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The History of Survival Games – From Archaic to ARK This was an interesting article. The genre and its roots opened up, many interesting games mentioned, and UnReal World naturally being part of the history:

September 15, 2017, 10:30:31 AM
Re: Trapped small animal opens door on adjacent tile Fixed. Persists in 3.40.
This bug might apply to other animals besides squirrels as well.

September 26, 2017, 03:55:16 PM
Re: [Fixed - persists in 3.40] Pig in forest cover quest This has been taken care of now.
We'll make it so that losing a lost animal trail under (lots of) new tracks means losing the trail for good, so the tracks that are said to belong to animal you're after are the ones that matter. It's also adjusted so that the small animal tracks don't that easily mess up the bigger tracks even if the smaller ones were numerous.

Fixed - Persists in 3.40

September 27, 2017, 10:55:19 AM
Time flies, the autumn comes Oh my, it's the last of september already, and there's been no news since entering the summer vacation. Let's fix that quickly now.
So, for those who only read news I should announce that I did survive the summer ;) -- and as a more concrete evident frequent forum browsers have spotted few replies and
here and there. Mostly concerning a few squashed or mysterious bugs.

At the moment, regarding the game, I seem to be very short of time for anything else than continuing the development from where it was paused before the summer vacation. And occasionally squashing the most relevant bugs with the left hand when possible. Once we get a fistful of more to-do's featued a roadmap towards the next version becomes more to clear announce verbally for you, good people. The last few weeks it's been mostly all about continuing to add a new spells and finalizing ritual system renewal. It's one of the big next version additions, and was vaguely briefed in this old forums thread.

With the shortage of more words and news to give you let's just say that the autumn is coming, but so are the future features of UnReal World.
Let there be code, and let there be swans.

September 2017, outside the development chambers.

September 30, 2017, 12:15:25 PM
Wounded or starving dogs refusing to attack on command Let's announce just one small but significant upcoming addition....

 - added: wounded or starving dogs may refuse to attack on command

        If your dog is seriously wounded or starving it may refuse to attack on command. Even the suffering dogs still defend
        their masters and themselves from charging predators and enemies, but are just reluctant to act as war dogs who always
        run after a given target completely despite of their own condition. This addition may encourage you to keep your dogs
        more safe and better fed from now on.

This is an upcoming feature, not functional in the current version 3.40.

October 04, 2017, 02:21:40 PM
Re: Poems of the Fallen Just a quick note which hopefully doesn't get things sidetracked;
I absolutely love this thread.  It's so great this was started, and that people joined in.

Oh I would love to have some of these verses to be composed into proper songs. Any composers/musicians/singers around who'd need a new project... :)

October 22, 2017, 09:58:18 AM
Re: [grain] type plant always produce the same weight of grains True indeed. Checked out the code and grain type plant's fistful size is hardcoded for some reason.
I can't remember why that sort of decision has been made, especially as flora files have seed_size defined for grains...although it's defined as Small, which is a bit off for the grains in the game. Gotta reason my reasoning regarding this at some point.

October 22, 2017, 10:40:59 AM
Re: Wounded or starving dogs refusing to attack on command @makute :
You've been already asked about this, but can't resist: with the new cubs and baby animals, how far is animal husbandry? And more important, human husbandry


@codyo :
From all the times I've asked, "human husbandry" is remaining a very low priority (despite how badly I want it too). So that feature will be a long ways off.

How far it is depends on the level of desired detail. Having domestic animals give birth and their young ones to grow isn't that tricky to do anymore now that we've got it for wild animals. However, with the many player tactics of hoarding dozens of animals huge farms would soon arise. Characters who would live a full year could sit still and be secured with all of their easily "re-generating" animals. I'd like to make having domestic animals far more laborous than it currently is, having to feed them, having them to get sick every now and them - sometimes lethally, not being able to drag a pack of cows with you across the whole map everytime you want, and so on. This sort of improvements feel more important than a sloppy and quick animal husbandry. But it's coming up eventually, we're now more certain of it than ever before ;)

@caius :
Did this comment contribute to this addition?  ;)

With all the stuff bubbling around it's hard to say what contributes to which  ::) but making dogs less of a war dogs has been on my mind for a loooong time.

@Mati256 :

but now a way to treat wounded dogs feels more important than ever... and if you can heal dogs, why not companions too?

Mmm..that is a long awaited functionality but like said many times before it's made so that dogs (and all the pets) usually heal faster on their own than what would happen if low or mediocre physician skills were applied. So these pet healing thingies currently play for character's advantage in a sense.

October 22, 2017, 11:00:14 AM
Re: Arrow disappears Yep, checked the code paying attention to the latest pondering here and it's indeed simply so that there's no message when an arrow breaks due to impact of the hit. Arrows occasionally breaking upon it is naturally normal (and I actually can't recall if there ever was a message about it?). If we think it closely an arrow breakage inside target's body is harder to notice than seeing them splinter upon hitting a tree or so. Maybe we should add a message, or maybe we should add broken arrows to be carried by the target. On the other hand, I think my logic with broken arrows never being added to target's inventory was to save inventory slots from useless items.
Anyway, the case solved here, now just considering what to do about it. Low priority.

November 04, 2017, 04:25:31 PM
"Spirit of the forest, I presume" Now that sort of a phrase may actually slip from your lips in the next version of the game as the Spirit of the Forest gets added to our small cast of otherworldly creatures.
Reworked spells and many kind of spirit world additions has a major part in the galore of upcoming features, and manifestation and actual appearance of spirit of the forest is now featured and off my to-do list. Implementing a related quest (or two) is still required, but step by step the planned spirit world additions do gets wrapped up.

As a necessary spin-off feature we also had to expand possible sacrifices to include not only foodstuff, but also valuables. See, offering silver has been traditionally very much linked to pleasing the certain spirits. And as the spells in the game now are actual collected old spells we had to add silver sacrifices if we wanted to add proper spells for "summoning" the spirit of the forest. (You may want to see post about the used "spellbooks" at old forums).

You know, with this version it feels like our to-do things are proceeding really slow compared to the amount of work and energy put in. Seems like we're dealing with complex entities rather than simple isolated features. But there's the spirit of the forest now. He brought in so much more code and features than first assumed, but it all just had to be done.

Let's not spoil too much about what the spirit of the forest can actually do for you, but we know he's an important spirit, watching over the forest and the animals. According to the folklore the spirit of the forest may sometimes tell you where the game is, if he's pleased with you. That, at least, is an actual feature now. And as a tidbit of our desired in-game perfection I gotta mention that these spirits often concentrate on only culturally important animals. Thus, the spirit of the forest can prioritize his observations differently for members of northern tribes than those of the western tribes.
But now look at this fellow of one of the eastern tribes...
He must have something right to hear this from..well...from the spirit of the forest, I presume.

November 04, 2017, 05:28:15 PM