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Re: Messing with measures
Will there be any loss off length due to the knot or is it so small as to be negligible, is there reduction in quality due to multiple knots, can we choose cord length when crafting or will it be a set length that we will then add to or shorten?

In many cases knots are a bad solution, so we imagine joining is done by opening and untwisting the strands and twisting them back together with reasonable lenght of the added piece. This of course should lose some length, but not so much the quality... But in order to get things done and not to stay in loop of perfecting mostly trivial things the loss of length and quality changes are not featured (at the moment).

When crafting it's said eg. you need "10 feet of rope" and sometimes you can come up with this from smaller pieces, and sometimes you need the full length. When crafting nothing is cut or joined automatically.

This all may be fine tuned in the future.
 

July 17, 2019, 12:10:52 PM
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Re: Summer Sale, Summer opportunities
Just a note on distribution: i actually bought the game on Steam in stead of donating because it was easier for me, but i still prefer to use the free version from the website. That's because the Steam version (on Linux at least) only works when you launch it via Steam. I actually had quite the annoyance when i tried to play URW on an airplane, and Steam refused to start (even in offline mode) because it couldn't connect to the internet. The version of the game downloaded via steam would not start on its own.

Hmm. All the Steam purchased versions should launch completely without Steam too. That's how we want it to be, there are no checks in game to Steam being active or not. 
You should be able to start Linux binary just like that from the game's folder.

July 29, 2019, 12:20:43 PM
2
Summery summary in the midst of upcoming version hype Yes, yes. Yet another version is cooking up. That's not news. That's how it goes with UnReal World.

But what it will be about, and when to expect a release?
That would be more like news. And that's what this post is about.

Summer is always a busy season. There's so much happening that it's hard to even summarize what's happening. Many of the warm days and nightless nights get spent on recreational activities, but working hours in the development chambers have been also been busy and sweaty. Now lets take a look at what has happened, and to where all this is taking us. Some of this stuff may have been announced already, but it doesn't hurt to drool once again.

The main focus of upcoming version is laid on NPCs. This applies to both companions you can hire for yourself, and wandering woodsmen you may meet in the wild. But that's not all. I'll cover some of the upcoming new features in the chunks of text below. I won't add screenshots this time, but a few selected historical image sources from Finnish museums and archives. Some of these may not be era-accurate, but mood and theme suitable nevertheless.


Wandering NPCs will actively hunt animals, based on their cultural preferences, and also utilize the kills the best they can.

This opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before.
The very act of NPCs hunting is propably rarely witnessed by the player character but traces and remains found in the woods can tell a story of another human hunter at the area.
Wandering woodsmen and adventurers may now also occasionally have dog companions with them. And just like the dogs owned by player characters these will also protect their masters.


"Hunter with his gear"
Photographer: Sirelius U.T. 1898
National Board of Antiquities / Suomalais-ugrilainen kuvakokoelma / SUK36:263
License: CC BY 4.0


Companion usefulness gets boosted with several new tasks they can do on demand

New companion commands are:
* butcher and skin carcasses
* roast meat or fish
* make logs and boards
Companions skills naturally affect to outcome of the tasks so their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves.
That's cool, you might think. And you also might think of few other tasks companions could do. Indeed. Same here. We actually do have a few more things regarding companions still under construction. Currently we're working on mechanisms to allow unoccupied companions automatically to help you with laborous tasks (eg. building) thus shortening the working time.


Well, we haven't concentrated solely on living things. Here's a few of probably the most interesting additions and features regarding item galore;

Harvesting and utilizing birch-bark

It will be possible to harvest and utitilize birch-bark in crafting. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.)
It will be possible for player character now to craft birch-bark shoes, caps, boxes, baskets - and also birch-bark ropes.


Ball of birch-bark, 'Sommelo'.
The National Museum of Finland / Yleisetnografiset kokoelmat / VK5354:11
License: CC BY 4.0



Measure of length for tying equipment

Tying equipment such as ropes and cords now have a length property, and tying equipment requirements in crafting are now length based. There will be also options for joining and shorterning ropes and cords as sometimes specific length is desired.


Armour and cloth quality having impact on their protective values

High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question.


Footwear wearing out in use

Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability.


Reindeer fur boots, 'Nutukkaat'.
The National Museum of Finland / Suomalais-ugrilaiset kokoelmat / SU4724:35
License: CC BY 4.0



Let this be enough for summery summary about what to expect. Now then there's that other question...

When we're done with those "few more things" still pending to be added it is time to start wrapping things up for a beta release. I'm quite reluctant to set or mention any deadlines as they usually don't keep, but if we think it out loud then...
It shouldn't take more than few weeks to finish the most urgent pending to-do's. Then a week of extensive testing and adjusting the latest additions, and then if everything goes fine it's time to start final packaging.
So...
...we could be seeing first beta of the brave new version in early september. And from there on, what has been laid in there will still be evolving and growing, stabilizing and multiplying.

It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

August 05, 2019, 11:53:54 AM
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Re: With traditional movement, how do you look in a direction without advancing? That can be done. If you press to totally opposite direction than where the character is heading the character only turns but doesn't move.

For example:
You are facing north. Now if you press south (2) the character turns, but doesn't move. If you can press again to north (8) the character turns to north again.

August 21, 2019, 09:55:20 AM
1
Re: Tufted duck? Yes, they exist in the game. Their favourite habitats are small ponds and lakes at the mires and marshes.

https://en.wikipedia.org/wiki/Tufted_duck

August 21, 2019, 10:01:20 AM
1
Re: Desire for more Back in the day, when we wanted to mod a game from its very core - which of course wasn't the term used - or we did create that game by ourselves, more or less from the scratch. :)

Changing the essence is not modding anymore, in my books at least. Our primary mission is to develop this unique iron-age game, and not all-purpose modding script language - so what you'll be able to do with UrW modding is foremostly expanding and tuning the existing.

September 01, 2019, 05:56:01 PM
6
Re: Summery summary in the midst of upcoming version hype
Can we get a metal working skill and start integrating smithing into the vanilla game? It is Iron age Finland after all.

Umm, I don't really like to add things if they don't have real function in the game. When there will be metalworking skill, there will be metalworking featured as well.


September 01, 2019, 05:59:50 PM
1
Re: Agriculture give me a irritation WTF Thanks for the details, morrneyo. Hard to say what exactly happened, but the good thing is the glitch..or whatever it was..didn't persist and planting worked out eventually. I noticed you posted a bug report too, and that's a good thing. I'll double-check some agriculture things when time allows. Also, if you still happen to have that backup agriculture save that was glitchy at some point, feel free to e-mail it - I may be able to get some additional information from there.
September 03, 2019, 02:10:43 PM
1
Re: Tufted duck? Tufted ducks have been checked out now, and indeed there was a tufted bug - or a little something to tweak regarding their commonness.
Even though tufted ducks could be found their commonness value was mistakenly initialized to minimum default and not to their species specific value. So, they were super rare.
It's fixed now and in the next patch tufted ducks will be more common.

September 03, 2019, 04:02:21 PM
6
With a little help from companions. And the approaching release. It's september. It's release month. We're making final touches, tests and preparations to allow first beta of upcoming version 3.60 to go live in few weeks - on Steam and for lifetimers, that is. It is also likely that the first beta will be released for Windows only, and other platforms will follow later on. This is because our OSX and Linux maintainer is super busy this month, and aiming for synchronized release would delay things far onto October. When the rumble starts we'll be seeing several beta versions on our way towards stable tag as there's still stuff on 3.60 to-do list.

As mentioned, the main focus of upcoming version is laid on NPCs and companions. Several new NPC/companion features have been mentioned in previous posts, and we'll hereby highlight one more big addition.

- added: companions can help you with laborous tasks thus shortening the working time

         Unoccupied companions now spontaneously help you with many different tasks. Their labor input
         helps to finish the physical work in shorter time, but doesn't otherwise affect to result
         or quality of the task outcome. The help companions provide is imagined to be something they
         can do without specific tools, but the kind which makes it easier and faster to finish the work
         together.
         For example:
            When building a log wall it helps to have extra hands around for moving and setting the logs
         in place even if the player character would be the one who does the necessary carving.
            When softening the skin with beater as a final stage of tanning process it helps to have
         somebody around to check, adjust or tighten the skin if necessary.
            When setting and retrieving nets it helps to have somebody to row the watercraft.

         The tasks where companions can currently help you are as follows:

         * all the building tasks
         * building trap constructions
         * setting and retrieving nets
         * harvestring bark
         * tanning stages of cleaning, applying tanning material and final softening
         * crafting rafts
         * crafting leather ropes
         * crafting birch-bark containers and ropes
 
         The tasks are 10-20% faster to perform with a companion and in many cases having multiple helping
         pairs of hands shortens the time 5-10% more per companion. However, the benefits of helpers
         is gapped at three (3) companions, so having more than three helpers doesn't shorten the
         the working time any further. It depends on the task how many helpers is the optimal number, and
         this varies from one to three companions.
   
         Companions do help you with these tasks completely spontaneously, without any commands, if they
         are free from other chores and can reach the player character. You will be notified about companions
         helping you with specific messages displayed right after starting the task. These messages also
         tell if you are being assisted with the optimal maximum number of companions for the task in
         question. If you receive help from some companion(s), but the task would be even easier with more
         helping hands the message is, for example, as follows:
            "You get some help with this task from Ahti."
         And if you have the optimal maximum number of helpers the message is, for example, as follows:
            "Tapio, Korjus and Visa help you with this task."



Screenshot of upcoming version 3.60. Companion helps the character with setting the net.

It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

September 04, 2019, 12:51:53 PM
12
anything