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[Fixed - persists in 3.50] Calf overweight Hi Sami,

Could you check weight and amount of fur generated for calves? Seems like they have it as much as adults. I've had small reindeer doe and it's calf killed and calf weight more than it's parent, which is 196 (calf) to 180 (adult). Is that correct? Feels weird that animal with graphics 4 times smaller weights more that with normal graphics. It's bit after midwinter in game now, not sure if this may affect it.

thanks

nekot..

April 03, 2018, 07:33:59 PM
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triple kill aww yea first guy (lowest) was killed with a few javelin shots and dog bites. the secound guy above right was killed with a javeline toss to the eye. he died instantly and the third was knocked out with a javelin hit to the abdomine, he was finished off by the dogs. one of my most epic battles and only a few minor injuries to me and the dogs.
April 06, 2018, 10:58:12 PM
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Wind I think adding wind effects to the simulation would be a great benefit to the game.  This would add to the depth of the world in several ways.

We could have blizzards where high winds would cause low visibility and rapid heat loss, creating deadly conditions.  Weatherlore could help a survivor predict an incoming storm, prompting them to take shelter or at least seek a heavily wooded area.

Stalking prey downwind would be extra challenging because smells drifts toward them.  This might necessitate careful planning of a hunting expedition or the use of a ritual to mask a character's scent.

Strong and especially gusty wind conditions could cause projectiles to veer off course, especially long range shots.  Blowdown could cause trees to uproot and fall.

On the other end dead calm conditions might cause sound to travel extra far, I'm thinking of Sami's whistling arrow shot from the recent video.

Clearly this would be a large effort as it would change many existing systems.



May 18, 2018, 05:26:41 AM
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Re: [not a bug] 3.50 Aggressive Livestock
Interesting - it's never happened to me. I wonder if it's related to spirit sacrifice or not.

It's related to unfamiliar person all of a sudden handling livestock whose real masters are not around.

June 12, 2018, 01:01:47 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!


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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.

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June 17, 2018, 05:18:47 PM
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Re: this game in unplayable and i'm triggered  Everyone came and said something, gave a tip, and advice.

 I will stick with Koteko, look at the game controls, find them, even if you dont have the itens to craft them.
 Get used with the controls on the help page ingame (? button, shift matters)
 
 After you get a glimpse on the controls, start your game on custom - too easy, select summer month and go with the "I want to be a fisherman" start-up scenario and "Living in the wild" game course.

 I thinks that would be the best way to start the game out and learn the basics

August 08, 2018, 03:38:15 AM
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Re: What's Going On In Your Unreal World? Have an islander going with a cabin built on a good-sized island.  Journeyed to Driik territory early on to trade my rough woodsman's axe and some meat for a far more serviceable masterwork handaxe and a fishing rod.  My hideworking skill is JUST getting high enough to be able to tan saleable (harsh) furs.

Anyhow, have had a couple Njerpez sightings on my islands, that I've mostly ignored.  My character isn't that much of a fighter - mediocre or at least unreliable combat skills, except for a 60% bow, no armor other than furs, 50% dodge, and mainly a shortbow / fine club for armament.  One of the Njerpez kept wandering annoyingly close to the trap line I've been trying to build around a small local lake.  So - perhaps unwisely - I decided to end him.   Enemy armored with several pieces of lamellar and holding a sizeable woodsman's axe.  I should probably have enlisted help but was too lazy.  Instead I tried sneaking around the woods trying to pepper him with arrows.  His armor kept him up for quite a few shots, but was able to back out of sight repeatedly and sneak around to maintain distance.  Good to have that guy gone.

August 31, 2018, 12:58:42 PM
1
Paikku and the Robber's Cave (comic style adventure)
Let me present an adventure with bear caves, angry spirits and robbers!


NOTE: Click images for full resolution (forums wouldn't resize them if posted directly).




September 02, 2018, 04:52:21 PM
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Re: What's Going On In Your Unreal World? There are some things interesting happening in my game right now.

Started as Kaumo, I was blessed with a lucky roll so I have nearly perfect stats. Started in the no man's land in the middle of Kaumo and Remi with hurt, helpless and afraid start in spring. I wouldn't have survived if the tutorial didn't gave me a fishing rod.

Anyways, after getting back on my feet and getting stuff I went to Remi land to trade for tools, dogs and a bull. The bull died after a wolf raided my camp, luckily I killed the wolf. The dogs are still around but they have received a lot of abuse while hunting, one even started bleeding but luckily it didn't die. With the tools, I started building a cabin in southern Kaumo, and while I was at it one day I found day old human tracks steps away from my building site. After tracking it down turns out there was a Njerpez literally in the square diagonal of my cabin, i'm very lucky he didn't attack me while I was working or sleeping and strangely enough my dogs didn't bark at all. I swiftly got rid of him.

After some time after that I noticed a sudden disappearance in Kaumo cultural territory, so I decided to investigate. While I was at it I was ambushed by vagabond robbers. thankfully, it was in the middle of the woods and the visibility was poor so I did the most sensible thing in the moment: Once the map loaded I turned around and ran until i got 100% exhaustion and I could exit to the overworld. I was not sure i could take them so I just went safe. My dogs were left behind but after some flanking in the overworld I recovered them.

My playthrough has been very lucky. Lady luck certainly gave me her blessing.

September 03, 2018, 03:01:49 PM
1
Re: Nutrition system Note that turnips, mushrooms, and berries are all on the pretty-low end of nutritious. (145 calories / pound for turnips, 132 for mushrooms, and 73 to 222 for berries).

I spent a bit of time collating all the nutrition of foods to figure out what was worth gathering.  A summary:

Crops
Barley and rye are both highly nutritious, at greater than 1000 calories per pound, and hemp seeds are nearly as nutritious.  Hemp seeds can be used as seasonings, but barley/rye need to be ground into flour to be eaten, so will take a bit of extra processing.  Broad beans and peas are decent, at 490 and 367 calories per pound.  Of the two, broad beans just produce a lot more weight per plant, and so I usually grow those for preference.  Turnips and hemp leaves are filler - it's worth keeping them on hand (turnips are good trap bait) but very hard to live on them.

Of wild plants that can be grown, nettle, yarrow, and sorrel are all low-nutrition (36-186 calories per pound), but clayweed is up with barley, rye, and hemp for being fairly nutritious (1125 calories per pound).

Wild Edibles
As above, wild mushrooms don't have many calories (132 / lb), but they can be worth gathering since it doesn't take much time for a reasonable weight of mushrooms.  Berries are comparatively lightweight (10 bushes for most to gather a pound) and take a long time (5 minutes per bush) so that in many cases you burn more calories gathering the berries than the berries are worth.  Cloudberries are the best - they're large, so they're twice as heavy (5 bushes per pound) and have the best nutrition (222 / lb).  Other berries I only gather if I want to use them to bait birds into my traps.

Lake reed is up there with the grains as a nutritious crop, at 1089 calories / pound.  It's also wildly overabundant in the vanilla game (1 lb reed per plant, due to an error with the coding).  Well worth gathering a bunch in autumn for the winter.  It's also grindable into flour, and can be eaten as a vegetable.  Marsh calla and bogbean are decent (939 / pound) but have to be boiled to be made palatable.  Other wild plants vary.  Some like meadsweet, goldenrod, and heather have almost no nutrition (18 / pound) and are only useful for their medicinal properties.  Others vary around the lowish to midrange of plant nutrition (~200 to ~600 calories / pound).  Milkweed isn't half bad, and mother and bear pipe are both quite useful both for calories and for their medicinal properties.

Fish and Meat
Fish vary a fair bit, but are in the middle range of nutritious.  The least nutritious fish is the pike-perch, at 290 / lb, and the most nutritious is the salmon, at 585 / lb.  The biggest benefit of fish is that they are generally pretty big, and so you'll get a fair bit of food with just one decent size fish - a whole pike is 2433 calories, enough to sustain a man under not too heavy exercise for a day.

Meat varies quite a lot as well.  The most nutritious meat is bear, at 1057 calories per pound, and several tie for least nutritious at 395 (including squirrel, dog, lynx, and badger).  Elk and forest reindeer, the most likely catches, are middling at 503 and 581 / lb.  Fat is by far the most nutritious (raw) food available, at 4082 calories per pound. 

The other benefit of fish and meat is that you can dry or smoke them, which not only preserves them, but concentrates the nutrients as well.  It is actually slightly non-physical right now, but dried meat is 1/10th the weight and 10x the nutrition, while smoked meat is 1/8th the weight and 8x the nutrition.  You can get all the way up to dried bear meat, which has 9934 calories per pound (twice that of raw fat!)



So in summary, plants are among the most nutritious foods in the game (barley & rye flour in particular), but not all plants are equal.  Things like turnips, berries, and mushrooms, while easier to gather, are really only worthwhile for stretching out the supply of more nutritious foods.

September 06, 2018, 07:23:21 PM
1
anything