable levels.
Shortbows for example will get an average production time of 12 hours or so. A skilled character with quality tools may still be able to craft a shortbow in a day, but with mediocre skill and tools it's a process of several workdays.
Stone-axe will get the greatest production time increase - we'll be talking about 50 hours or so. It really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe will become a survival option which you won't take up too lightly.
For other weapons the changes won't be that dramatic, but changes are still to be expected.

These are future features - not yet functional in 3.83.

11
Development News / Re: Springs
« on: April 01, 2024, 05:19:04 PM »
Will you work on adding brooks and creeks from those springs also?

No, just springs for now.
Brooks and creeks would be a great terrain feature, but that requires kind of a world generator overhaul to have them find meaningful pathways into the larger bodies of water.

12
So.. what should I do with this post? Delete it as though it never happens? Put it in the 'not a bug' sub forum?

We'll be tagging and moving the posts as necessary.

Quote
Thanks, and once again, apologies for the confusion..

No worries, we're all glad it got sorted out. And once again thumbs up for the helpful community.

13
Development News / Springs
« on: March 27, 2024, 12:12:18 PM »
Yes, it's springtime! (pun intended)
We'll be adding springs, water sources bringing groundwater to the surface, in the terrain generation. Springs can be found at varying environments on zoomed-in maps.
A spring found in the wilderness may provide a great spot for a homestead for those who like to live further away from the lakes or rivers. And moreover, springs remain unfrozen even in the winter.
   Some time ago there was also a suggestion to have village water supplies to remain unfrozen for easier spotting. Now we'll make it so the village water supply ponds will be actually springs from now on. And for the migrated characters, the existing village ponds will be turned into springs as you visit these villages.

I guess will also take a little browsing of the old Finnish spellbooks to see if there are inspiring magical means or remarks related to springs. Springs were traditional places of mystical powers and certain guardian spirits. New spells or quests potential is high.

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


14
Thanks. Nice and tidy bug report. Fixed now.

Fixed - persists in 3.83.

15
Bug reports / Re: [3.83]"Pick up and wield" function doesn't work.
« on: March 21, 2024, 07:35:00 PM »
Now the strange thing is why it works on previous versions on that device.

I can only think it's SDL library issue as with this version (3.83) we've got updated SDL in use.
SDL does the keyboard input handling within the game.

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