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Tuning the spirits among interviews and heatwaves
Heatwave has struck Finland, and has basically lasted for almost the whole may. While the light and warm summer days has effectively turned my focus to outdoors activities, it's been a bit exhausting as well. Only the nighttime has been somewhat tolerable for coding and of my nightly works the most worthy of mentioning are tweakings of how the spirits get angered or pleased depending on character's actions. There's room for tweaking there, and I've followed the related fair discussions on suggestions section. Most important thing probably is to reason how much different kind of animal kills affect to spirits mood change, but as the system is quite complicated I've also made some groundwork for spirits to actually tell the player why they might be so mad sometimes. Then, an interesting opportunity to give a deep interview for Chinese gaming media came upon me. The article is now published and you can read it here: http://www.chuapp.com/article/285323.html It's in Chinese, so some of you gotta rely on computer translation, but images in the article alone are worth of checking out. Coming up with this took a good slice of my time this month, but I'm happy with it. The approach was fresh, and the questions were interesting and unique. I wish I could have kept up more frequent update post pace this month, but apparently I failed. One things you should know though is that my plans are to wrap things up as soon as possible for a new release - to offer some essentials additions, and some bugfixes for your summer days. It's pleasantly cold now so it's time to head to sauna. What else : May 30, 2018, 09:40:28 PM |
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Version 3.51 released on Steam and for Lifetime Members
Version 3.51 is now released on Steam and for Lifetime Members. Here comes a minor but significant new patch before I'll start settling for summer holidays. The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down. Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section. I wish you all great adventures in both real and unreal worlds - and nice and cosy summertime, if that happens to be your local season. Cheers! ------------------------------------------------------------------------------------------------------- Version 3.51 (stable) changelog ** Saved characters from version 3.40-> are compatible with this version. ** - added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started. - added: ask NPCs to find quest related persons in villages You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example: "Is Sampsa around?" or "Where can I find Tornia?" All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them. There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you. When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way. - adjusted: no more multiple villagers with same names Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent. MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists. - added: dozens of new northern names Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women. - improved: NPC name randomization routines NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world. - added: light a torch with another torch If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit. - balanced: forest spirit's attitude in regards to hunted animals - size and significance matters When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then. - fixed: only one sacrifice allowed per day If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal: You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell. - fixed: spoiled food items were seemingly accepted as sacrifices Now it is foolish to try that sort of sacrifices. - fixed: former companions never agreed to be hired again Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year. MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago. - fixed: skinning young animals mistakenly gave adult animal size skins Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size. - fixed: village items getting easily corrupt upon crash Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items. ------------------------------------------------------------------------------------------------------- June 17, 2018, 05:18:47 PM |
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Re: Lighting torches off of other torches?
Thank you, friend! Yup, it was added in this update. It's lovely to have a developer who listens so well and implements suggestions from the community.
June 24, 2018, 12:45:24 AM |
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Survived the summer
The summer is passing, the holidays are mostly over, and the time has come for me to return to the development chambers and slowly start getting back on track with the coding chores. When leaving on holidays somebody said to expect to see at least one fishing holiday picture. Well, unfortunately I managed to be so very absent from the forums that I basically didn't post a thing, but as a substitute for the past silence here's half a dozen random summer pictures for you. Now it's whole lotta e-mails and post to go through to get an idea of how the community and unreal world has survived the summer of 2018. And then, some fresh lines of code... One at a time... August 14, 2018, 01:38:07 PM |
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Re: What's Going On In Your Unreal World?
Woohoo! I've survived winter! I'll have to wait a few weeks, yet, to start my island hideaway, although a lot of logs are already cut there. Once the ice is completely thawed, I'll return and make a new, more secure, homestead. The only downside is that there has been a lot of Njerp when I visit the area. Several are baiting my bear deadfalls...heh. I've lost, and replaced, two dogs, one to a Njerp, one to a wolf. All my Companions have lived to return home. Lots of meat stored, lots of Njerp loot that I'd love to trade for some better tools/weapons. Sadly, many of the neighboring villages are truly poor. Even the Foreign Traders, who are hard enough to find, often have little of use to me. I've found myself trading for silver and copper goods, just to lighten my load. Overall, it was a very safe winter. Never a hint of frostburn, a single deer stumbled into my defense traps, and nothing else even seen nearby. My trap fence, only an hour away, provided numerous elk, several rabbits gave up their furs there, even one fox! Spotted several bears across the rapids and harvested two large and a cub. One had a fine winter coat. A single wolf fell afoul of a deadfall. Even his harsh fur got me 10 Fine arrows. It's a great beginning! October 11, 2018, 04:01:28 AM |
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Version 3.52 released on Steam and for Lifetime Members
Time for a small but essential patch update. Version 3.52 is now released on Steam and for Lifetime Members. Additions in the now released version are foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured. Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section. Standalone installer versions at the homepage will be released in November. Cheers! ------------------------------------------------------------------------------------------------------------------------------------------------ Version: 3.52 (stable) ** Saved characters from version 3.40-> are compatible with this version. ** - balanced: villagers' interest to buy boards Previously trading boards could be used an exploit as villagers did buy them without any reasoning. Now there's a cap for villagers' interest in boards and they only buy the amount they want to have as a reserve. This varies from village to village, and some villages are not necessarily interested in player character's board trading attempts at all. - added: NPCs will store the obtained timber in the village NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around causing unncessary burden for themselves. Now they eventually store the timber in the village. - added: roasting meat/fish decreases its weight We tought this was featured already, but no. Now roasted meat/fish loses about 25% its weight in the process. - updated: NORTHERN BOW game encyclopedia info + image added - added: new NPC kid portrait Still not much variety with kid portraits, but if you are into portrait customization more of them can be now added for kids as well -> truegfx/kid?.png - fixed [Linux]: redundant libcurl dependency removed - fixed: character creation extra skill point issue for 0% skills Increasing and then decreasing skill for 0% level skills mistakenly allowed two points then to be spent on the said skill. - fixed [rare condition]: quest generation and companion rehire delays Long lived migrated character might encounter extremely long intervals between new quest generation and earlier NPC companions willingness to be rehired. - fixed [rare condition]: bird thief quest sages forgetting about the quest This occurred only with long lived characters. Sages involved in the quest first talked about it normally, but might not recognize the quest anymore after a while. - fixed: kids not recovering from wounds and injuries - fixed: young animal skins were worth the same as adult animals skins Now the price is reasoned according to the skin size. - fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade Now the excess items NPCs can't properly carry are put on the ground as a common village property. - fixed [rare condition]: aquatic birds flying still above the frozen waters This was a result of aquatic birds terrain exploration routines failing to find them new meaningful areas to check if the waters at their habitat got completely frozen. - fixed [rare occasion]: irrelevant quest related persons appearing in chat dialog Sometimes you were given chat options to ask whereabouts of irrelevant quest related persons in the village. - fixed: young animals giving as much fat as the adults Now the fat yield from young animals is more or less smaller depending on the cub/calf actual age and size. - fixed: nameless villagers ie. occasional blank NPC names - corrected typos: harvesting dialog "select select the plants..." -> "Select the plants..." northern name "Duo?gi" -> "Duongi" ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- October 28, 2018, 02:09:26 PM |
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Secret Female Quests
The only NPCs who give out secret quests (the ones that the whole village doesn't know about) are males: there's the trapping quest, the give me your knife quest, maybe a few others, but always a male. This means that it's not really worth it to talk to the women in the village at all, because if there's a public quest then anybody can tell you about it, so asking a guy has you covered, and if there's a secret quest then you have to talk to potentially all of the men but you can skip the women. Sometimes a women can be the quest giver (the take me to your home region quest), but that's a public quest that everybody knows about. tl;dr: The next time more quests are added, it would be nice if there were some quests that only the female NPCs know about November 02, 2018, 07:56:08 AM |
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Version 3.52 released on the homepage
Version 3.52 standalone installers have been now released on UnReal World website, at Downloads section. Additions foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured. Cheers! Here's the changelog: Code: [Select] Version: 3.52 (stable)
November 12, 2018, 11:16:47 AM |
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Re: Cooking with bones
I think all I did was take the vanilla meat stew recipe Code: [Select] .Meat stew. *COOKERY* /30/ \240\ %20% :148: and with one small change Code: [Select] .Bone stew. *COOKERY* /30/ \240\ %20% :148: Gave me my initial testing of "If bones have nutrition" I didn't add any optional(s). November 14, 2018, 01:30:23 AM |
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A Christmas present to the community by me
Sorry if the title sounds a little grandiose. Since late November, I've been updating the official wiki, on and off. Mostly just adding categories and structure to the whole thing (though a lot of it was good to begin with, so I had my work cut out for me, in a sense), occassionally uploading some new images for the still missing ones in articles (there are still many), expanding several articles with more detailed information and improved formatting (sections with headings, instead of unbroken paragraphs), and occassionally creating a few new articles (I did one on NPC conversations, a few short ones on terrain types (this I still want to extend), and one article on the types of "pets" the player receives at the start when they select the last starting scenario). Images are now neatly sorted into their own subcategories within an image category, so you'll be able to make sense of the images uploaded to the wiki much, much more easily than before. There's a Healing and medicine subcategory in the equally new Gameplay category, and so on and so forth. Hope you like the category work in particular. I tried to be as rigorous and logical as possible while expanding upon the already existing categories and adding new ones. Hopefully you'll find the additions useful and quick to work with (making it easier to find inter-related stuff quickly on the wiki). I'm still working on improving some articles or finishing a few of the newer ones, but much of the planned work is done by this point. Feedback is very welcome ! And if anyone wants to help the visual side of the wiki by providing screenshots of still missing content from the latest release of the game, that would be very welcome. For certain objects and concepts, we still only have images from pre-3.30 versions, and even though those have their historical value, we also need more up-to-date images (3.52 and higher). As Christmas is nearly here, I'd like to wish everyone a peaceful, healthy and relaxing holiday season. December 20, 2018, 07:50:56 PM |
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