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Re: [Fixed - persists in 3.60beta-hotfix3] Pawboards not so good for trading now? Bugged it was. "How many traps we have" checks failed by assuming other types of tools as traps. Fixed now.

Fixed - persists in 3.60beta-hotfix 3.

October 17, 2019, 08:00:04 PM
2
Re: Rafts!
Going upstream with a raft may well be impossible, while going downstream would be fairly easy (although rapids may be a danger to both punts and rafts). Propelling a water craft against the wind is also harder than going with the wind.
Of course, these things would require elaboration of the environment, but this IS a suggestion thread...

Yep. In a perfect unreal world all this - and more - should be featured. :)
Development goals list already mentions:

Challenge to moving in rapids and rivers:
 *   boating upriver to be more fatiguing and difficult
 *   rapids being risky and dangerous to boat in and swim
 *   capsizing watercrafts

October 18, 2019, 05:21:45 PM
2
Re: Rafts!
May I suggest that a sesta should give a noticeable improvement in moving the raft, compared to a paddle?
This would give it a good advantage, to balance out its disadvantage with water depth.

Yes indeed, this should also be featured in perfect unreal world.

(I guess we could easily spend months and months on working with watercraft perfections alone... ;) )

October 18, 2019, 05:24:14 PM
1
Re: [not a bug] Cellar in building- problem smoking/drying PALU's description matches to quite extent what kind of cellars we're talking about.

This is an old cellar at Erkka's place, with the old doors removed.


Coming up with such a space right under the house would require whole different approach to house building, especially if the floor was mere dirt, so the cellars were dug into mounds. It's likely that most players think of UrW cellars differently, as we haven't emphasized the building requirements/restrictions too much. But now you know. :)




October 19, 2019, 05:32:54 PM
2
Re: Sale We've regularly participated in all Steam sales, and the upcoming sale is no exception - so we'll be on sale.
I won't be giving straight percentages now, but the discount is going to be more than 15%, so if you're low on games budget I'd say it's worth of waiting.

When this particular next Steam sale gets started we'll post news about it so you don't miss it.

October 23, 2019, 05:15:13 PM
1
Re: [3.60 beta linux-1] adventurer doesn't collect his own arrows Yes, this is indeed a problem and should be taken care of. NPCs have never cared for their dropped or thrown items, and the oversight is now more obvious with the hunting NPCs.
To-do.

October 23, 2019, 05:17:08 PM
1
Re: [3.60 beta-hotfix 2] NPC hunting - attacks my pet stag, lets me eat his meat Fixed the domestic animal hunting thing. The rest (regarding item ownership) are still to-do.
October 23, 2019, 06:30:40 PM
1
3.60 (stable) released on Steam, with Halloween sale & Kekri celebration Halloween sale is on at Steam, and our own festivities also include the release of UnReal World version 3.60 (stable) there.
You can grab the game for decent discount at UnReal World store page, and Lifetimers will find the release at the designated forum section. Now if you've been itching to start playing 3.60, maybe counting your coins, we're having the biggest discount so far to make it a little more affordable for You. Those who feel reluctant about playing connected Steam we remind that it's not a thing in case of UnReal World. You can be and play as offline as you want.


It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we. We have harvested and processed the bugs and to-dos since the last beta and now together with Kekri celebrations 3.60 stable is out.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink. So, what does a decent developer of tradition rich game do to follow the tradition?

Well, hello there, any foods or drinks to offer? Some purchases will do as well.


You can find full 3.60 changelog here and this is what's been added since 3.60beta-hotfix3:

UnReal World version 3.60 (stable) changelog:
----------------------------------------------------------------------------------------------
- added: tree saplings

There are now small saplings of spruce and birch trees appearing on zoomed-in maps. Saplings are not obstacles for movement like the bigger trees but you can walk right through them. Saplings can be cut down like any trees, and they have use in making of withes.

MIGRATION NOTICE: Saplings can be found only on newly generated maps. If your character has explored the world extensively you may want to run map maintenance (key command [7]) which removes unimportant previously generated zoomed-in maps.

- added: withe - a new type of tying equipment

Withes are tying and binding equipment made from flexible, slender saplings of spruce or birch trees. Your character can make withes from [M]ake-menu under Tying equipment category.

- added: WITHE game encyclopedia entry [F1]

- added: fence building now requires two bands of tying equipment

Fences have been traditionally tied with spruce withes, which are the preferred and convenient choice, but any other tying equipment will work as well.

- added: villagers now cook their raw meat and fish

Villagers will now cook raw meat and fish in their possession. This doesn't necessarily happen instantly upon obtaining the meat or fish, but at convenient moment for the villager in question.

- added: inventory auto-filtered to show timber when birch-bark raw material requirement selection is being made

- changed: upon planting something the sprouts are not immediately visible

Only after some days you will be able to see the sprouts of what you had planted. Before the sprouts, planted tiles appear in thicker prepared soil graphics so you will be able to recognize them.

- adjusted: village dogs don't bark at sleeping characters

Watchdogs barking at restfully sleeping characters made it impossible to have good nights sleep in a village.

- fixed: using length based items as weight based crafting material got their properties modified confusingly

For example tanning with birch-bark strips.

- fixed: hunting NPCs might choose to hunt player character's domestic reindeers

- fixed: villagers rejecting traps in trading, claiming that they have enough even though they had none

- fixed: raft weight reasoned

They've been super light earlier, but now weigh around proper 1200 pounds. This makes hauling the only option for moving rafts around on dry land.

- fixed: young leaves could be picked immediately when plants sprouted

Now the plant needs to be few weeks old before picking of leaves is possible.

- fixed: double animal skin when skinning the same carcass as your NPC companions

- fixed: young animals meat yield occasionally being as high as that of the adult animals

- fixed: NPC butchering/skinning processes in the background might cause player spend times to jump or reset

- fixed: NPC owned dogs not leaving tracks in the wilderness

- fixed: tying equipment return issues after drying/smoking

If several stacks of food was dried/smoked at the same location using same kind of tying equipment all the tying equipment got returned when the first batch of food was ready.

- fixed: player crafted items occasionally appearing as roasted foods (if there was NPCs cooking nearby)

- fixed: when looking at tree harvested of its bark the tree info mistakenly said "partially felled"
----------------------------------------------------------------------------------------------


Celebrate & Participate

We wish you happy Kekri time - or happy Halloween if that suits you better.
All in all, now just celebrate and participate in the festivities at this special time of the year.

October 28, 2019, 06:43:34 PM
16
Re: Making Arrows error[3.60] Oh yes, I see. The withe usage additions seem to have lured into [patchwise] crafting, now picking wrong formula for tying equipment requirements.
For a "kind of a fix" (only to save cordage) this can be eased by removing lenght requirement for cords arrow section of diy_glossary.txt as follows: (replace red line with green one)
However, even after this it still needs cutting cords in pieces manually beforehand.

.Arrow. [effort:1] [phys:hands,one-armed]     *CARPENTRY*        /30/    [patch:5]
{Branch}      [remove] [patchwise] [noquality]
{Knife}
{Feather} (3) [remove] [patchwise] [noquality]
{Cord} =1=    [remove] [patchwise] 
{Cord}           [remove] [patchwise] 
{Rock}        [remove] [patchwise] [noquality]


October 30, 2019, 11:26:55 AM
1
Re: Rauko
Huzzah!

I always appreciated the extra effort for the pics. I'm more of a writer myself (see Novrus etc). Glad you managed to keep it.

Query: Wonder if Saami can archive the thread in such as way as to store the pics? Its a good example play for his game.

The work with the pics here is indeed absolutely fantastic. The forums don't support archival of threads with automatically fetching and storing pics (at our servers). That would be super cool option, though.

November 11, 2019, 04:04:07 PM
2