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Re: Village items cannot be paid for without being yelled at. 3.63 (stable). I edited point #7 to make it clearer.

7. When I talked to Akseli again or any other villager about paying for the remaining (unpaid) items in my inventory, none of them ask me to pay for the (unpaid) items.

September 12, 2021, 01:25:31 PM
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Wrapping it up for a stable release Seems like all the most critical bugs have been fixed by now and 3.70 beta has been around for such a good while that we don't expect any nasty surprises anymore. So wrapping things up for 3.70 stable starts now, and the release is expected early this month.

The few latest additions to 3.70 that were finally accomplished are craftable cords and ropes from yarn, and whole lotta new character portraits.
Just a little more work and patience is needed and then it's out.

October 01, 2021, 01:53:25 PM
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Re: 3.70 beta 3 - randomly catching branches while rod fishing Beautiful bug - it should be promoted to feature, if confirmed xD
October 05, 2021, 09:10:24 PM
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Re: 3.70 beta 3 - randomly catching branches while rod fishing Just tested - mystery rapids fishbranches are not edible.  After picking up my teeth, I tried starting a fire with one  fishbranch, and two normal branches.  This worked as usual, so the fishbranches do seem to function as branches except that they won't stack with other branches.

I tested making an arrow and the fishbranch also worked for that.   I can't test it works as a splint as I have no suitable injuries, but I am guessing that it does.

October 07, 2021, 08:15:57 PM
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Re: 3.70 beta 3 - randomly catching branches while rod fishing This is such an URW thing, I love it so much
October 07, 2021, 08:46:06 PM
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Version 3.70 (stable) released on Steam, Itch, and for lifetimers We're happy to announce that version 3.70 has reached the stable stage and is now released and available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.

If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot. But first a little look at the key features with a few screenshots.

Key features of version 3.70

The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, lots of new character portraits, tying equipment adjustments and additions, crafting fishing rods and hooks and usage of baits, option for metric units, and so on. The list of additions and fixes is long and you can find the full changelog at the bottom of this post.


Trudging through the deep snow the escaping elk tires itself easily while the hunter gliding with skis on snow crust travels easily.


There are lots of new character portraits added, and also an option to ask whereabouts of village water supply.


The autumn nights are already dark, but during full moon there's enough light for example to go fishing - with self-made fishing rod and hooks, that is.


Textilecraft in action. We have a new batch of harvested nettles retting in the water, and prepare to spin some yarn from earlier extracted nettle fibres.


Version 3.70 changelogs

First, here's changelog since the latest 3.70 beta version - new content to be aware of for those who have already been playing the beta versions.

3.70 (stable) changelog - new content since 3.70-beta 3

- added: whole lotta new portraits, and specific portait categories for old men and sages

A good bunch of new portraits have been added for kids, female and male characters. There are also two new portrait categories specifically for old men and sages. Portraits in these categories are exclusive for those type of NPCs and can't be associated with other NPCs nor chosen as a player character portrait.
MIGRATION NOTICE: NPCs generated in the previous versions continue to appear with their previously generated portraits.

- added: bowstrings as a separate functional part of a bow

Bowstrings are now featured as a craftable item of their own. Bowstrings wear out in use and thus need to be replaced every now and then. Crafting any bow now requires also a bowstring item, so you need to have a bowstring ready in order to make a functional bow.

* crafting a bowstring

Bowstrings can be crafted from [M]ake-menu under [W]eapons category. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. Upon crafting a bowstring you can select the material, yarn or cord, to be used.
It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality. Your textilecraft skill determines the success of making a bowstring. Due to item usage complexity bowstring crafting is hard-coded and not to be found in editable diy_*.txt file.

* bowstring breakage and replacement

Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.
You can check out condition of a bowstring in strung bows with inventory command. Upon selecting a bow to examine you will see how the bowstring looks like.
You can add a new bowstring to a bow with no string with [a]pply command. First apply the bowstring, and then select a bow to be strung with the string.

- added: [a]pply command can be used to remove hook from a fishing rod or to unstring a bow

Sometimes you want to remove the old fishhook or bowstring at will and it can be done with [a]pply command.
To remove a hook from a fishing rod [a]pply the fishing rod on dry land. The reason for doing it on dry land is that otherwise the fishing attempt will be initiated.
To remove a bowstring from a strung bow just [a]pply the bow anytime.
If you try to attach a fishhook or bowstring to fishing rod or bow that already carries those item parts you'll be notified of these new removal mechanics.

- added: spruce quick-bow - a simple craftable makeshift bow

Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game.
Spruce quick-bow can be crafted from [M]ake menu "Weapons"-category. There's also SPRUCE QUICK-BOW game encyclopedia [F1] entry available for more information.

- removed: primitive bow and juniper bow - newly introduced spruce quick-bow replaces these.

- adjusted: villagers reclaiming heavy loads

Previously villagers would crowd endlessly around items they wanted to reclaim and restock if the load of whole stack was too heavy to pick up. Now they try to pick up such loads in smaller stacks, and if that should fail also they will eventually give up.

- added: craftable cords and ropes from yarn

You can now craft cords and ropes from yarn. These options can be fround from [M]ake menu under [T]ying equipment category.

- adjusted: cord and rope crafting requirements and applicable skill

Crafting any cord or rope now also requires a branch which is used as an aid for twisting the strands firmly together. The applicable skill for crafting yarn based cords and ropes is now textilecraft.

- changed: generic "cord" item name and quality

The generic craftable makeshift "cord" item which is made out of strips of clothing is now called "cloth cord" and its finished quality always remains on inferior side.

- updated: game encyclopedia [F1] entry for CORD and ROPE

- adjusted: "Set a net" now shows only tools in "Fishing" menu

- modding add: 'first word' value for [naming:] tag

Using 'first word' with [naming:] tag will get value of the first word of selected material/item name.
For example, material requirement and naming such as:
{Cord} [remove] [name:%s product] [naming:first word]
would result in finished item called 'yarn product' if 'yarn cord' was selected as the material, or 'linen product' if 'linen cord' was selected. And so on.

- adjusted: fatigue accumulation when moving by watercraft

Type of the vessel and implement used to move it now matters to how fatiguing it is to move by watercraft. In general it is more strenuous to move by raft than by punt. The implement used to move the vessel also matters. Shoving the watercraft ahead with sesta takes more effort than paddling.

- adjusted: companions pay more attention to closing doors

Companions now always try to close the doors they pass. This is to avoid them letting domestic animals, or warmth, to escape from your settlements.

- fixed: possibility of NPC portrait being the same as player character's portrait
- fixed: carried load unit (lb/kg) in statistics window not changing if system of measurement was changed during the gameplay
- fixed: sneaking while skiing on snow crust didn't reduce the speed
- fixed: dried cuts as fishing baits got used up in one single fishing attempt
- fixed: [nominlen] crafting tag not calculating tying equipment stacks properly
- fixed: NPC's excess bartered good might be distributed also to the village animals
- fixed: auto-shortening of tying equipment in crafting recipes not always reducing the weight accordingly
- fixed: boy NPC weights generated wrong and too low
- fixed: plants not burning in fire

Version 3.70 major changelog - since the first beta release

To view all the new content in version 3.70 the full changelog is here:
http://www.unrealworld.fi/370-changelog.txt

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Cheers, and happy adventures!

October 09, 2021, 09:47:24 PM
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New setting to auto-hide mouse pointer (after n seconds) Hi,

Please add a new setting to "optionally auto-hide the mouse pointer (after n seconds)".
As this is a primarily keyboard-driven game, the mouse-pointer is not a requirement - on the contrary, it is mostly a distraction.
If the n value is not going to be configurable, then it could be whatever makes sense to the developers, 3/5/10 seconds perhaps.

Thanks

Edit: it is particularly bothersome for video production & streaming.

October 17, 2021, 02:03:27 AM
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Re: Game window odd behaviour if resized (in Linux)
<snip>
Anyway, with the window size fixed, it's not an issue, and I suspect it might be specific to the Linux build - though it might be interesting to know if any Windows users have encountered this.

I am glad you worked around the issue using your WM.
In response to your question, personally, I have not encountered it on Windows or Mac although that is not to say it doesn't impact these OSes as I rarely if ever play with window size.

Also nice tip from @Plotinus about deleting winpos.dat file (especially if it works as hoped).

I am all ears to see what Sami & Erkka will say on this bug report.

Meanwhile my uneducated guess is it is due to an SDL regression.
Yesterday, reading your messages I did take a look at the SDL issues on GitHub https://github.com/libsdl-org/SDL/issues?q=is%3Aissue+is%3Aopen+resize
For the search word 'resize' there are 42 open issues and 167 closed.
(SDL has a track record of regressions so it wouldn't surprise me if the active issue actual count is more than the 42 listed there).
With a quick look I found one that could be the cause here: https://github.com/libsdl-org/SDL/issues/3217
That issue is reported by Kyle Rawlins on macOS on SDL2 v.2.0.7.
A follow up by blumens advises they too experience it on linux and on much later version v.2.0.14
For reference, on UrW v.3.70, in my UrW directory I see v.2.0.4 which is of course in between the two reports and presumably is also impacted by the sdl2 bug.
If it is indeed an SDL bug, it means the bug will probably get fixed in a future version of this game when it bundles a future and fixed version of SDL, without UrW devs lifting a finger - the more preferable kind of bug! :)

If you still have the time and appetite to test some more, perhaps you could try (after disabling your WM setting) whether the bug occurs when you resize the window to a part of your desktop that does not intersect a dock/applet/screen boundary etc.

October 17, 2021, 12:38:13 PM
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Re: Acquiring Yarn in the North Village stocks are generated on first visit, so finding an unvisited village could prove fruitful in acquiring yarn.
October 19, 2021, 03:25:58 PM
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Re: How to get early game food supply since fishing nerf
So does spoiled meat/fish work as a bait, or does it have to be fresh?
Uncooked / non-cured spoiled meat, fish, and fat all work as bait. Spoiled roasted/boiled/cured meat, fish or fat won’t work as bait.

October 20, 2021, 02:09:10 AM
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