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Re: Animals drowning when left tied to a tree next to water Seems all too harsh! The good news is that I managed to reproduce it.

I tied one dog to a tree at open mire, with open water next to it. I observed the dog wading in there normally, with no ill effects.
Then zoomed-out, waited for some time, and returned - and the dog had drowned. So it seems the idle-time checks, when the player is not on the map,
are to blame for the creature drowning. Now this is likely a same mechanic that makes the NPCs still sometimes to drown in village ponds.
Chances to fix this for both the dogs and NPCs are now very good.

Sorry for your loss, thanks for the report.

February 27, 2023, 03:26:02 PM
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Re: Animals drowning when left tied to a tree next to water Alright, we found the cause!
The issue was a result of creature body temperature calculations not properly taking into account the creature's true chances of staying out of the water, and even wading in the cold water gradually kept lowering their body temperature until hypothermia was reached which then lead to drowning.

It's fixed now, and there's a good chance that the issue of NPCs drowning in village puddles has been of the same origin.

Fixed - persists in 3.72.2

February 28, 2023, 05:57:59 PM
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Re: 3.50 villagers dying in wells (again) We believe this is now fixed, as a spin-off result of this:
https://www.unrealworld.fi/forums/index.php?topic=6900.0

Fixed - persists in 3.72.2

February 28, 2023, 06:58:48 PM
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Re: Cant plant crops in autumn Thanks!
March 03, 2023, 03:02:01 PM
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Re: Blacksmith NPCs and ordering their products
2. How will quality be handled in the process?

It's not completely decided quite yet, but as the blacksmiths are highly skilled professionals I think you should able to ask them to produce a desired quality item - if it doesn't exceed their skill level.
Eg. "Make me a finest sword you can!" or "I'm okay with an any ordinary axe."
We're likely giving blacksmiths a level of expertise, so that all of them can produce at least decent quality items, some can produce fine, and some can produce masterwork. And the player character can then define what quality item they are after with their order - and will pay accordingly.

 

March 04, 2023, 05:54:33 PM
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Re: Still forging the Blacksmith NPC code
A couple of thoughts about complications (you've probably thought about them already, but it probably doesn't hurt to bring them up).
- What to do with a shifty player customer that either doesn't return to pick up goods within a reasonable amount of time, or just keeps showing up with insufficient goods (or willingness) to pay?
I'd say the blacksmith should probably sell the goods to someone else if the player is too sluggish to pay for the goods (with a fairly generous time limit). It also ought to reduce the standing of the player either with the village or with the blacksmith (or both) so efforts to improve the relations would be needed before the blacksmith is willing to take the risk of dealing with that customer again.

Yep, the blacksmiths surely shouldn't keep the items available forever if they aren't paid for within a reasonable amount of time. This is still to be considered.
To add village/blacksmith reputation changes based on player failing to complete the trade or hanging around with no intention to pay is surely something we'd also like to add,
but it will among the last phase adjustments if we managed to keep in time with the release.

Quote
- There should probably be a limit as to how much a character can order at any one time. After all, crafting things take time, carries a risk (even a trustworthy player may run into a njerpezit war band and not return from that encounter), and the blacksmith should probably spend most of his efforts on serving the community. However, there's a gaming aspect in that players probably will find it rather tedious to trek across the whole world to place orders for a single item when picking up the previous one, so it would be useful if players would be able to increase the number of items that can be on order (but not finished) at any one time with successive return business. I probably wouldn't take on a new order for an item if I've finished an order but the customer hasn't payed for it yet.

It will be one item order at a time.

March 30, 2023, 04:22:21 PM
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Sami, Erkka and master Lassi Hey hey,

it's a special coding (and recreational) weekend going on together with Erkka (co-designer) at my place.
And it's no surprise that we've been working on a upcoming blacksmith code.
This kind of sessions are always very productive, and of the earlier mentioned still remaining NPC blacksmithing to-dos these two biggies are now done:
- go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
- set production times, and few other variables, for the items they produce.

We've done a lots of checks, tests, adjustments and minor additions too - and that continues.
The days have been sunny, so catching a fresh air between the coding sessions is also essential.


Erkka (co-designer) on the left, Sami (creator) on the right - thinking and wandering in the woods.

Of the newest spin-off features one to mention is that when you ask from villagers if there is a blacksmith around they will be proud to immediately mention if their blacksmith is a skilled one. Only the most skilled blacksmiths can make the most demanding items, such as a skramasaksis, kaumolais knives, swords or helmets.
Upon last night's playtesting session while looking for blacksmith at Koivula a certain villager told us about master Lassi being around.
His forging skills were indeed notable:



Stay tuned. The release with NPC blacksmiths is upon us this very month.

April 02, 2023, 11:54:00 AM
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Any sages or a blacksmith in the neighborhood? Uh oh, so I got my share of the covid which brought in over a week long hiatus to the well proceeding preparations for the upcoming release.
I'm back in business now, and after the first few sweaty days in the development chambers I'm still convinced we'll see the release of 3.80 (beta) this month.

The latest additions, finished today, are something to highlight;
If you are looking for a sage or a blacksmith in a village, and there is none, the villagers can now tell you about these possible specialists in the neighbouring villages with directions how to reach the location.
It's seemingly simple, but such a great feature. And the mechanics that we now created to make NPCs aware of their neighbouring tribesmen and tribeswomen in detail can be utilized in diverse ways in the future.





Stay tuned, the end of the month is near.

April 22, 2023, 06:45:33 PM
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Version 3.80 (beta) released We're happy and excited to announce a beta release of UnReal World version 3.80.

Being a beta release some of the new features are still slightly under construction and there might be higher bug potential, but the essential new additions are completely playable and we haven't ran into stability issues either.
Version 3.80 (beta) is available at Steam, Itch.Io and for lifetimers.

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Version 3.80 (beta) changelog

** Saved characters from version 3.70-> are compatible with this version. **

BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.

- added: blacksmith NPCs and ordering metalworks from them

Blacksmith is a new NPC type who you can meet in the villages. Blacksmiths can produce different kind of metalworks on demand. This is a fundamental addition which will make a big difference to obtaining iron tools and weapons.
Blacksmith products are culturally dependent and can range from fishhooks to swords. There's also variety among the levels of blacksmith expertise. All the blacksmiths can produce the basic tools needed for the every day life of their local culture, but only the few talented ones can forge more demanding items, like a sword.

* All the cultures do have blacksmiths, but their areal availability varies. Not every village has a blacksmith, but in general there are several within each cultural area.

* You can ask villagers if there's a blacksmith around. The option for this is found from "Ask for help/company" chat mode. If their blacksmith is a highly skilled one villagers are proud to let you know that right away.

* Ordering something from a blacksmith is initiated by talking to them. Ordering options become available upon greeting a blacksmith, or can be found from "Ask for help/company" chat mode.

* Blacksmiths vary in their expertise, but all of them can produce at least decent quality items. The more talented blacksmiths can produce fine or even masterwork items. They will let you know the level of their expertise and outcome of their goods loud and clear.

* Not all the blacksmiths will produce the same items, and the cultural variety makes the most difference there. Also, only the few most talented blacksmiths will be able to forge the most demanding items, such as swords, helmets or specialized knives such as Kaumolais knife or Skramasaksi.

* It should be clear already that metal armours are not really known or used by the local cultures, so blacksmiths do not produce those - except for helmets. So the availability of NPC blacksmiths doesn't change the fact that metal armours do remain as rare imported goods, as they should be.

* Of the swords, a few talented blacksmiths may produce broadswords and shortswords but the other types of swords found in the game are of foreign origin and remain to be rarely found as imported goods. The northern peoples aren't familiar with swords at all, so to find a sword forging blacksmith one has to seek among the wealthy western cultures, or at Kaumo and Reemi.

* You can order one item at a time, which will be payed for after it's ready. Upon confirming your order you can ask what the blacksmith would like as a payment from your current inventory, but you don't have to have enough goods for the payment yet upon placing an order. When the order is then being bartered for, even if you wouldn't have enough goods at first you can cancel the trade and come back to try again with more wealth.

* Meanwhile your order is being made you can ask the blacksmith how is it coming along. They will give you an estimation about the remaining production time. Depending on the item the production times vary from few days to a month.

* If you don't come claim your order within half a year it will be given away. This may naturally lower your reputation among the blacksmith, and the village.

- added: BLACKSMITH game encyclopedia (F1) entry

Village blacksmiths and ordering their goods described in short.

- updated: culture and weapon related game encyclopedia (F1) entries

All the culture descriptions have been updated with relevant blacksmithing information and assorted corrections. Certain sword and axe descriptions have been updated to emphasize that those are foreign weapons not known by the local cultures.

- added: villagers can tell about sages and blacksmiths in the neighbouring villages

Upon asking villagers if there's a sage or blacksmith around, and if there is not, they will now let you if there's one in the vicinity or neighbouring villages. You will then be given directions how to reach the village in question.

- added: animal droppings

Certain animals now leave visible droppings, i.e. feces, that can be found in the terrain on zoomed-in map level. The droppings aren't featured for all the animals, but for those whose droppings are commonly noticeable and relevant. For example the following wild animals can leave droppings: hare, fox, badger, lynx, wolf, reindeer, elk and bear. The domestic animals such as sheep, cows and pigs also leave droppings.
The droppings of different species look a bit different, and upon looking at the droppings with game commands you will be told which animal's droppings it is.
For example: "You see here an elk droppings."
If the droppings are somewhat recent, less than a day old or so, you will be also be told that it's fresh droppings in question. Even if you wouldn't be able to specify their age the droppings work as an indicator of the animal presence at the area. The droppings may remain visible for weeks, but will eventually disappear.

- added: using animal droppings as fertilizer

Using animal droppings as fertilizer isn't necessary, but it's possible - if you feel like it. You can either spread droppings on the ground before preparing the soil and planting your crops, or spread them around after the planting. In the former method the droppings are then mixed in the soil upon preparing it, which is better.
The fertilizing effect is simplified and any amount of droppings will help a little. You don't have to fertilize every tile of the field, but just quite casually spread the droppings here and there.
This extra fertilizing helps plants to sprout and grow more succesfully, so somewhat higher yields can be expected from the fields fertilized with droppings. The effect isn't too dramatic though, since the slash-and-burn agriculture in use already includes fertilization with the ash from the burned woods.
When collecting droppings they appear under a new "Miscellanous" item category in character's inventory.

- added: SMOKING and FIREPLACE game encyclopedia (F1) entries

These will explain the smoking and fireplace heating up processes. In the cookery menu SMOKING encyclopedia entry dialog is shown at Smoking option.

- fixed: getting "carry too much" pick up restriction even if the character's inventory wasn't really full

- fixed: possibility of de-hairing bird skins, or already de-haired skins

It was redundant, and confusing. Now the game notifies you about this being needless.

- fixed: animals and NPCs drowning in shallow waters or small puddles

The issue made NPCs occasionally drown in village wells or puddles, or the animals drown in shallow shoreline waters if they were moving about there a lot eg. when tied in place.

- fixed: quest journal sometimes showing excess NPC portraits on the latter pages

- fixed: meadsweet flowers tile missing

- text corrections: a good bunch typos and grammar corrected, some messages rephrased.

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Cheers!


April 24, 2023, 02:16:38 PM
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Re: Version 3.80 (beta) released
Excellent!  Is it the case that saved characters from previous versions will not find blacksmiths in villages that they have already explored, but unexplored villages may contain one?

Yes, that's exactly how it goes. But it's still worthwhile to ask from explored villages too because now the NPCs can tell about the blacksmiths in the neighbouring (possibly unexplored) villages too.

April 24, 2023, 08:38:24 PM
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anything