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The real world paddling adventures You see a canoe here.
The paddle wielded as a primary weapon.
You push the canoe into water and jump aboard.


And there, in the real world, 120 kilometer long Kokemäenjoki ("Kokemäki River") awaits...



So, as mentioned in the previous post I went for a lengthy river canoeing trip with a friend, and here comes a little photo greetings from that magical journey.
We travelled with an indian canoe through the whole Kokemäki River in southwestern Finland, all the way to the Gulf of Bothnia, and on top of that some 10 kilometers out to the Reposaari island at Bothnian Sea. The whole journey was about 130 kilometers long.









































It took six amazing days of adventuring, and there are a lot more sceneries to show and stories to tell.
For those who are keen to see more I will go through the whole journey day-by-day in series of posts at my BuyMeACoffee page, with some video footage as well.
Take a peek, all the content there is available for everyone:
https://www.buymeacoffee.com/SamiMaaranen/posts

But should you then feel like buying a coffee for a weary paddler one of the upsides is that every supporters gets e-mail notifications when future posts are up.



Let's keep adventuring.

August 23, 2022, 12:15:41 PM
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Version 3.72 (beta) for Windows - a surprise release Surprise, surprise!

The autumn has come, and there's hint of winter in the air. The nights have gotten darker and longer, and there's been rainy days too.
Perfect weather for coding, one might say. And you know what, that's what's been happening in the silence of the coding chambers lately.

So here we are, flexing our coding and release muscles with a little surprise release packed with a dozen of new features and a fistful of fixes.

Version 3.72 beta is now available at Steam, Itch.Io and for lifetimers. For the time being there's only Windows version available, but OS X and Linux versions and more features will follow in time.

You'll find the full changelog later in this post, but let's highlight some new features first.

Random character names

Upon character creation you can now randomize culturally relevant names for them at will. Here a Kuikka-tribe female is being created with a random name of her culture.

Harvest and pick agriculture option

The good old harvest option only cut down the crops, but now there's an option cut and pick the crops to character's inventory at one go.

Watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

Version 3.72 (beta) changelog

- added: random character name option

Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- changed: name/sex/culture character creation selections order -> culture/sex/name

As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

- added: watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

You will be asked a confirmation to start a fire in the following conditions:
1. There are valuable items to be burned down where you are about to build a fire.
2. You are building a fire indoors at other than fireplace location.
These confirmations will prevent the unfortunate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- SDL update: updated to newest SDL 2.24.0

Updated SDL release includes a good deal of bugfixes which may have hampered some systems. - fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

- fixed: carried weight statistics not updating immediately after cancelled crafting

- fixed: character's height in metric units displayed wrong

This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.



That's all, dear adventurers. Cheers and enjoy the surprise!
And please allow some time for rest of the platforms to follow. You know, my "year-off from coding" still continues :)

October 10, 2022, 08:20:43 PM
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Season's Kekri greetings Kekri is an ancient Finnish turn-of-the-year and harvest festival celebrated when the annual agricultural activities were all accomplished.
It carries similarities to celtic Samhain, and the later halloween. Those who follow us on Steam probably noticed our kekri goat boogie man contribution there,
and now it's time to bring out the Season's Kekri greetings here as well.

During the Kekri there was a custom of dressing up as a masked character called kekripukki (kekri goat).
I do follow that tradition so here's my kekri goat character wishing you all good turn-of-the-year and approaching wintertime.


Some of the Kekri goat characters from the past years have made their way into the game as a sage portraits.
Now this photoshoot also consisted of varying shots and poses, so maybe in the near future you might end up discussing with a sage with striking similarity to this fellow.


Take care everyone, despite of the darkness!

--

For those who want to take a look deeper into the Kekri customs - and behind the scenes - there's also more verbose post about it all at my BuyMeACoffee page:
https://www.buymeacoffee.com/SamiMaaranen/kekri-harvest-festival

November 06, 2022, 03:08:04 PM
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NPC archery AI tuning As you may know, NPC archers in the game have been quite careless about accidentally shooting to their own party members.
This has been especially problematic, sometimes even frightening, when having eager archers as companions.
Now NPC archery checks to avoid hitting unintended friendly targets has been adjusted as follows.

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

These are future features - not yet functional yet in the current stable 3.71 or beta 3.72

November 20, 2022, 07:14:33 PM
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Re: Nejerpez warriors shoot tree trunks at me
Nejerpez warriors shoot tree trunks at me!
Well, were you doing particularly good in battle, just before this happened? If so, perhaps it is a new feature?

A new algorithm quietly slipped into the 3.72-patch#3 as a limited-time easter egg, for detecting players in the 99th percentile by the in-game battle performance & showering them with this unique compliment, some sort of flower bouquet (with the known limitations of the climate & season), same day air delivered by friends from eastern lands in their lovely Christmas attire and spirit.

Maybe it is meant to be taken not as a bug but as a testament to the bravery, skill in combat, and the indomitable spirit of honoured recipient  ;)


January 09, 2023, 08:37:43 PM
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Krutzel's Spirited Sprites
Spoiler: Original Post: • show

Hey y'all, I've been drawing sprites for this game for years, but never really released anything myself.
I contributed to Wickham's Graphical Enhancement Project back in the day, and have a few sprites in the base game now, and did all the sprites for Night's Character Designer. Still working on that one, once in a while.

Anyways, I decided to share some of what I have made up to now, currently I'm working on making animals and NPCs in 8 directional sprites, and I'm interested in what you guys think.

Also, I noticed "Galgana's creature sprites" has a few animals with w after the name, does that enable winter version sprites?

I will update when I have more to share, I hope to have a complete graphics pack one day. Enjoy!






Description:
Spirited Sprites is purely a graphical mod with focus on realism and esthetics.
A large portion of the pack is adding 8 directional sprites to the game, both NPCs and animals.
All animals are completely remade with 3d references, while NPCs are based on the original game sprites.

Installation and Use:
Unpack in truetile folder and overwrite all.
Alternatively unpack somewhere else, and copy over the files you want.
Copy over wanted files from Spirited Sprites Optional folder. Note the truegfx images need to be copied to the right folder.

Use "a-SS-summer.bat" and "a-SS-winter.bat" to change back and forth from snowcovered graphics.
Press F9 in game to update graphics.

Content and old changelog:


8 directional animals preview:




Changes has been made in released versions.

Old Preview Changelog:

ter-walls - added a few pixels length to support t-juctions.
ter-prepsoil - new tilled soil sprite.
ter-kotacamp - flipped to fit general lighting direction.
ter-ground - new ground sprite.
ter-gcmoss - new moss ground sprite.
ter-cellar - changed perspective to be top down.
ter-road - changed colors to fit new ground.
gui-horizon - new sprite.
it-skis - new sprite for 8 directional movement.
cur-facedirs - reduced size, as 8 dir. sprites make facing easy to read.
cur-pcdirs - same as above.
ter-firepla - Changed colors and contrast.
flo-heather - New sprite for heather. Shown as large patch, instead of small plant.
ter-ypine - new sprite, fits the spruce trees better in style.
ter-bunk - rotated to fit fallen direction east-west.
Dog changed to look like an Elkhund instead of a Buhund.Recolored reindeer sprite.
Started to convert animals to black outlines, as is looks a bit better when sprites are recolored in-game, and increases contrast between sprites. Not sure about this though..
Included wrong wall files. Fixed.
Minor changes to several sprites.

Old Changelog 1.2:
All animals are now included.
remofire - reused my old sprite from Wickhams G.P.
embers - new sprite to fit burt out fire.
suna stove - new sprite for greater difference between the two.
Pine tree, same as the tall version, but shortened. Included as default.
blood - new sprite, less saturated.
Bird tracks made by Galgana - for black grouse, hazel grouse, capercaillie, raven, eagle owl, goshawk and mallard. Thank you!
Tall spruce and completely new pine trees that fits the style better. (optional)
8 directional player characters in 8 directions. (optional)
Snowcovered boulder and evergreen trees. (optional)


Spirited Sprites 1.3.1:

Fixed typo in .bat file. Thank you paulkorotoon!

Npc - all npcs included, same ones as we know and love, now in 8 directional sprites.
Included .bat files as per suggestion of Galgana, to change between snowcovered trees and bloulder + hare winter fur.
Plants - Barley, nettle, sorrel and river reed - More pronounced outlines, and experimenting with multiple plants for plants where it makes sense to grow more dense.
Fire - New sprite in pixel art style.
tahtitaivas - Added northern lights to loading screen. (optional)
logo - added Spritited Sprites logo to main screen. (optional)






Terms of use:
The animal sprites are created by me, and you can use them for what ever you want.
Everything else (with a few exceptions) is derived from the game sprites, and can be used for what ever you want, as long as it is ONLY used to mod UnReal World. (As per the terms stated in truetile readme)
Feel free to contact me if in doubt.
Credits are appreciated, but not necessary.

Due to forum file size limitations, I had to part the zip file in 3. Alternative downloads:

Google Drive
OneDrive

NB, you have to be logged in on the forums to download from the underlying links.

February 18, 2023, 10:26:32 PM
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Animal droppings - an indicator and a fertilizer The past days have been about poop code and poop tiles... as the many different animal droppings, i.e. feces, will appear into the unreal world.

So, what's coming up is that certain animals will start to leave visible droppings that can be found in the terrain.
We're adding droppings for the commonly noticeable and relevant animals; hare, fox, lynx, wolf, reindeer, elk, bear, and so on.
The droppings of different species look a bit different, and upon looking at them you will be told which animal's droppings it is - and also if it's a fresh one.
Some domestic animal droppings are being considered as well, but we'll have to experiment a bit more to see how/if to implement it.

What is to featured as well, and would be in favour with domestic animal droppings, is that the droppings can be also used as fertilizer on your fields.
It will be possible, but not necessary, as the slash-and-burn cultivation already includes fertilization with the ash from the burned wood.
However, we could see fertilizing with the animal droppings increasing the yields slightly.

Here's some screenshots with different kind of droppings indicating the animal presence at these areas.




These are future additions - not yet functional in the current version 3.72.2

February 21, 2023, 06:39:58 PM
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Soundtrack released on Bandcamp Composed and performed by the devs themselves,
wished for by the adventurers,
the primeval musical journey into the far north is now available also on Bandcamp.

And hey, this means Enormous Elk itself is now on Bandcamp. We trust this will be not our last music release there so all you bandcamp adventurers feel free to follow us there at will.


February 27, 2023, 02:46:12 PM
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Re: Krutzel's Spirited Sprites New update to the animal preview.
Didn't update the gif, but the new animals are hare, hazel grouse, lynx, pig, ram, sheep, raven, ringed seal, snake and squirrel.
It is soon done, only needs rodent, swan, tufted duck and willow grouse.
Hope you enjoy. I have not seen most animal sprites in game, as it is a often very difficult to test for them, but I hope there are no issues.

February 28, 2023, 11:52:35 PM
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Blacksmith NPCs and ordering their products In the next version we'll be featuring blacksmith NPCs, and possibility of ordering various iron goods directly from them. You order, they'll forge, and you will then pay and obtain the item when it's ready. This will be a fundamental new addition, and although there's still lots of work to do we're hoping to have the new version out this month.

Not all the villages will have a blacksmith, but it will still be easier to find one to make you that knife, axe, sword or tool you need than to run through several storehouses in several villages in a search for a missing equipment. The available blacksmith products will vary a bit depending on the cultural areas, but all the blacksmiths can make at least the most basic and essential iron goods, tools and weapons.





These are future features - not yet functional in current version 3.72.2

March 03, 2023, 06:40:59 PM
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