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Pausable digging and filling up pits We're wrapping up version 3.62.
A trusty small patch with about half a dozen additions and dozen of fixes.
It's just around the corner.
Of the latest additions digging and filling up pits are now made pausable, so you can stop these shoveling processes at will and continue later on by [a]pplying your shovel again.

Now it only takes some building, packaging and testing and hopefully the next week will be the release week.

March 14, 2020, 12:56:22 PM
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Version 3.62 released on Steam, and for lifetimers Wrapping things up went easily so it's time for the first release of 2020 as version 3.62 is now released.
It's available on Steam, and Lifetimers will find the release at the designated forum section.
Later this week we'll be setting things up on itch.io and release the game there as well, with continuing updates. We'll announce when it happens.

But well, what's new?
Half a dozen additions and dozen of bugfixes as follows:

3.62 changelog

** Saved characters from version 3.40-> are compatible with this version.  **


- added: trading cap for meat and fish

         Villagers stop accepting meat and fish in trading when if they have decent reserves already.
         This cap isn't fixed but depends on village population. Also, cooked meat and fish are often
         accepted in larger amounts than raw.

- added: digging and filling up pits are now pausable tasks

         You can stop these processes at will and continue later on by [a]pplying your shovel again.
         
- changed: pits are now simply called pits instead of former vague term 'hole in the ground'.

- added: tracks getting covered and decayed by snowfall and rain

        Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects
        by tracks getting less visible, and eventually disappearing completely. How fast this happens
        depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh
        tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older
        the tracks are the sooner they are prone to decay and disappear in case of both elements.

- added: tracks left by children now appear smaller

        This includes graphical presentation and description of the tracks eg. "You see here small
        human tracks."

- added: aggressive village dogs calm down together with their masters

        In case of minor breaches villagers might punish you for a while and calm down after you had
        learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down
        if their masters do so. This doesn't prevent village dogs from being a serious threat as they
        don't always reason the power of their attacks the same way the humans do and may cause lethal
        wounds by accident.

- adjusted: precautions regarding character save failures

        Additional precautions to overcome rare cases of character data blanking upon unexpected
        termination of the game have been added.

- adjusted: map maintenance routines
     
        The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily
        explored zoomed-in maps.

- fixed: overlapping tracks modifying the existing track information

        Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks.

- fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore

- fixed: everlasting small bones

        Certain bones would never get eaten up completely no matter how long dogs would chew on them.

- fixed: carcass disappearing if the creature dies while making a hole in the ice

- fixed: human tracks described wrong

        NPC description was mistakenly added to track description.
        It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks".

- fixed: quality improvement when items decay to stale stage
   
        Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality
        was the lowest possible.
           
- fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise
 
- fixed: animals released from the forest cover not following character on zoomed-out map level

        This got broken along with NPC pet ownership additions. Now it works again as it should.

- fixed: some cave treasures you heard of were never to be found

        The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations.

- fixed: partially skinned carcasses mistakenly turning skinned upon map load

     This bug usually manifested itself when skinning got interrupted and the character fell asleep, which
     also initiates map save and re-load.

- typo corrected: angrered -> angered

---------------------------------------------------------------------------------------------------------------------

Who can have it?

You can have it, but you gotta get it from Steam - or later this week also from itch.io.
The release interval between paid and "donation-based" releases have grown significantly longer 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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March 16, 2020, 05:12:52 PM
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Re: Animal Hide Disappears if Character Falls Asleep Mid Process What versions you're playing?

This should be fixed in recently released 3.62.
Here's the earlier report:
https://www.unrealworld.fi/forums/index.php?topic=5321.0

March 22, 2020, 06:54:20 PM
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Generated map image Just wanted to share this, was able to generate an image of the game map from data and save it to file, kind of neat to look at.

Landmark key:

TileID | Name |   Color
239 | Village |   Yellow
211 | Settlement |   Light Purple
210 | Fortified Village |   Red
86 | Settlement (2) |   Magenta
31 | Shelter |   Pale Mint
30 | Camp |   Orange-red
60 | Cave |   Brown

Warning: Map is 3073x2049 in size, hold shift to scroll left to right.
Spoiler: show

March 23, 2020, 02:40:17 PM
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Re: Head gear, bird leather Another point: If you feel like some game mechanic is an exploit or doesn't match realities (or your Role Playing ideas), simply don't use them.
March 28, 2020, 08:22:44 AM
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Re: Need help with [LENGTH:] DAMMMMMMMMNNNNNNNN


Privateer thanks!


April 23, 2020, 07:16:22 PM
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Re: Traps should be nerfed
I've been playing for years now and the big thing I've noticed is how incredibly easy the game becomes after setting up a single trap-fence. Usually on the border of a open mire and a coniferous forest or coniferous mire. Or by just keeping a trap-fence around my settlement I often have an elk or reindeer diving straight into one of my traps once every two months.

It's quite dangerous to go adjusting the traps as whole based on only few character's playstyle. Trapping is also frustratingly difficult to some at some times. I'd really need to see the trap-setting you have found all-too-easy, and then see what is actually the thing to tweak.
For example, if settlements are surrounded by trap-fences and huge trap complexes that costantly seem to get catch we should better make certain animals more scared of human presence, or human activity, rather than to adjust trap effectiveness.

I find the trapping system working quite nicely, but I'm quite moderate and traditional trapper in the game. So, I could first have look at people's trapping-sites from savegames if you find them unjustly fruitful.

April 28, 2020, 03:51:45 PM
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Re: Suggestion reply marathon | Oct 2019 - Mar 2020 | part 1/3 Suggestion reply marathon - Oct 2019 - Mar 2020 | part 3/3



Crafting leather harnesses?

https://www.unrealworld.fi/forums/index.php?topic=5310.0

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I was looking at a bunch of leather I've got for which I presently have no use and it occurred to me that these beasts of burden, cow and deer, could require harnesses and packs in order to carry loads. I suppose that would fall under hide working skill. What do you think?

I don’t feel this is that important. Surely some would enjoy the immersion of it, and maybe the micro-management too, but carrying in the game is very simplified – with humans too. There are many domestic animal related things to do that have a higher priority.



Snowstorms and Blizzards

https://www.unrealworld.fi/forums/index.php?topic=5348.0

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UnReal World should have periods of severe weather to make winter properly dangerous and scary. Blizzards with their high winds would make freezing temperatures much worse and turn layers of clothes into more of a necessity.

Yep. Weather conditions and the effects could be improved endlessly. We’ve got these, and others, in our plans.



eye kick & behaviour of aggressive forester upon knocking out aggressor

https://www.unrealworld.fi/forums/index.php?topic=5363.0

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My suggestions are:

1. Remove the chance of 'eye kick' completely.
a. Size of feet vs size of eye socket: it's just near-impossible to kick someone in the eye, especially in the heat of battle.
b. Position of a foot in space vs position of eyes in space: there's about 2 mt vertical space in between. I won't just stand there while the kicker adjusts his flying kick perfectly (not in a full suit with a masterwork shield, which I am actively using every counter-move).

People already pointed out in the thread that the foot (or a big weapon for example) doesn’t have to enter exactly in the eye opening eg. in the helmet to cause damage to the eye area. Also, as the hits land around combatants bodies it doesn’t happen so that the both stay still and erect. It’s imagined that some moving is happening, your head may come down as you move about, it doesn’t have to be a high kick. Kicks to head are not something that NPCs actively try to do, they are things that may happen in the heat of the combat.


Quote
2. In the unlikely event a FA manages to knock out the aggressor:
a. He should either kill the aggressor, or
b. At least fully take all weapons initially, and probably everything useful in battle thereafter such as the shield. You might think "perhaps he was already unarming you?". It is true I do not know how much time passed (and maybe he was in the process of doing so) however when I came to, there were zero removed weapons therefore I think he just stood there doing nothing. He was on the same tile.

NPCs decide individually, and based on the events, what they do to downed enemy. They can decide to kill them, they can decide to spare them, they can decide to take the weapons and toss the guy away. You have to go through more defeats to see how it actually works. Here it’s also very likely that you were blacked out for a tiny moment, as there was no NPC move to be seen.
Of course it would be great to add more “after defeat” actions for NPCs, but they need to be though over based on more than one case example.



Flooding

https://www.unrealworld.fi/forums/index.php?topic=5324.0

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It would be interesting if the areas of low elevation collected water after rains and the shores of the rivers changed. It would be dangerous to build your shelter too close to the river if it was raining a lot, you'd have to build on higher ground.

Spring flooding is usual phenomena in Finland too, and rainstorm related flooding could occur as well. These would be interesting but would require lots of work to implement as water flowing had to be modelled in detail. Maybe we can think this after we (some day) manage to get the rivers really flowing so that it will have in-game effect.



Full screen map with toggleable information on it - remove classic info boxes 

https://www.unrealworld.fi/forums/index.php?topic=5358.0

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Nowadays many people use large displays, even 30+ inches. Unreal World uses a cluttered screen wasting a lot of space that can be used for seeing the map. Maybe it's time to have a map like in the first attachement or the link below? With on screen information and boxes you can toggle on and off?

Yes we should update to modern resolutions, and it's mandatory at some point, but that's full rewrite of the graphics engine then.
To come up with good time lasting design it's six months of planning and at least another six for creating, and additional three for testing and putting things together.

When do we take that sort of graphics break, I don't know.

Use of full available resolution for the game is of course preferred, but it's debatable if that means using all the screen for map by default.



Boatmen and fishermen

www.unrealworld.fi/forums/index.php?topic=5379.0

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I think it would be interesting if you could run into fishermen and other such boat-goers when travelling by boat/raft in larger water areas (the sea, lakes) in the same way that you can run into traders and hunters on land.


This would be interesting, and I’d love to have things like this in effect some day. We’ll surely consider, but can’t predict when the time might be right for this.



please add the ability to dig a water well 

https://www.unrealworld.fi/forums/index.php?topic=5384.0

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I feel the ability to dig a water well is the next single huge improvement that can be added..

I’ve always felt it’s more period accurate that settlements are most often built near natural waters. I also feel that’s more the way I want things to be, but there’s archeological evidence of iron-age wells having existed too. If this was featured it had to be a thing that doesn’t succeed magically every time, but you really would have find the ground waters.
What I’d like to add first would be springs. With springs you could then build wilderness settlements near these marvelous natural water supplies.
But yes, we’ll consider the wells, but can’t predict when the time is right for it.



Spiky Fences and Fence Gates

https://www.unrealworld.fi/forums/index.php?topic=4667.0

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Spiky fences would be perfect for home defence. They could serve as traps as well (unwitting animals impale themselves on the fence while trying to climb over)?

In order to access the other side of a spiky fence, you need to build a fence gate onto an existing fence. This gate can be opened and closed like a door.

Fence gate is in the game now, but about spiky fences I’m not sure at all. It doesn’t feel proper, or period accurate. The danger of eg. wild animal is and should be always there – it’s essential part of the world. There are enough reasonable means to protect eg. your domestic animals already. Watchdogs or even bringing the animals inside for the night.



Wear and Tear and Protection

https://www.unrealworld.fi/forums/index.php?topic=5387.0

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It seems with the more recent releases that clothes don't degrade fast enough when damaged in combat.  I haven't really had to repair any of my current characters clothing, aside from his shoes.  Birch bark shoes seem to fall apart pretty quick but other than that footwear doesn't seem to degrade fast either, but footwear still degrades faster than the rest of my current characters armor who engages in combat pretty often.  I suggest that this be bumped up a bit, particularly for linen/nettle items.

You would have to define better what is fast enough ie. how you see things having changed lately. And what kind of and what quality clothes, and what kind of injuries you’ve experienced. This feels more like an individual hunch, and we’d really have to examine the character’s conditions in detail to come up with any concrete conclusion. What has been done in recent releases to armour/cloth degrade, is this in version 3.60 and I still find it working in intended fashion.

Code: [Select]
- tweaked: armour and cloth quality having greater impact on their durability

         As a rule of thumb high quality items are more durable, and low quality items wear out faster
         in use. This is already seen with wear out rate of eg. weapons and tools. Now the quality based
         durability is extended to cover all the armous and clothes. You can expect rough armours
         to wear out faster in combat, and fine shoes to last longer on your journeys, and so on.



Make stat/skill increases based on longevity, not on tutorial 

http://www.unrealworld.fi/forums/index.php?topic=5398.0

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I think the tutorial is good for handing out free stuff to new players, but I'd rather see the stat increase happen on your first anniversary or something so that the tutorial isn't something you feel like you have to do if you want to give your character every chance to be awesome. As it is, I just discard any free stuff the game gives me, but that just feels unpleasant.

Game-course completion options are indeed gamey, and we’ll rid of them at some point – leaving only one reals tutorial like course.
Stat increase has been discussed at times, and in theory it that could be added but it had to be based on actual usage of the ability and happen very slowly. We think the stats more like innate qualities  of the character and every character shouldn’t  ever reach max. stats. This brings up a question “But you get stronger by doing physical work!”, and yes you do, but this is already featured by skill increase. The skill increase for example in bow or swords of course requires appropriate muscles to get stronger too. Now it doesn’t reflect in the game with strength attribute increase but strength is very general term. Is it the strength in your back muscles, legs, shoulders?  Sword and bow require different strength, as does the timbercraft and hideworking. The same goes for many attributes.
Are you agile to dodge or agile to climb trees? Base agility helps in both but to train dodging trains different kind of agility than climbing. So the attributes are more like a generic overall starting point on which you build the physical skills – and the skill increase reflects what you’ve learned and what your body has adapted to. In that sense attribute increase hasn’t ever felt too necessary but if it was added it had to be very, very slow.



Avitaminosis?

http://www.unrealworld.fi/forums/index.php?topic=5401.0

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Playing for a long time I noticed that it is much more profitable to eat 3 dried meats than to eat a pan of meat soup with peas and nettles. I think this is not a very good balance, but there is practically no sense in berries. I would like to see something like avitaminosis  .This may resemble starvation, which depends on the last time you ate berries or other food.

Yes, many effects of poor diet could added, and many nutrition related things improved. This has been brought up every now and but so far we haven’t got it happening. To feature diet effects in satisfying way would be quite an overhaul to nutrition code so maybe the burden of re-planning has kept it away from the table all these years.  Should be added surely, but I don’t know when.



Some cooking and modding improvements?

http://www.unrealworld.fi/forums/index.php?topic=5405.0

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On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

“Pot available” as second item? I’m not sure if I get this right.
It would be convenient if ground items (nearby) could be always checked but their intenal handling is different from character’s inventory so we have mechanics limitation here. It’s an intention to overcome at some point, but don’t know when there’s time for that.


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On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Yep, I’d like to feature dried meat/fish usage in recipes, and then also to get rid of dried meat/fish eating on their own (without soaking first, or then chewing slowly and carefully). Recipes can be suggested.


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Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

See the first reply. It’s internal mechanics limitation, hopefully to be dealt with at some point.



On the trail

http://www.unrealworld.fi/forums/index.php?topic=5409.0

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One thing I’ve not seen in the wilderness is ski tracks. I’m not sure how simple it is to model NPC hunters and adventurers to ski around, given their tendency to circle and wander around.

We’ll first have to give NPCs an ability ski and then think about the tracks. NPCs don’t ski currently. Both would naturally fit to the game world perfectly, and ’m sure will this coming alive at some point.



Cattle Pulled Sled

http://www.unrealworld.fi/forums/index.php?topic=5418.0

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A simply made sled, I'm thinking boards as the main component, could be used to haul items over land. Animals like cattle and reindeer could be leashes to the sled and be made to pull it.

Yes. These plans do exist in our roadmap. When it happens the sleds can be pulled by the player character too.



Village Food Status and Charity (both ways) 

http://www.unrealworld.fi/forums/index.php?topic=5421.0

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This brought me to a new idea that villagers' food stocks could naturally fluctuate and lead to different relationships or even "mini quests" in the process.

If the village has plenty of food and the PC is starving and has a decent relationship with the village, how about some occasional offers of food to the PC when they chat with villagers? Or increased chance of chores quest being offered to give PC trading credit?

On the reverse side, if the village is doing poorly ("bad hunting" or "crops failed this summer") perhaps there could be an opportunity for the PC to earn status/gratitude/friends by gifting some of their food supplies? Some of my long termers have pretty astronomical amounts of food hoarded and it would be nice to have a social purpose for it.

Yep, this would suit the game nicely. One thing that it requires would be to track and generate village resources in more detail, and that leans heavily towards accomplishing village and society simulation. It’s been discussed before that our time and interest is limited to go into that direction too heavily, but to some extent yes.
Charity, or actually generosity, can be witnessed already to some extent as characters with good reputation may be asked for lower prices. But just asking and offering food could be added – again.
See, we’ve had asking for food in action back in the day. Villagers did decide individually if they would hand out some food. This was often exploited as players could toss away their carried food, starve a little, and then run around villages asking for food. But now if this was linked to reputation it would work in better fashion.



Separate control access for dogs&followers

http://www.unrealworld.fi/forums/index.php?topic=5427.0

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With dogs and or followers in tow, visiting villages and settlements can be bit tedious when [C]hat defaults to animal/follower and not chat.
So I suggest to move to dog (& follower) commands to ‘!’ From ‘C’ (as ‘c’ is close, and ^c is Cooking)
Logic here would be to command the others vs chat with your dog to Come, Doggo Come!; when you don’t even see the beast.

This has bothered me too many times, and been suggested earlier also. It’s likely that we’ll separate chat and commands in relatively near future. Been thinking about the actual command key and ‘!’ feels quite intuitive, although it would always be best to find a way to utilize existing commands and conditions. But the current system is indeed burdensome.

Quote
Also when visible, but out of conversation range, I need to turn away: not to see the dog, to be able to call it to come closer. Otherwise I get prompted “you get no response, get closer”

This could be solved easily by having “Come  here “ as all-time and not visibility based dog command. Wouldn’t hurt anyone’s playstyle either, so I guess we’ll put it in effect.



Alternative quest reward.

http://www.unrealworld.fi/forums/index.php?topic=5424.0

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So my character received a find herbs, burdock, for old man quest. My herb lores not great and I don't recognize it. This got me thinking. If I was actually there I would ask what burdock looked like where it likes to grow? So I suggest the following. On gather herb quest the old men should also say something like it grows in fields or it likes river banks. I don't want a quest area circle just terrain preference. Second I think they " show" you what it looks like so you at least have a 1 out of 2 or 3 chance of recognizing out it in the field.

Hmm. The way I see it with quests is that not every character is able to do them all - and there's nothing wrong if they therefore have to abandon some quests right away.
This is different from (quite general) viewpoint where there should be options and aids to allow every character complete every quest.
There's character's dialog lines within this quest such as:
"Unfortunately I'm not familiar with the plants around here."
...and other ways to be fair with the sage about being weak with herblore. If that's the case, those lines can be used.

If I was to add character's dialog line such as "Could you describe this plant and tell me where it grows?" I'd be sure also to add sage's response "Well, if that's the level of your expertise in this matter then I have no use for herb pickers such as yourself." That's how I'd imagine those sages to act. Wanting help from somebody who really can help.

...

When it comes herb knowledge as a reward that’s something we could consider. I guess you can already get skill knowledge rewards from NPCs including herblore too, so the results of learning new properties that way exists. (Unless I remember wrong about herblore being part of skill knowledge rewards) But having plant properties revealed right away would be a new approach.
Takes some pondering to think about convenient way to handle this, but there are many options.
It’s been suggested before that you could manually ask sages about certain plant properties so the reward could be “Thanks, and now if you’re ever in need of plant identification just come ask”.
Many possbilities. We’ll see where it goes.



Well

http://www.unrealworld.fi/forums/index.php?topic=5375.0

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Ask for location of village well

Would be quite simple addition, we’ll consider and likely add it up soon. I don’t consider those little village puddles always being wells, so the question will probably end up to be something like “Where’s your water supply?”.



The End.

April 28, 2020, 04:50:36 PM
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Suggestion reply marathon Oct 2019-Mar 2020 accomplished. So we've completed a suggestion reply marathon, which means giving a reply to each suggestion from a longer period of time.
This time the marathon covers six month period from October 2019 to March 2020.
The results are compiled in one forum thread which you can find here (pinned at Suggestions section):
http://www.unrealworld.fi/forums/index.php?topic=5485.0

All the replies are also up at in their respective forums threads.

Have a look and hopefully get slightly clearer view of where the development is going to.

Phew! That was whole lotta replying.

April 28, 2020, 04:56:05 PM
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Improvements to fire mechanics, changes to smoking mechanics So it was said earlier - quite a long time earlier actually - that fire mechanics are about to undergo some improvements. Now there's some concrete upcoming features highlight on that as follows. Lots of adjustments have been done and all the fire stuff has become more flexible to allow numerous little features still to follow. Let's see where it goes, but at least these are in already:

- 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 and remains of burnt-out fires will be now 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.

 - 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.

These are upcoming features, not yet functional in current version 3.62.

May 19, 2020, 06:42:24 PM
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anything