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Version 3.63 released on Steam, Itch, and for lifetimers Hey, a new UnReal World release is out now.
Version 3.63 is now available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.
The summer sale on Steam still continues for a little while, so if you're quick and willing it's possible to take that sort of a tactical advantage.
With the new release the previous version (3.62) is now publicly available at downloads section.

UnReal World Steam store page:
https://store.steampowered.com/app/351700/UnReal_World/

UnReal World Itch.io store page:
https://enormous-elk.itch.io/unreal-world

This version 3.63 is kind of a summery release in itself. There's features and fixes on all fronts, but some is specifically related to the lush of the summer.
You can find the full changelog below but first, here's a moody image of certain real world item which you can now find in UnReal World too.

...as I'll go now gently beat myself with this one, you can enjoy the new release -- and do the same in there at will.




Version 3.63 changelog

- added: separate key command for commanding your pets and companions [!]

Talking to someone and commanding your pets and companions are now separate commands. Commanding is now done with with [!] key, and the good old [C] key is used only to talk to someone in normal fashion.
The game notifies you about the new [!] key command when talking to companions in normal way, or when talking to someone when there are pets out of sight. These little messages hopefully make it easier to get the new command policy memorized. Also, if you mistakenly try to [C]hat with pets the list of commands is still displayed.
If there are no pets or companions around at all trying to command them [!] just displays an informative message and doesn't proceed into fruitfless target selection.
Also, if there are no companions in sight the menu for shouting commands doesn't anymore contain needless "Choose a target in sight" option.

- improved: fire mechanics

Various features have been added to make fire burning, its' warming effect, obtained information and visual appearance more detailed.

* Burnt-out fire graphics is related to the amount of fire burned at the site. Small fires leave small remains, large fires leave large remains.

* Remains of fire accumulates over time so sequential fires burned at the site will increase the remains. The remains will still eventually disappear with few days pause in fire burning.

* embers graphics has been added and remains of burnt-out fires will be now appear glowing red for awhile. For how long the embers will be glowing depends on the amount of fire burned.

* when looking at burnt-out fire it's now also told if there are glowing or still warm embers. This information gives an idea eg. about how recent a campfire found in the wild might be.

* glowing embers from nearby burnt-out fires helps you to start new ones. This is automatically checked if you start making a fire with glowing remains at adjacent tile.

- added: smoking requires continuous maintaining of fire

In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process.
It's not critical to maintain an exact temperature but the fireplace in your smoking cabin should be warmed up properly on daily basis. Should you forget it one day it's still possible to compensate by heating it up even more the next day.
If the heating is completely neglected you will find your smoked foodstuff all spoiled. If the heating has failed only to some extent you may find some of the smoked foods spoiled.

- added: gradual heating up and cooling down of fireplaces and sauna stoves

When warming up a fireplace or sauna stove it now takes some time before the stones get properly heated up and start releasing warmth into the room - and this process is gradual. As a rule of thumb you should keep fire burning at least 3 or 4 hours to get fireplaces and sauna stoves properly heated up. The cooling down is gradual as well and fireplaces and sauna stoves will retain warmth hours and hours after the fire has burnt out. The warmer the fireplace or sauna stove has been the slower it will also cool down.
With these changes in action you can't expect to have a nicely warm room at an instant you light up a fireplace. Or you can't have a sauna bath right after lighting up a sauna stove. However, the fireplaces are designed so that they release some heat when the fire is burning. This allows you to still effectively warm up by the fireplace while it is still only getting heated up.
Also, now you might notice having to warm up the fireplaces longer and more carefully than in earlier versions to have your cottage nicely warm during the coldest winter days. With gradual cooling down of fireplaces the winter morning temperatures inside your cottage may sometimes apppear surprisingly low compared to the earlier. This is because in earlier versions fireplaces retained constant and exceedingly high temperature for very long-time after the fire had burned out.

- added: sauna stove tile slightly stylized

It's a bit darker and has smaller mouth now. This is to better distinguish sauna stove from a common fireplace.

- added: building a sauna stove

Sauna stoves can be now built by the player character. You’ll find the option from [M]ake menu -> Building -> Wooden building.

- improved: throwing water on the sauna stove

Before it was necessary to use sauna scoop to throw water on the sauna stove. Now it's done simply by [a]pplying a water container beside the sauna stove. An option for throwing water from the container appears when the condition is met.
Messages about the results are also updated and now it is told if you get mild or proper steam - depending on how hot the sauna stove is. There’s also a sound effects added so you can hear how the sauna stove really hisses.
With these additions sauna scoop now becomes a deprecated item. It continues to exist in object galore, but with no real use. Upon using sauna scoop you only get a message to use new mechanics instead.

- added: leaf trees now grow and lose their leaves gradually according to the season

You can see leaf trees gradually getting more lush in green in the spring, and again losing the leaf cover in the late autumn.

- added: vasta – a kind of broom to beat and treat oneself with during sauna bath

Vasta is a kind of broom made out of leafy birch twigs and used during sauna bath to gently beat oneself in order to get the muscles relaxed, body massaged and skin cleansed.
Vasta can be made by yourself from [M]ake menu under Utility articles. Making of vasta requires bunch of leafy birch twigs which can be collected from birch trees using your TIMBERCRAFT skill.
To use vasta [a]pply it while taking a sauna bath. There’s also sound effect added so you can hear what the beating with vasta really sounds like. Using vasta improves the healing effects of sauna bath.
There’s also game encyclopedia [F1] entry about vasta available.

- added: collecting leafy birch twigs

When collecting branches from birch trees (by using your TIMBERCRAFT skill) you now get leafy birch twigs if the season is right. If not, mere branches are collected. There are appropriate messages to indicate if the leaves aren't big enough just yet, or already gone old. This addition is foremostly added for making vasta which requires leafy birch twigs to be used.

- added: shout commands activated when pets are too far to respond to talked commands

When commanding your pet that is too far away you are now automatically given options for the possible shouted commands. Foremostly this makes "Come" always an available command for dogs.

- added: wandering Njerpez can be met in small groups too

Njerpez warriors don't wander all alone anymore but can be met in small groups, or pairs as well. If a conflict will arise from these encounters you have to be extra careful now. A group of wandering Njerpez can also have multiple dogs with them.

- adjusted: wandering Njerpez commonness based on the region

Wandering Njerpez are most commonly met in the east and south-east. That's an old rule which hasn't changed, but in the previous versions the borderline of their existence and non-existence was strict and rigid. Now the wandering Njerpez commonness is more gradual, decreasing the further into the west and north you go. Now it's been also verified that Njerpez raiders don't ever try to reach regions of western and northern cultures, so that's where to settle if you want to avoid raiders completely.

- added: pause for spacebar when player character falls through ice

- added: non-weapons can be thrown even when both hands are wielding something

This makes it easier to bait a trap, feed a dog, toss firewood into the fire and so on as you don't have to unwield anything to be able to throw such things.

- added: reindeers can be milked

It's now possible to milk reindeer does. The period when the milking is possible is the same as with cows, but the yield is little lesser.

- adjusted: milking period of sheep shortened with few months

Sheeps now yield milk only from swidden month to harvest month.

- added: character age and days played now appear in [P]rofile screen

This info is displayed at top of the screen saying eg. "You are 16 winters old, and have lived 7 days of adventuring life."

- removed: character [L]og screen

It's been considered useless for a long-time, and it's no longer in use at all.

- fixed: fresh bloodscapes sometimes disappearing instantly upon map load

- fixed: throwing water on the sauna stove not increasing the temperature

This had gotten broken somewhere along the way when adjusting temperature checks. Now it’s fixed and you will again notice the character getting warmer upon throwing water on the sauna stove.

- fixed: no message or results of arrow breakage when it happened upon hitting a creature

Now if an arrow breaks upon hitting a creature the breakage message is displayed and broken arrow will remain at the location.

- fixed: companions that were commanded to stay put did still engage into fights

- fixed: continuing early interrupted fence building requires the raw materials again

- fixed: character not falling into the water if thin ice at the location is broken by dropped items

- fixed: planted crop graphics appearing at picked mushroom location

- fixed: when dropping items selecting the only item in filtered inventory category drops it immediately ignoring the other selections



Cheers!

July 09, 2020, 12:38:00 PM
1
Re: Version 3.63 released on Steam, Itch, and for lifetimers
[kidding] ‘vasta’ should be called ‘vihta’ in western cultures... [/kidding]  :-X

Hehe. Yes indeed. It actually crossed my mind if we should use separate terms on separate cultural areas, but then I though it would become too confusing - and the selected term is now based on developer's cultural area :)

July 10, 2020, 10:31:11 AM
1
Trouble with wooden walls since 3.63 Came back to my savegame since 3.63 dropped, excited to build a new sauna stove in my sauna. Tore down the old fireplace and as soon as the new sauna stove was built, the shutter wall behind it unsnapped and rotated 90 from the corner and door wall adjacent to it. Tried rebuilding the shutter wall in question, and it was in the correct orientation while building, but rotated 90 degreess again upon completion. Tried deconstructing and rebuilding the door wall next to it. Didnt fix the incorrect orientation. Anyone have other suggestions I might try? It's winter, and I have ridiculous amount of food stores, so my character has time to kill. Thanks in advance.
July 15, 2020, 07:20:19 PM
1
Off to holidays! So, there's still summer left and there are no showstoppers discovered in the latest version -- that equals to me getting off to holidays now.
We can call this latter summer holiday, and I have feeling I'll spend quite a long one. So it's likely autumn, or early winter, before I get back to development chambers again.
I still can be reached by e-mail, but expect delays with replies. And on rainy days I may rarely pop up at forums too, but don't follow conversations very actively at all.
Take care, help each others out, stay safe and have some good times and adventures!
I'm off to holidays...


August 01, 2020, 07:29:53 PM
1
Re: The quest about finding a lost sheep makes me really mad The worst part is that it's only worth 5 squirrel hides
August 17, 2020, 05:16:15 PM
1
Re: "The Challenge" I assume from your post that you have not tried the challenge, or you got a really lucky start.

It is difficult to fish, even with high skill, without tools. In a dozen or so starts I never had high fishing skills and only once did I find any water within two days, and that seemed to have no fish.

Stealing clothes from a village would help with warmth but I have never found a village in any of my starts.

August 22, 2020, 11:40:04 AM
1
Re: "The Challenge" Beginning of Dead Month

Day 1 67% injured, unable to stand.

Destroyed my items, decided to head west and veer south around trees. I set myself to stealth mode to train my stealth up while travelling. I am in a spruce mire, so i gather some rocks and some cloudberries, one of the only berries that are worth gathering at this time of year for thirst (you can stay abundant on them if you gather enough). lingonberries normally wouldn't be worth it because they take a long time to gather and don't provide much liquid in exchange, but because i'm gathering fatigue by crawling around, I do gather them when my fatigue is over 10% because i need to waste time anyway to defatigue myself. I also gather one of each kind of unknown mushroom so that I can practice identifying them. Whenever I get cool, I look for a tree trunk and light it, then stay by it until I'm warm again, gathering branches, making a stone knife, making torches. I pay attention to the terrain, when I reach a lichenous pine forest, i abandon the southwest direction to go in a circle around the edge of the lichenous pine forest and am rewarded by finding a hill, which i also go around the edge of, but no mountains this time. This won't always pay off but it will more often than not. I resume the southwest heading. When evening hits, I keep going, looking for a fallen tree trunk, then light it on fire and eat some lingonberries so my stomach will be full and I can sleep the full night long instead of waking up from hunger every few hours.

Day 2 62% injured, unable to stand.

I continue southwest. My method of carefully exploring near lichenous pine forests pays off and I reach a mountain. I peek on the peak and discover I'm near north eastern Sartola. Since I can't use the F6 map I don't know in which direction I'm near it but I'm going to keep heading southwest. However, I can see another mountain two tiles north of me, so I'm going to zoom back in and check out that first, because I'd really like to find some water and I can't see any from here, even though it's late morning, so this is as good as the visibility is going to get. I don't see any water from the other mountain either, so back south to the first and then continuing southwest. Found another mountain. If I go northwest one tile and then straight north I1ll hit a small lake. I'll stay there tonight and then come back. There's another mountain to the west of me, but I want to heal my wounds a bit. I find a log near the lake and push it onto the ice to break it, then pull it back. I heal my wounds, light the fire, get some sleep. I wake up in the middle of the night in the rain so i do a little rock fishing. No fish.

Day 3 57% injured, unable to stand.

I head back to the mountain, look up but I can't see anything new so time to head due west to the next mountain. From the next mountain i can see another lake one tile northwest and a bunch of tiles north so i'm going to head to that for the night. each tile is 64 little squares wide so i just count how many times i go left and if i hit 128 (2 tiles) then i start going right again instead.

Day 4 53% injured, unable to stand.

I didn't make it to the lake before i fell asleep so i continue towards the lake. It wasn't very far away. Went back to the mountain, still can't see any new mountains, still north east of sartola, so I go back to my southwest pattern. I'm cold and exhausted and it's evening so light a log and go to sleep but unfortunately wake up at midnight vigorous, so I light a torch and continue on. By the small hours, I'm bitterly cold so I light another tree trunk. This is the problem with travelling at night.  I wait by the fire until I'm tired and then sleep the rest of the night.

Day 5 48% injured, finally I can stand. 12% starvation

Now that I can stay this is going to go better. I'll have to waste less time recovering because walking isn't tiring like crawling. I'm not too worried about the starvation, after 4 fulls days I'm 12% starved so that's about 3% starvation per day. I can survive another month and it won't take me that long to find a village. I do have to hurry because it's only going to get colder but for now I can light a fire whenever i get cold and still have lots of time for walking. Next month I won't be able to walk 20 steps without going from hot to numbingly cold. This means no more berry gathering. I have about 7lb of berries and I'm only going to eat them if I go multiple days without finding water and am in danger of dying of thirst, or if they start to go stale. I happened upon another mountain. There's another mountain southwest of here, 6 tiles west, more tiles than that to the south so I'm going to head for that. From this mountain there's another mountain to the west, just one tile south. And from here the are some mountains to the south. North west of those mountains is a small lake where i'll camp tonight.

Day 6 45% injured, 15% starved

Heading back to the mountain, now that it's morning I can see another mountain to the south, 6 tiles to the east, so heading that way now. And from there, there's one directly southeast a few tiles away. Still "near northern sartola" I'm really curious if i'm heading in the right direction or not but bouncing between mountains is the safest way to go. The next mountain is 8 tiles west and 14 tiles south which is going to be harder not to lose my count and i might overshoot it or something but if I don't make it there'll always be another mountain. I made it there safely and now there's one just one tile south and a long way to the west and it's near a lake! I'm spending the night at the lake and then continuing on tomorrow.

Day 7 41% injured, 16% starved

No fish at the lake, healed my injuries, heading back to the mountains. There are a few mountains in a row. From here, if I had northwest until I hit the water and then west until I hit the hill and then go northwest one more tile I should hit another mountain but if I don't hit the water where I expect to then I just need to follow along the coast and I'll still hit the mountain. And now it says I'm in north eastern Sartola. I don't see any roads yet but it's only a matter of time.  If I go to the southeast edge of these hills and then go straight south, then follow the lake counterclockwise until just before I reach the hill and then go straight south again, I'll reach the next mountain. I must have miscalculated because I never found this lake but sooner or later I'll find something. I found a thicket! I checked all four sides in case there was a road or other village-like tile near it but there wasn't. it was a long shot, groves are often near villages but thickets are random. I have come to a lake. I'm pretty sure it's not the one I was aiming for. I'm going to explroe around it. I drop 3 spruce twigs near the shore so that i don't go around in circles if I go all the way around. I spend the night at the shore

Day 8 38% injured, 19% starved

I'll continue this another day.

August 23, 2020, 09:28:29 PM
1
Re: [3.63 - steam] Base walking speed lowered
Is there snow on the ground?

No there is no snow on the ground, I have had this character for three winters and this is the first I am seeing this.

August 26, 2020, 10:09:32 PM
1
Re: Fish traps? Fishing improvements are planned for future versions.

In the meantime I'd guess the best you can do is to mod it the way you've already done. (or maybe even use boards in the recipe, to emulate a liistekatiska). Then just use your modded item the way you'd use a stationary fish trap.

September 08, 2020, 06:25:16 PM
1
Re: New fire mechanics?
Quote
I answered this post earlier in reddit and I really doubt if this is a spam bot again, considering the suspicious links on the signature.

OK, removed the account.
What I like in our current anti-spam procedure is that most of it runs invisibly, causing no extra steps for a human user. But the downside is that the anti-spam rules aren't always 100% up to date, so every now and then a spambot manages to sneak through the defences.

September 24, 2020, 12:17:31 PM
1
anything