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Re: Borders of Unreal World
I've been asking myself what would happen once reaching the edges for at least one year. I never tried to reach them, though.

 I guess this is one thing less in my list of discover-the-UrW-misteries' list.

 Regards
I believe I've seen a note indicator up in the top left corner of the worlds that's not accessible. I've never tried to reach it, though.

November 29, 2017, 01:43:37 PM
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Re: Kotas Hey, someone took inspiration from my fortress!  ;D

For regular kota, you can have a 5x5 layout: the frame in the very centre, a 1-tile walkway around that, and a layer of wall/door on the outside.

For oversized kota buildings, think of it as very slowly painting your kota into existence from one side to the other. Plan out the trail your frame will go to build your kota and build the floors and walls around and behind (but not in front! frames can't go on floors) the frame, moving it one square away each time. You will always end up with one ground space when your kota is done.

For walls, you can go two ways about it. Contiguous walls (like in the old post) take more time, but are prettier. You'll build 3 wall sections every time you lay a frame. Don't build corner walls and move the frame just enough to continue the wall with another 3 walls. Repeat as needed.
If you don't care about aesthetics, you can build the corner walls and save time on assembling/disassembling the frame.

Whatever you do to get your oversized kota, there's one thing to remember: never build a wall next to a frame unless you want the frame to stay.

Edit: Pictures!

These are the standard kota layouts. You'll probably never see #3 in villages.


This is how to build a 7x7 kota (5x5 floor space). Lighter blue and yellow are where you will build walls and floors relative to where the frame (dark green) currently is; dark blue and yellow are previously-built walls and floors. The thin lines are the floor coverage of the framework.


This is how to build a kota wall:

November 29, 2017, 03:25:08 PM
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Re: Orja Reemailainen Part 4: The End

My revenge had become tedious.  I became careless while raiding the villages and was trapped several times in mires or outside of buildings.  I had layered myself with the clothes of the dead and waded into their villages with my battleaxe dripping from the last village I had slaughtered...



I continued to raid, even with light wounds.  By the time the snow thawed, there were seven villages left.



Once the Njerpezti were all killed, I collected all their dead from their 32 villages and stacked dumped their rotting corpses into massive piles.  While wading through the remains, a great calm came upon me, and I knew the spirits were pleased. 



The dead were stacked and sorted...



... and I counted all I had collected from their 32 villages...






Now, I am off to a bog.  I plan to build a fire and cast my mother's cursed comb into the bog to let her spirit rest in peace. 



The empty villages that now surround me seem pointless.  Even though I know I have appeased the spirits and are in unity with the world, I have no more purpose to my life.   I'm done.  I think I will travel back to the Reemailainen and settle down on a new homestead.  Hopefully, I'll find the peace.  What will become of me? 

December 01, 2017, 09:35:15 PM
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Re: Mik Back home, Mik repairs his mittens and next morning sets out early, carrying his small but valuable furs.  He leaves his bow at home and will trust in his spear instead. It's unusual to see foreign traders near his home, but this morning he finds them and makes a good trade... a spear, fine mail cowl, and 12 superior arrows for his fine lynx, glutton, ermine, and 3 fine squirrel furs.

Then he curses under his breath as the last trader comes out of the trees carrying an iron spectacle helm and Mik has only 1 glutton fur left... not enough for that trade. The other trader is not willing to take back his goods.

He bids them farewell and continues to hunt. The spirits favor him by revealing an elk a short while later. Sneaking toward it, he's not quiet enough and it spooks and runs, so he begins the chase with spears at the ready. The tracks are easy to follow in the snow and Mki can hear it plunging through the spruces. Then he sees it and it's a long throw at 25 paces, but the spear grazes the elk's shoulder. The limping animal is now subject to a running/walking pursuit intended to tire the beast. The tracks are confusing... this is a smart elk.

After a long time following the tracks, finally Mik gets a chance for another spear throw and hits again, but the elk takes off running! Following at a run, and encumbered by his lamellar cuirasse and fur overcoat, Mik continues...



After a short time he can't run any longer. The snow is wearing him down but he must recover his valuable spear and can't give up! Forcing himself to doggedly follow the tracks he eventually sees the animal, which appears as exhausted as himself. The hunt is over soon and Mik will have the fur he needs to make skis.

December 02, 2017, 04:11:20 PM
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Releases, anniversaries, sales, and season's archery greetings Very exciting times are at hand...

We've reached beta stage with the upcoming version 3.50. Test builds have been compiled and tested to some extent, and we are ready to move onto releasing the first 3.50 beta version. This will first take place on Steam, and for lifetimers at the forums - and is to be followed with the standalone release on the homepage later on.

By the way, did you know that this year is 100th anniversary of Finland's independence?
Doesn't matter if you didn't, but it's a big year for the country and it all culminates on 6th of December - for that is the independence day of Finland.

On that very day we are celebrating Indie-dependence day for it's been 25 years of playable UnReal World releases.
In other words, the game has been out there for 1/4  of its development nation's official existence. It's either an old game, or a young nation ;)

We try to aim Steam/Lifetimer release of 3.50 beta to take place on 6th - the big indiedependency day.
Because of the anniversary Steam has also agreed to grant a special sale period for a bunch of finnish games. Before the sale is going on we can't exactly say when it starts or ends, but you should know UnReal World is available for a little cheaper price. It's probably our biggest price cut ever to be seen, so if you want to celebrate with us or finally get that Steam copy, the opportunity is around the corner.

And then, it's time fore season's archery greetings...
Over the years people have regularly hinted that could I start up on somekind of bushcraft video channel or so. Now Erkka occasionally drops videos related on variety of trad. chores, and at Enormous Elk videos we sometimes cover trad.lifestyle as well, but to me the dearest thing to showcase and talk about would be archery. So I'm trying to establish traditional archery channel, hopefully getting it going next year. History and archery, crafts and shoots, books and bows and techniques, and all that. Channel draft is available for early subscriptions:
https://www.youtube.com/watch?v=3LwjhvPSbB0

Now it's three night until the big indiedependency day. Stay tuned.

December 03, 2017, 03:09:34 PM
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Re: Lifetimers and Supporting URW/Enormous Elk
In the Dec. 3 Development News, Sami mentioned Lifetimers and their early access to the 3.5 beta.  I've also seen some of the forum posters with their "Honorary Lifetime Supporter Member" badges.

Does this relate to the purchase of a lifetime license?  Are those still available? 

I encountered URW through Steam and can't see where to purchase a lifetime license.  I also can't see this on the URW website.  I do see the donation link, but there is no mention of a perpetual license or access to the beta releases.  Can anyone shed some light on this?  Thanks!

All the lifetimers who have their accounts badged (yes, that honorary lifetime supporter) will find new versions at forum dedicated section. 3.50beta is not released yet, though.

If you are lifetimer who is missing a badge fill this form:
http://www.unrealworld.fi/urw_lifetime-membership-form.html

On Steam we don't sell lifetime license. That's something people there wouldn't understand. Basically on Steam we sell a version with updates for some years ahead. There's no definite tags added, but at least if the version number should go up to 4.* it's a new product to be launched on Steam.

Lifetime licenses haven't been actively promoted for quite some time, because co-existence with Steam<>donation-based got confusing enough. But if somebody wants it, I don't stop people from grand donations, and can set up new lifetime members.

December 03, 2017, 06:34:01 PM
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Re: Psychic enemies I know robbers are homing. You can kill the Njerps in the escaped slave scenario through hit & run tactics using rocks (although you need a LOT of luck escaping from the center of the camp initially, and have very little room for mistakes in the fighting).
It's true Nerp villagers tend to come at you in a large line, but I attribute that to them shouting to each other, raising the alarm. I've then killed them off by using arrows and backing away (until the last village raided, where a lucky hit from someone who managed to get close slowed him down, eventually resulting in further hits, and finally death with 100% penalties through injuries and fatigue).
Warriors are reasonably easy to deal with because they wear armor that causes fatigue and their constant running means they quickly slow down to a crawl. Civilians are more dangerous as it takes quite some time for them to tire (although bow wielding warriors are always dangerous, unless you can take them out from beyond their firing range).

Thus: To take them out: zoom in, injure or kill one or a few of them, get away and zoom out, rest, zoom in elsewhere (to make sure you have a reasonable distance to them as you zoom in), approach, kill & maim. Retreat...
Never run except to flee as that builds up fatigue that slows you down.
(I don't think I did split any village into two attacks, though: firing and backing away was sufficient until it wasn't).

December 03, 2017, 07:24:55 PM
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Re: Psychic enemies Firstly, your marauder mustn't be so heavily armored that mobility is hampered or fatigue is building up. My Njerp exterminator was a huge 2+ meter tall maximum strength/weight character with an unencumbered walking speed of 8. I loaded him up with a lot of armor, but would not accept a speed reduction to below 7. At that rate I could keep backing away to tire even civilians, as well as cripple civilians with bow shots when they got near. Occasionally civilians caught up, but they were ineffective against the strong armor unless having extreme luck (my character got injured twice before the final fatal run, over about a dozen villages), and backing away allowed me to kill them with the bow as they'd get completely exhausted so they couldn't keep up with my character backing away. I didn't encounter any particular problems when firing at civilians.
December 04, 2017, 07:32:07 AM
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Re: Psychic enemies
If you're slower than the fastest enemy, there's simply no way to win.  And that is terrible game design.

I disagree.  If you've never had the experience, I'd recommend you go check out a HEMA club (https://www.hemaalliance.com/) if you have one near.  You can't avoid getting hit in real combat.  Even a skilled person will get hit if the opponent is willing to take a blow.  The strongest/fastest person does tend to indeed beat on the slower/weaker ones.  That is not always the case, as technique can compensate for some of that.  But if you have a trained fighter who is stronger and faster than you, you're at a substantial disadvantage.  That disadvantage is compounded if you're fighting multiple opponents.  It is true that the first person to be seriously wounded will loose.  That is closer to real life than the ability to shrug off a wound and keep fighting. 

To address the original post, you can't be in a hurry to clear a village if you're going to snipe away using a bow.  You need to give it days to pick off a few opponents, let the village calm down, and then repeat.  I've had the same experience if I try to rush it.  I've been most successful using a bow and no/light armor by luring one or two villagers into a pine mire, and taking them out quickly, running away, then leaving for a few days before I do it again. 

I've also had the recent experience to eradicate the Njerpez off the map (see Orja story in the stories sub-forum).  I layered on all the armor I could knowing that I'd be hit and I still received wounds.  My character snuck or fought their way into a village building or protected space in a pine mire so that only one or two enemies could get to me at once.  Then I was able to clear the village.

I believe the "flaws" you identify make the game more realistic and give more serious consequences to actions than a hack and slash game. 

December 04, 2017, 04:32:33 PM
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Re: Psychic enemies People approach this game in extremely different ways and this is fine. However, in my humble opinion the design flaw in the described situation is that an individual on foot can attack a whole village by himself and live to tell the tale (and thus encourage others to try similar feats). Any improvement to the game should make this harder and remove exploits (come to me one by one tree forts) enabling it. How cool would it be if villagers just pile firewood around the house where the maniac hides and smoke him out or pelt him with stones in his tree fort like a player would do to a squirrel?
December 04, 2017, 05:34:02 PM
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anything