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Messages - Sami

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1246
Development News / Summery summary 2017
« on: June 03, 2017, 07:16:33 PM »
So, the new forums are up and running, some content popping up here and there - and all seems to be quite well at this new discussions settlement of ours. Nice!

Thought of posting a little summary about some upcoming new features, and when to expect them. This is something that's been probably originally posted at the old forums, but we'll hereby bring the completely new forum members on track as well.

So summer it is, and we've been steadily trucking towards yet another version. Once it's wrapped up it's gonna be summer holidays for me, and new features in UnReal World for you. Summer it is, despite of the current weather in Finland including little snow and sleet every now and then, chilly days and almost frosty nights. But the weather engine still isn't bugged ;) I'm hopeful that maybe in July we could have a new release out. Like always, we're adding new features on many different fronts but let's highlight some of the probably most widely interesting here:

* Bones and antlers

Antlers and bones can be now harvested from carcassess.
They have only little usage on their own but do serve as trophies and new raw materials to be utilized via modding if you like.

* Skulls and teeth

Skulls can be now harvested from a few species of dead animals whose skulls (or teeth) have meaningful ritual or magical usage. Skulls can be furthermore applied to pick teeth from them. Bear teeth for example are well-known for their magical powers.

Screenshot: By the sacred bear memorial rite tree Panu takes a look at the sturdy bones after hanging the bear skull in place.


* New spells, more spells, spells screen overhaul

We're giving up the old ritual system for good, and now focusing on the new kind of spells and spells system first showcased in version 3.40. This means removal of some of the old spells, but also featuring more and more new spells.

Ritual screen will be known as "Spells and magic means" screen and all the new spells are listed there as well. "New spells" refers to spells featured in version 3.40, which are learned within quests and performed by following the instructions given in spell description by using the common game mechanics and actions.

Currently you can view new spell descriptions only in the quest journal, but now it all will be available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells.

Bringing the selector on a any spell in the list displays its information dialog. If necessary, a selection is then made by mouse click or enter. In addition, there are also hotkeys for quick spell selection.
In case of the new manually and mechanically performed spells the spell selection merely shows the spell description and instructions to follow in order to perform the spell.
The old spells (eg. blood-stanching incantation) are colored differently and automatically put to action upon selection.

Screenshot: The new spells screen with quite a bit of spells known. Hovering the selector over the first spell shows the description.

   
* Cubs and calves - rise of the young animals

Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.
In case of large species ie. elks and bears, the young ones usually follow their mothers in the wild for a full year after the birth. So, now you may occasionally encounter an elk mother wandering together with her calf, or a bear mother followed by her cub. Mother animals may act more unexpectedly or aggressively than usual when they're still taking care of their young ones -- and that's especially true in case of bears.

Few screenshots - the adventures of fghfg among cubs and calves :)
Bear mother with its cub. Careful now. You don't want to position yourself in between those two.


Ooo.. isn't that sweet... not a hunting day today.


* Ant nests

   For some this is a mere curiosity, for some an absolute necessity. Anyhow, ant nests can be now found in the forest. They are needed in performing certain spells but have no other use to the player character currently.

Screenshot: It's raining - and it's ant nest!



And finally, something to highlight about upcoming Steam goodies...

UnReal World Steam Trading Cards

Trading Cards for UnReal World are coming this summer. Yet again we like to do things with deep thought, love, ambition and talent and that's why the card artwork is drawn by Finnish comic artist Tuuli Hypén. (Some of you may remember her classic "conflict in the woods" drawing based on the old title screen.)
We've cherished and talked about the card themes and plots during the spring, the creation is in progress, and below you can find a sneak preview collage consisting of drafts, sketches and semi-finished artwork.

Trading Cards are likely to be launched even before the actual next version is finished. We'll start with six cards, and most likely expand the pack in the future. Prepare yourselves, foreign and domestic card traders!




This is upcoming stuff, not yet featured in the current version 3.40



1247
Yeah, PALU is right. This is something reported at the old forums, found and fixed already, persists in 3.40.

Code: [Select]
- fixed: "crater" villages ie. village generation failures when the surrounding terrain was of much higher elevation
Fixed - persists in 3.40

1248
Bug reports / Re: Rafting, ice and shallow water
« on: June 02, 2017, 11:06:16 AM »
These are always a bit hard to comprehend from a mere verbal description. If somebody could send a savegame with instructions how to reproduce, or screenshots, I could try and see for myself.
 

1249
Okay. Even though we can't be 100% sure I suppose this is due to that map maintenance related issue already found and fixed - but still persisting in 3.40.
We'll label this as [Fixed - persists in 3.40] - and meanwhile the next patch comes out it's best to try find treasures as soon as possible, before manual (or automatic) map maintenances may get in between. It's not always wiping out treasures, but there was potential it can do so.

1250
Bug reports / Re: A Very Strange Start
« on: June 02, 2017, 10:51:42 AM »
Well, it's kind of our bad that there's so much text in the game  ::)

But the latter glitchy part is to be fixed when time allows.

1251
Solved'n'fixed bug reports / Re: Treasure not spawning in a "Pit"
« on: May 31, 2017, 12:50:43 PM »
God, do you recall if there had been "map maintenance" somewhere during the gameplay, preferably after getting to know about the treasure?

We've recently fixed a bug where map maintenance can mistakenly clear treasure locations, and that's my most educated guess about the issue in question here.

1252
Ah, now I got it, kotas in the villages seem to get "inside of a building" tiles as their floor. 
Must have been like that since introduction of village kotas. Well, this legacy issue is fixed now.

Fixed - persists in 3.40.

1253
Bug reports / Re: A Very Strange Start
« on: May 31, 2017, 11:51:42 AM »
Quote
I see is a dead Kaumo hunter lying in a clearing where many different fires had apparently been set, but with no other NPC around. Thinking this a bit odd, but nothing to worry about.
Ooo, but did you ever read the scenario description? That explains a lot.

..."You returned home with one straggling animal to find your father dead in the dooryard surrounded by
the smoldering remains of everything you had managed to build. Your mother was gone, presumably taken."


Quote
After zooming out, I see a village only a tile away so I headed there. All of the buildings were  empty of items except for the sauna building which contained a single stack consisting of several dead villagers and their items.

Aha, here it gets glitchy. The game setting the initial scenario NPC dead must have set these too closely neighbouring NPCs dead as well. Well, we gotta adjust few conditions.


1254
Solved'n'fixed bug reports / Re: White screen? anyone?
« on: May 30, 2017, 02:54:11 PM »
I'd suggest to follow JEB's advice on this one. The computer (graphics card specirfically) in question probably doesn't support hardware rendering.

1255
Not bugs / Re: Milking with a Full Container
« on: May 30, 2017, 02:42:58 PM »
Not a bug. Intended. Been like that since 2001.
New forums, new reports :)

1256
Not bugs / Re: Quest Deletes NPCs from Village
« on: May 30, 2017, 02:40:22 PM »
I completed the quest where I had to make a new punt for an old man.

Upon completion of the quest, the old man is now gone forever.

I wouldn't say forever, unless you've been in the village forever.
However, this old man leaving the village is not a bug.

1257
Development News / Re: Hello world, hello forums
« on: May 24, 2017, 07:53:21 AM »
mellon... or is it ystävä

Reference spotted - nice. Ystävä it is.

1258
Ooh, that's quite cool! Thanks for sharing.
And it's been more like a heaven than hell :D

1259
General Discussion / General welcome
« on: May 21, 2017, 05:20:46 PM »
Yeah, people, welcome!

Though of posting general welcome message in this section as well, and you can find a bit more detailed post at the dev.news section.

My point is that even though it's still quite empty here don't let the echo from the forum walls prevent you from posting. :)
Don't be shy, this is your playground, thoughts and words are welcome and we're as kind as we always have been.
Place your posts where you find them fit the best. If need be new sub-boards will be opened and posts moved accordingly.
I guess talks (and suggestions?) about forums itself can be placed for example here in the general section.

At the new forums we shall take you...

1260
Development News / Hello world, hello forums
« on: May 21, 2017, 04:39:50 PM »
Look at that! We do have new UnReal World forums now. Welcome!

We'll have a completely fresh start with these forums. Old post or users won't be migrated, but you may want (and are encouraged) to copy&paste your greatest/selected posts from the old forums. Now create an account, feel like at home and carry on posting and discussion as usual.
You can still find the old forums here.

Based on the community needs forum functionalities and boards will be expanded and tweaked along the way.
SMF engine is nicely moddable and hosting the forums of our own gives us all the control -- and zero ads.

Credits for forums background image edit goes to Simon "KillerFRIEND", and credits for early forum testing goes to bunch of trusted lifetime members.

We do have lifetime membership badges and section on these forums as well, and accounts lifetimers are upgraded with delay of few days from the registration.
If you are a lifetimer and don't seem to receive your badge, you may want to notify me by e-mail.  Do that especially if register on these forums with a completely different account.

We're quite busy with many different things, so don't expect quick replies to anything these days, but we'll try to keep the forum launch as smooth and painless as possible.
Things may still a bit under construction here and there, but the boards we've got here are familiar and playable already. :)

Now let's get these forums started. Be nice, be polite, and have fun with the power of the brave new boards. Speak, friend, and enter.

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