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Re: Tufted duck?
A tangential question: Could the extreme rarity of Njerp war camps have a similar cause as the rarity of the Tufted Duck?

No, since war camps aren't animals.
War camp are rare to find, for many versions already, and although wandering Njerpez can be met anywhere they settle their camps only in the east - and preferably on no man's land.

For verification I tested the functionality, and it worked as it should. War camps are set by wandering Njerpez, rather than merely randomized all over the map. It's unpredictable how often this happens as the Njerpez wander as they please. But rare they are, yes, quite rare.

September 04, 2019, 08:23:02 PM
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Re: Game-breaking bugs - ragequit time - disappearing goods/livestock cookie, follow the advise of Privateer, send me the savegame, and also let me know are you playing the latest version of the game? (3.52 at the moment)
Also, have you done any save-scumming or tweaking/modifying the game fields which might be relevant?

@Brygun, although "achievement" keyword was mentioned, it's not necessarily Steam version as "Salt from DriiK" is actually the usual game-course task.

When the save arrives, I'll go for rage-checking what's the cause and possibly rage-fixing what's to fix.  ;)

September 11, 2019, 08:55:00 PM
3
Re: Modded Barrel wrong weight This must be because of empty container weights are presented internally in different way than other item weights.
It's a mess to explain, but since there's 8 bit variables in the play, I believe maximum container weight is 25.5 - and anything that exceed it doesn't work correctly.


September 12, 2019, 06:32:07 PM
2
Re: Board Inflation Village resource usage (eg. boards) in crafting without seemingly any reaction from villagers is indeed confusing. We probably should add that to be clearly announced mischief behaviour.

When it comes to gaining wealth with monotonous trading of single item it's now quite easy to add restrictions similar to boards. Paw-boards will end up on that list in the next patch, as it's been the next hot exploit after boards.

So, just throw in the list of items which you find exploitish due to grind trading for wealth and we'll add a reasonable wanted maximum for them in a flash.

September 12, 2019, 07:20:06 PM
6
Re: Board Inflation
I'd say anything craftable should be limited. Even arrows, although with a much higher cap (arrows ARE useful, and I'm sure they were too in real life).

Yep, tons of anything at all should be too much. Gotta think this carefully though, instead of setting a hard default cap for everything. Better try to shoot down troublesome stuff one by one when it comes up.
 

September 15, 2019, 11:11:03 AM
1
Re: Cannot buy/choose the animal I want to buy.
Reality check  ;D

So there's no hard limit caused by the limited dialogue window space or other reason?
I'm guessing a village could in theory have 6 purchase options (small/average/big - male/female).
I'm not sure if I've ever come across a settlement that sold more than one type of animal, if it is possible then all the purchase options might not fit in the dialogue window.

If I recall correctly the limit of dialogue options in case of animal purchases is 5 entries, but it's not intended that every animal of every different size is a purchase option. For sure you'll find it possible to buy several different types of animals, despite of number of entries being what they are.

In next version, and NPC decisions matter even more as they want to keep certain number of animals for themselves and even if they were several sized cows and pigs, you may notice that only one purchase option for each is available. Despite of many more entries being available for the dialogue list.

September 15, 2019, 12:09:18 PM
1
Version 3.60 beta [for Windows] released on Steam, and for Lifetime members Version 3.60 beta [for Windows] is now available on Steam as beta-branch you can opt-into at will.
Lifetime members can find the beta version at the designated forum section.

This first beta is available only for Windows at this point. Other platforms will follow in-time. We're sorry for the prolonged waiting time, but couldn't help it, and really needed to start 3.60 betas rolling.

And they get rolling from now on. Things are fairly stable already, but our to-do list is still not completed. So bear in mind that many of the features now available will be polished even further in patches to follow as we stride towards the stable tag.


Key features of version 3.60

The key features of version 3.60 version deal with NPCs, companions, domestic animals, village properties, and crafting additions. The list of additions and fixes is long and you can find the changelog here.

One of the most awaited additions is wandering NPCs now actively hunting animals on detailed map level. This opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before.


Screenshot from version 3.60beta. The player character has followed an elk, freezing and starving. He bumps into a scene never witnessed before.
There's a pile of elk bones, raw elk meat and few arrows. And an adventurer, who has apparently downed that elk, now carrying it's winter fur and some cuts he had already roasted.
This is just one example of scenes which could have been witnessed by player character, turn by turn, from the start of the hunt to very act of utilizing the carcass.



Who can have it?

You can have it, but you gotta get it from Steam. Standalone versions of 3.60 will follow after significantly longer time than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.

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Cheers, have fun, and let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down.

September 15, 2019, 06:46:48 PM
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Re: Version 3.60 beta [for Windows] released on Steam, and for Lifetime members
Sorry to hear about the money issues, it is understandable why the Steam version is being prioritized in this instance.
Perhaps more press coverage is needed to boost sales again, I know that the initial Steam release helped a lot in that instance.

Steam sales are steady, so it's not that. It's just that donation-based development and free-of-charge distribution can't exist without donations.
I guess the donation-based idea, despite of all the information and versions available, has gradually gotten overlooked and mistakenly turned into "free game" thinking.
All is fine, development continues.

September 16, 2019, 06:32:04 PM
2
Re: [3.60 beta] What is the default cord/rope length starting in 3.60 beta Yep, 15 feet is "standard" tying equipment length.
September 17, 2019, 11:13:28 AM
1
Re: Version 3.60 beta [for Windows] released on Steam, and for Lifetime members
Sorry if this is off-topic slightly, but speaking of steam sales did you know that Mandalore is going to make a video on UrW? Hopefully that'll bring lots of new people to the game, as he is probably the most popular YouTuber to ever make a video on the game.

I didn't know how about this. Has he announced it somewhere?
Let's plays are always a nice way to draw attention into the far north. Awaiting for the episode.

September 17, 2019, 11:22:23 AM
1