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Re: No f*cking way i would play.

There's so little details in your post that it's impossible to say anything. Screenshots showing the actual situation, and penalties, and distance would help to analyze.
(And they're not buckler though, but roundshields.)
Sorry, this time i didn't make a backup.

But before death i tried to cheat all skills=100 and dexterity at 18, then 36 and then 80. And didn''t evade enemy arrows.
Something strange?

Evade from what distance, with what penalties, how many battle rounds were inspected, what were the game messages?
No, with this little details I can't say if there's anything strange there. Except that putting dexterity (or any attribute) above it's natural level may have game math go wonky with unimaginable results.

People often mistakenly think that in UnReal World 100% skill level and 18 attribute level means success everytime within every deed you may try.
This isn't the case. An ultimate never failing warrior kind of thinking isn't our cup of tea.

I'm happy to investigate many cases like this in more detail IF the details are given. Savegame is often enough, as there are the logs and the situation to be seen.

May 07, 2019, 10:37:26 AM
3
Re: Roast cooking for NPCs, and also as companion command
Moreover, roast cooking is also added as a new companion command. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted.

These are future additions - not yet functional in current version 3.52.

That is awesome!  Can a similar dynamic be added to NPC commands for smoking, drying, or salting meat?  If they have in their possession cords, a knife, and/or salt, can that be added to their repertoire of commands?

Those are more complex cookery deeds, and not coming this time. Basically everything can be done, but unfortunately the time is limited and masses of other features are shouting and waving "please add me, please add me." ;)

May 07, 2019, 10:39:52 AM
3
Re: Fix Robbers This will be taken care of in the next release.

The fights which deal with special consequences for the player character's party upon defeat will continue on their own until the true result is resolved for all the participants.
This includes both fighting the robbers, as well as some village fights where villagers choose to deal with the nuisances with non-fatal manners.



May 08, 2019, 11:26:07 AM
5
Re: Rules of engagement for adventurers in the wild All this assumes that most of the time human <> human encounters in the wild are hostile. They are not, in our opinion, and in (our) NPCs opinion too - though it seems to be many play the game differently. So, to me, this is a wrong point of view to start with.

Back in the day, as people still want to play the game the hostile way, we had a system where villagers would react to player characters entering the villages with wielded weapons. Coming too close, the villagers would attack. Nobody really wants this system, and we removed it too, as it's so burdensome to constantly answer to NPCs if you are friend or a foe.
And you make mistakes too, and get attacked even though you would want to play really peacefully.


May 08, 2019, 11:40:12 AM
1
Re: Rules of engagement for adventurers in the wild
Hi Sami, nice to hear from you!

The rules of engagement I am proposing are limited to one-on-one encounters in the wild, not to villages, where they would indeed be quite tedious.

The rules I'm proposing don't assume hostility or peacefulness. That's the whole point. They assume that you don't know what are the intentions of the other guy, because this is the first time you see him. And besides, you are in the wilderness, meeting someone completely unknown, miles and miles from help if something goes wrong. It is natural to be careful (more so in tribal times!). And that's the idea: to be careful, and have some interaction to determine intention. And also, to give a fighting chance to the NPC, if it is the PC  the one not that peaceful, otherwise it is open to an obvious exploit.

Yes, I understand you talked about wild encounters, but we like to think that when two woodsmen meet in the wild they are by default more friendly than suspicious.
This is the cultural basis we are building on. (Things would be naturally different if there were known hostilities like tribal wars etc.)
The problem also is that if the same woodsmen keeps circling at your area you would basically have to define your good intention every time you meet him.
Or, if you would have to say it only once, and then could later approach the same NPC with wielded sword or readied bow the exploit would be right back.
Believe me, people would get bored to constant "friend or foe?" questions and they would sometimes forget to unwield their weapons, and unexpected mistakenly initiated troubles would arise.

There will be people to exploit, the innocents to attack, for those who are into it and as it's not (hopefully) the leading playstyle it's not even all that worthwhile to start cutting it down with laborous mechanics. As we've noticed of this thread already that exploit-proof intention declaration towards NPCs is hardly going to be exploit-proof at all.

If the exploit itself really is the problem then kind of "negative karma" is the best way to fight it. There are several folklore based means that include for example the restless dead souls haunting their murderers, but it could be also made so that one day, when murderous player character happened to turn their back at random seemingly peaceful woodman they got attacked instead. Now that would be karma. And probably also encourage to be polite towards fellow woodsmen. 

May 08, 2019, 09:16:23 PM
1
NPC hunters gone wild I've had amusing and laborous times with testing and tweaking how NPCs now behave in the wild with their newly added wits for example to actively hunt and process the downed animals. New blocks of AI always make things a bit crazy at first as unimaginable and unpredictable conditions harness the power of new algorithms.

I've witnessed NPC hunter running after a squirrel swinging a sword, and exhausting himself by circling around the tree with no better understanding of the target being out of his reach. After awhile my character decided to help the guy out and shot the squirrel down for him, after which he correctly proceeded to butcher and skin the carcass. Without manners of saying a proper thanks, though.

Another NPC came (or was actually forced to by the means of black debug magic) hunting at the site where I had just lost one of my party members. After he had succesfully shot the hare he was after he proceeded to approach the corpse of my passed companion. My character and his dog watched in confusion this guy just stand on the corpse with no intention to move anywhere. Later on I found out that the crazy NPC hunter had an unbearable craving to skin and cut the corpse of my dead companion, but the moral restrictions came in between and he ended up in endless "Should I? No, you must not." limbo.

On a brighter side of incidents I traded a loop snare from a wandering woodsman for a fresh salmon. Soon after, the woodsman decided to light a fire and roast the salmon. A simple little thing but it made a nice difference.

All in all, NPCs in the wild seem a bit more intelligent, but also bit more crazy at the moment. Craziness is surely refreshing, but tweaking and testing still need to be continued.

May 22, 2019, 05:11:50 PM
14
Re: NPC hunters gone wild
Which brings up the question of stealing prey? How will a non party hunter react to me butchering his prey? Until Sami teaches them manners are they all going to be bird thiefs? On a side note that would be cool if one did steal and I could cast a spell some old man me to make them reveal themselves.

Currently they won't react at all to their preys getting stealed, and yes, they could also start butchering player characters prey.
Additions like this bring in many ifs and wild variables, and that flood of ideas as well.

Historically the downed prey was marked owned by cutting (a certain) piece of its carcass. Whoever did it first, the prey was his, even though he hadn't actually downed it.
This is because sometimes two people might have hunted for example the same elk for a long time, and whose arrow was the fatal in the end, couldn't be easily resolved.
So, whoever was the first to cut the carcass became its rightful owner. So maybe we'll apply this kind hunter ethics as well. If you get to cut NPC downed animal first, they give it to you, if you cut whats theirs they'll probably get angry. And vice versa.

May 23, 2019, 05:35:45 PM
1
Re: NPC hunters gone wild
I've been playing Unreal World for a very long time through the standalone edition so I was just curious to ask will it continue receiving the updates such as if you decided to update hunters logic. Its a worthy investment if not but it would be very generous as I am on very tight funds currently. But I personally love the game. I've died from so many things and I've created many amazing profiles just to see them disappear in the blink of an eye over falling through ice, causing catastrophic damage to limbs from falling off cliffs, or getting killed by a wild arrow to the head from a companion, etc. I love the game and put numerous hours into my many adventures. Keep up the great work and Id love to hear back from you.

Firstly, thanks for the compliments. Then, it's interesting you that you asked since during the past years I've found myself considering future of the (donation-based) free of charge version because donations have dried out pretty much completely. The original deal (since 2013) has been to keep free of charge version available for everyone if there's sufficient amount of support. But there really isn't, and the standalone version seems to be considered more "free" rather than "donation based". It used to be in fair balance for some years, but nowadays it's (unjustly) only a fistful of people handing out some support whereas there are loads of freeloaders.

So, I really have to consider things, and when there's consensus - or changes to current policy - it will be properly announced. It may be likely that the interval between paid version and free-of-charge version will be lengthened to greater extent, paid version comes way first and the free follows later on - so that the incentive for support is more concrete.

May 26, 2019, 10:49:05 AM
2
Re: NPC hunters gone wild
I just purchased this game on steam to show the support that it deserves. Keep up the good work

Mmkay. Doing my very best, with the power (and support) invested in me. :)

May 28, 2019, 11:09:00 AM
2
Bark stuff, birch-bark stuff Many updates to peeling bark from trees, and utilizing birch-bark as well, are on their way.
Most fundamental addition of all the bark related stuff is to allow harvesting birch-bark and feature it as raw material which can be used in many different crafts.
Takes a while before we get into adding crafts, but bark harvesting changes and additions have been made already, and they can be summarized roughly as follows:

Birch-bark is peeled in long strips, which are wound to a ball for storage. (These kind of balls of birch-bark are called Sommelo  in finnish.)
Harvesting birch-bark in strips is slower compared to (already existing) ways of removing bark in sheets, but as a strip it's ready for weaving.
Moreover, time of the year now matters in harvesting any bark. It's best to be done in early summer, and gets more difficult (and eventually impossible) out of the proper period.
The bark yield (from a single tree) is also not constant but depends on the season and character's timbercraft skill.
And the biggest catch of this all that with adding birch-bark strips we'll be also adding unit of lenght to appropriate game items - that will eventually cover all the cords and ropes as well. So the requirements for birch-bark crafts are going to be eg. "16 feet of birch-bark strip" rather than some weight measure of bark. Many new possibilities open. But it's a hassle at first now to make conversions and routines understand the lenght. But that's my hassle, you just stay tuned...

These are future additions, not yet functional in current version 3.52.

May 29, 2019, 12:21:31 PM
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anything